Enums Reference (Sdk2) #
local sdk2 = require("_SDK.sdk2")
local enums = sdk2.enums
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Input #
| Name | Value | Use |
|---|---|---|
UP/DOWN/BACK/FORWARD | direction bits | Movement in executeMacro |
L_HAND/R_HAND/L_KICK/R_KICK | button bits | Attack buttons |
HEAT/RAGE | special | Heat / Rage |
Demo:
local sdk2 = require("_SDK.sdk2")
local e = sdk2.enums
DisableKeyboardInput()
executeMacro(e.Input.FORWARD, e.Input.R_HAND, 3, e.InputType.KEY_PRESS)
EnableKeyboardInput()
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InputType #
| Name | Value |
|---|---|
KEY_DOWN | 0 |
KEY_UP | 1 |
KEY_PRESS | 2 |
AttackType #
| Name | Value |
|---|---|
NA | 0 |
LOW/MID/HIGH | 1 / 2 / 5 |
PROJ/SMID | 3 / 4 |
MID/HIGH/LOW_UNBLOCKABLE | 7 / 8 / 9 |
THROW | 10 |
ANTIAIR_ONLY | 11 |
Demo:
local atk = getOpponentLastAttackType()
local sdk2 = require("_SDK.sdk2")
print(sdk2.utils.getAttackTypeString(atk))
if atk == sdk2.enums.AttackType.LOW then
-- duck or low parry logic
end
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AttackBonesType (engine) #
| Value | Limb |
|---|---|
0 | None |
9 | Right hand |
13 | Left hand |
16 | Right foot |
19 | Left foot |
Demo:
local sdk2 = require("_SDK.sdk2")
local t = getOpponentAttackBonesType()
local bone = sdk2.utils.attackBoneName(t)
local s = getEvasionState()
if s.valid then
local w = getFighterBoneWorld(3 - s.localSlot, bone)
if w.valid then print(bone, w.x, w.y) end
end
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