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If you need help with translating Hex values to Decimal you can either use your your Windows Calculator and set it to “Programmer” or use this Decimal To Hex converter web page

Ect Types

Here are some of the known breakdowns of what each type does

Control

Some Parameters' UNK sections have a list of different things that they control. More detailed breakdowns for those UNK values can be found in the Control UNK Details page.


ShortParam: 1
Seems to play a sound file. Start / End dictate how long to play the file. If script is an attack then each time opponent is hit by it the sound file will restart.
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
Sound file to play. Like SFX the voice files are character specific. Value is in whole number decimal. Unsure Unsure Unsure Unsure Unsure Unsure

VFX_Script contains further information on the mechanics of VFX creation.

VFX Scripts (ShortParam: 2)
Calls for a VFX script value to create a fireball type move.
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
The VFX script index number in Hex starting with 0 Body Part that VFX is created from. Matches with hurtboxes body part values Unsure Unused Unused Unused Unused

Super Flash (ShortParam: 5)
The screen freeze during a super. Only need to set 1F window as it's an on/off switch. You have to have 2 Super Flash ECTs one to enable and one to disable it.
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
0=Freeze 1=unfreeze Total frame count in hex Unknown Unknown Unused Unused Unused

Throw Tech (ShortParam: 6)
The frame that a throw tech will occur if input. Any frames that a throw tech is input before the S/E will result in a successful throw tech on designated frames. Only requires a 1F S/E setting. S/E 8-9 allows any throw tech input before 9F to break a throw on that frame.
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
Unused Unused Unused Unused Unused Unused Unused

ShortParam: 9
Appears to control the spawning of objects. These objects are character specific and tied to an unknown list for each character
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
Object to spawn. detailed object list Unknown Unknown Unknown Unknown Unknown Unknown

Wall Jump (ShortParam: 10)
Trigger a script when pressing away from the wall. You must be at next to the wall and at least 1.0 off of the ground. No air status required, just 1.0+ height restriction.
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
What script index to trigger. Value is in hex Unused Unused Unused Unused Unused Unused

Stick Movement (ShortParam: 11)
Allows for X axis movement during the script.
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
Forward movement speed. Value is in hex. Backwards movement speed. Value is in hex. Unused Unused Unused Unused Unused

Air Tracking (ShortParam: 12)
Causes the character to move towards the opponent's location. Used in moves such as Bison's head stomp.
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
Setting to 0 causes tracking. Unsure what else Unknown Unknown Unknown Unknown Unknown Unknown

Move to Wall (ShortParam: 13)
Will make a character attempt to move to one of the screen's edges
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
Governs the horizontal movement speed. Lower values seems to be faster. Value is hex. Controls the spot on screen edge to aim for. The higher the value the higher the potential attach point. Value is hex Unsure Unknown Unknown Unknown Unknown

Air Tracking, VFX Script (ShortParam: 14)
Similar to Air Tracking it moves the character towards the opponent. Done on the ground the physics will end when the script ends. Done in move that loops (such as jumping attacks) the script will try to land approximately 1.0 units in front of the opponent. Script only requires a 1F window of S/E.
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
Setting to 0 causes tracking. Unsure what else Unknown Unknown Unknown Unknown Unknown Unknown

Teleport (ShortParam: 15)
Repositions the character on the screen
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
Determines if teleport is based on your character or opponent. 0 = move distance from your character's position. 1 = move to this distance from opponent's character Unknown Relative distance moved in hex Unknown Unknown Unknown Unknown

ShortParam: 18
This value controls meter values. This will allow you to heal, cause damage, gain super meter, ect. The values are stored in Dword style hex. Use the windows calculator set to 'programmer' to find out the value you need. FFFF FFXX will handle negative values. Example: 1E = 30. FFFFFFE2 = -30
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
Health Super Meter Ultra Meter Stun Super timer Ultra Timer Unknown (Unused?)

Drop Knife (ShortParam: 19)
This value dictates the removal of accessories. With Cody it will remove his knife, with Vega it removes either his claw or mask.
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
Accessory to remove. 0 = Knife or Claw, 1 = Mask. Unknown Unknown Unknown Unknown Unknown Unknown

ShortParam: 20
Moves character at upward angle. The closer you are to opponent the more your horizontal speed is reduced and more you move towards middle of ceiling. Similar to Move_To_Wall (ShortParam 20).
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
Affects movement speed. Lower value = faster. Value is set in hex Height movement speed. (Seems to be initially aiming for height off of the ground?) Value is hex. Unused Unused Unused Unused Unused

Pickup Item ShortParam: 27
This controls picking up a weapon
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
Unsure Unsure Unsure Unknown Unknown Unknown Unknown

Angry Scar (ShortParam: 28)
This will set the character into a particular stance. For new moves you can use a 'stance' restriction in the moves section. Index values in the scripts header can dictate if a move is used in a particular stance. Edit the index number to the normal move of X*1000 for each level of Unk00
Unk00 Unk01 Unk02 Unk03 Unk04 Unk05 Unk06
What stance level to change to. Value is in Decimal? Unknown Unknown Unknown Unknown Unknown Unknown

GFX

Extremely rarely used.

ect_indexes.txt · Last modified: 2020/04/26 07:03 by eternal