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ect_indexes [2019/10/21 02:47]
eternal [GFX2]
ect_indexes [2020/04/26 08:03]
eternal
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 ====Control==== ====Control====
  
-[[VFX|VFX_Script]] contains further information on the mechanics of VFX creation.+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|Control UNK Details]] page.
  
 +----
  
-|^  ​VFX Scripts ​ | +|^  ​ShortParam: 1  | 
-|| Calls for a [[VFX]] script value to create ​fireball type move. |+|| Seems to play 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  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
-|| The VFX script index number in Hex starting with 0 | Body Part that VFX is created fromMatches with [[hurtboxes]] body part values ​| Unsure | Unused ​Unused ​Unused ​Unused ​|+|| Sound file to playLike [[SFX]] the voice files are character specific. Value is in whole number decimal. ​| Unsure | Unsure ​Unsure ​Unsure ​Unsure | Unsure ​|
  
-|^ Body Part ^ Hex Number ​ |  +----
-|| Waist | 0 | +
-|| Stomach | 1 | +
-|| Chest | 2 | +
-|| Head | 3 | +
-|| Left Shoulder | 4 | +
-|| Left Elbow | 5 | +
-|| Left Wrist | 6 | +
-|| Left Hand | 7 | +
-|| Left Hip | 8 | +
-|| Left Knee | 9 | +
-|| Left Ankle | A | +
-|| Left Foot | B | +
-|| Right Shoulder | C | +
-|| Right Elbow | D | +
-|| Right Wrist | E | +
-|| Right Hand | F | +
-|| Right Hip | 10 | +
-|| Right Knee | 11 | +
-|| Right Ankle | 12 | +
-|| Right Foot | 13 |+
  
 +[[VFX|VFX_Script]] contains further information on the mechanics of VFX creation.
  
----- 
  
-|^  ​Throw Tech  | +|^  ​VFX Scripts (ShortParam:​ 2)  | 
-|| The frame that 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 throw on that frame. |+|| Calls for [[VFX]] script value to create ​fireball type move. |
  
 |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
-||Unused ​Unused ​Unused ​| Unused | Unused | Unused | Unused |+|| 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  |+|^  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. | || 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. |
  
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 ---- ----
  
- +|^  ​Throw Tech (ShortParam:​ 6)  | 
-|^  ​Stick Movement ​ | +|| 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 framesOnly requires a 1F S/E settingS/E 8-9 allows any throw tech input before 9F to break a throw on that frame. |
-|| Allows ​the control of the character during the frames designated in S/E. | +
- +
-|^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^  Unk04  ^  Unk05  ^  Unk06  | +
-||Maximum distance forward ​in hex? That or speed, can't remember| Maximum distance backwards in hex? That or speed, can't remember| Unknown | Unknown | Unknown | Unknown | +
- +
----- +
- +
-|^  Air Tracking ​ | +
-|| 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  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
-|| Setting to 0 causes tracking. Unsure what else Unknown ​Unknown ​Unknown ​Unknown ​Unknown ​Unknown ​|+|| Unused ​Unused ​Unused ​Unused ​Unused ​Unused ​Unused ​|
  
 ---- ----
  
-|^  ​Move to Wall  ​+|^  ​ShortParam: 9   
-|| Will make a character attempt ​to move to one of the screen'​s edges |+|| 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  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
-|| Unsure ​Unsure ​Unsure ​| Unknown | Unknown | Unknown | Unknown |+|| Object to spawn. [[control_unk_details|detailed object list]] ​Unknown | Unknown ​| Unknown | Unknown | Unknown | Unknown |
  
 ---- ----
  
-|^  ​Teleport  ​+|^  ​Wall Jump (ShortParam:​ 10)   
-|| (Needs exploring) ​|+|| 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  | +|^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^  Unk04  ^  Unk05  ^  Unk06  | 
-|| Unknown ​Unknown ​Unknown ​Unknown ​Unknown ​Unknown ​Unknown ​|+|| What script index to trigger. Value is in hex  ​Unused  ​Unused ​Unused ​Unused ​Unused ​Unused ​|
  
 ---- ----
  
-|^  ​Drop Knife  | +|^  ​Stick Movement (ShortParam:​ 11)  | 
-|| This value dictates ​the removal of accessories. With Cody it will remove his knife, with Vega it removes either his claw or mask. |+|| Allows for X axis movement during ​the script. |
  
 |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
-|| Accessory to remove0 = Knife or Claw, 1 = Mask. | Unknown ​Unknown ​Unknown ​Unknown ​Unknown ​Unknown ​|+|| Forward movement speedValue is in hex. | Backwards movement speed. Value is in hex. Unused ​Unused ​Unused ​Unused ​Unused ​|
  
 ---- ----
  
-|^  ​Angry Scar  | +|^  ​Air Tracking (ShortParam:​ 12)  | 
-|| This will set the character ​into a particular stanceFor new moves you can use a 'stance'​ restriction in the [[moves]] sectionIndex 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 |+|| Causes ​the character ​to move towards the opponent'​s locationUsed in moves such as Bison's head stomp. |
  
 |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
-|| What stance level to change ​to. | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |+|| Setting ​to 0 causes trackingUnsure what else | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |
  
 ---- ----
  
-|^  ​ | +|^  ​Move to Wall (ShortParam:​ 13)  | 
-|| This seems to control which weapon ​to use. It is currently unknown how to attach weapons to any attack that doesn't normally use that weapon. This mostly is just to turn the display of a weapon on or off with a Unk00 = 0 value. ​|+|| Will make a character attempt ​to move to one of the screen's edges |
  
 |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
-|| 0 = Empty; 1 = Knife; 2 = Pipe; 3 = Wrench ​Unknown ​Unknown ​| Unknown | Unknown | Unknown | Unknown |+|| 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 |
  
 ---- ----
  
-|^  ​18  | +|^  ​Air Tracking, VFX Script (ShortParam:​ 14)  | 
-|| This value controls health changes. This allows for moves to either heal or deal damage to a character. ​Unk00 is stored in Dword style hexUse the windows calculator set to '​programmer' ​to find out the value you needFFFF FFXX will handle negative values. |+|| Similar ​to Air Tracking it moves the character ​towards the opponentDone on the ground the physics will end when the script endsDone in move that loops (such as jumping attacks) ​the script will try to land approximately 1.0 units in front of the opponentScript only requires a 1F window of S/E. |
  
 |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
-|| This is the amount of health ​to change. | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |+|| Setting ​to 0 causes trackingUnsure what else | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |
  
 ---- ----
  
-|^  ​27  | +|^  ​Teleport (ShortParam:​ 15)  | 
-|| This controls picking up a weapon ​|+|| Repositions the character on the screen ​|
  
 |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
-|| Unsure ​Unsure ​Unsure ​| Unknown | Unknown | Unknown | Unknown |+|| 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 |
  
 ---- ----
  
-====GFX==== +|^  ShortParam: 18  | 
- +|| This value controls meter valuesThis will allow you to healcause damagegain super meterectThe values are stored in Dword style hex. Use the windows calculator ​set to '​programmer'​ to find out the value you needFFFF FFXX will handle negative valuesExample: 1E = 30. FFFFFFE2 = -30 |
-Extremely rarely used. +
- +
-====GFX2==== +
- +
-Governs the usage of many special effects such as characters flashingaurassmoke effectsand others +
- +
-When duplicating / copy pasting an ECT for these you have to use the Raw Display and set the ShortParam ​to the number ​value written here or else the entered selection will revert to whatever ​you copied. +
- +
-|^  1000  | +
-|| This clears the character of any currently active FX. |+
  
 |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
-|| Unsure ​Unsure ​Unsure ​Unknown ​Unknown ​Unknown ​| Unknown |+|| Health ​Super Meter Ultra Meter Stun Super timer Ultra Timer | Unknown ​(Unused?​) ​|
  
 ---- ----
  
-|^  ​HAbreak ​(36)  | +|^  ​Drop Knife (ShortParam: 19)  | 
-|| Causes a glass breaking effect on your characterUsed in guard break animations. |+|| This value dictates the removal of accessoriesWith Cody it will remove his knife, with Vega it removes either his claw or mask. |
  
 |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
-|| Unsure ​Unsure ​Unsure ​| Unknown | Unknown | Unknown | Unknown |+|| Accessory to remove. 0 = Knife or Claw, 1 = Mask. Unknown ​Unknown ​| Unknown | Unknown | Unknown | Unknown |
  
 ---- ----
  
-|^  ​SSgs_sumiA (40)  ​+|^  ​ShortParam: 20   
-|| A large white paint splash appears on the screen in front of the character. |+|| 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  | +|^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^  Unk04  ^  Unk05  ^  Unk06  | 
-|| Unsure ​Unsure ​Unsure ​Unknown ​Unknown ​Unknown ​Unknown ​|+|| 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 ​|
  
 ---- ----
  
-|^  ​SSgs_sumiB (41)  | +|^  ​Pickup Item ShortParam: 27  | 
-|| A medium size white paint splash appears on the screen in front of the character. ​|+|| This controls picking up a weapon ​|
  
 |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
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 ---- ----
  
-|^  ​SSgs_sumiC ​(41)  | +|^  ​Angry Scar (ShortParam: 28)  | 
-|| A small size white paint splash appears on the screen ​in front of the character. |+|| This will set the character into a particular stance. For new moves you can use a '​stance'​ restriction ​in the [[moves]] sectionIndex 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  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
-|| Unsure ​Unsure ​Unsure ​| Unknown | Unknown | Unknown | Unknown |+|| What stance level to change to. Value is in Decimal? ​Unknown ​Unknown ​| Unknown | Unknown | Unknown | Unknown |
  
 ---- ----
  
-|^  Gen_zte_hit (74)  | +====GFX====
-|| The character will flash completely white. |+
  
-|^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | +Extremely rarely used.
-|| Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown |+
  
----- 
  
-|^  Gen_Stk_fin (78)  | 
-|| The character will have a red glow. | 
- 
-|^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | 
-|| Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown | 
- 
----- 
- 
-|^  GKX_stone (275)  | 
-|| The ground around the characters feet will break with stones pop up from the ground. | 
- 
-|^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | 
-|| Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown | 
- 
----- 
- 
-|^  SSgs_sumiB (41)  | 
-|| A medium size white paint splash appears on the screen in front of the character. | 
- 
-|^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | 
-|| Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown | 
- 
----- 
ect_indexes.txt · Last modified: 2022/05/28 03:39 by eternal