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ect_indexes [2019/10/22 10:08] eternal |
ect_indexes [2020/04/07 00:01] eternal |
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- | |^ VFX Scripts | | + | |^ VFX Scripts (ShortParam: 2) | |
|| Calls for a [[VFX]] script value to create a fireball type move. | | || Calls for a [[VFX]] script value to create a fireball type move. | | ||
Line 38: | Line 38: | ||
|| Right Foot | 13 | | || Right Foot | 13 | | ||
+ | ---- | ||
+ | |||
+ | |^ 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 | | + | |^ 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. | | || 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. | | ||
Line 49: | Line 56: | ||
---- | ---- | ||
- | |^ Super Flash | | + | |^ 9 | |
- | || 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. | | + | || Appears to control the spawning of objects. These objects are character specific and tied to an unknown list | |
|^ Unk00 ^ Unk01 ^ Unk02 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | |^ Unk00 ^ Unk01 ^ Unk02 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | ||
- | || 0=Freeze 1=unfreeze | Total frame count in hex | Unknown | Unknown | Unused | Unused | Unused | | + | || Object to spawn | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
---- | ---- | ||
- | + | |^ 10 | | |
- | |^ Stick Movement | | + | || Allows for wall jumping? | |
- | || Allows the control of the character during the frames designated in S/E. | | + | |
|^ Unk00 ^ Unk01 ^ Unk02 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | |^ 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 | | + | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
---- | ---- | ||
- | |^ Air Tracking | | + | |^ Air Tracking (ShortParam: 12) | |
|| Causes the character to move towards the opponent's location. Used in moves such as Bison's head stomp. | | || Causes the character to move towards the opponent's location. Used in moves such as Bison's head stomp. | | ||
Line 74: | Line 80: | ||
---- | ---- | ||
- | |^ Move to Wall | | + | |^ Move to Wall (ShortParam: 13) | |
|| Will make a character attempt to move to one of the screen's edges | | || 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 | | ||
- | || Unsure | Unsure | Unsure | 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 | |
---- | ---- | ||
- | |^ Teleport | | + | |^ Teleport (ShortParam: 15) | |
- | || (Needs exploring) | | + | || Repositions the character on the screen | |
|^ Unk00 ^ Unk01 ^ Unk02 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | |^ Unk00 ^ Unk01 ^ Unk02 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | ||
- | || Unknown | Unknown | Unknown | 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 | |
---- | ---- | ||
- | |^ Drop Knife | | + | |^ 18 | |
- | || This value dictates the removal of accessories. With Cody it will remove his knife, with Vega it removes either his claw or mask. | | + | || 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 | | |^ Unk00 ^ Unk01 ^ Unk02 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | ||
- | || Accessory to remove. 0 = Knife or Claw, 1 = Mask. | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | + | || Health | Super Meter | Ultra Meter | Stun | Super timer | Ultra Timer | Unknown | |
---- | ---- | ||
- | |^ Angry Scar | | + | |^ Drop Knife (ShortParam: 19) | |
- | || 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 | | + | || 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 | | |^ Unk00 ^ Unk01 ^ Unk02 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | ||
- | || What stance level to change to. | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | + | || Accessory to remove. 0 = Knife or Claw, 1 = Mask. | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
---- | ---- | ||
- | |^ 9 | | + | |^ 27 | |
- | || 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. | | + | || This controls picking up a weapon | |
|^ 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 | | + | || Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown | |
---- | ---- | ||
- | |^ 18 | | + | |^ Angry Scar (ShortParam: 28) | |
- | || 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 | | + | || 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 | | |^ Unk00 ^ Unk01 ^ Unk02 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | ||
- | || Health | Super Meter | Ultra Meter | Stun | Super timer | Ultra Timer | Unknown | | + | || What stance level to change to. | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
- | + | ||
- | ---- | + | |
- | + | ||
- | |^ 27 | | + | |
- | || This controls picking up a weapon | | + | |
- | + | ||
- | |^ Unk00 ^ Unk01 ^ Unk02 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | + | |
- | || Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown | | + | |
---- | ---- |