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ect_indexes [2020/01/21 07:36]
eternal
ect_indexes [2020/12/27 22:26]
eternal
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 ====Control==== ====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|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|VFX_Script]] contains further information on the mechanics of VFX creation. [[VFX|VFX_Script]] contains further information on the mechanics of VFX creation.
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 |^  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 from. Matches with [[hurtboxes]] body part values | Unsure | Unused | Unused | Unused | Unused |+|| The VFX script number. Not tied to the VFX's listed ​script index value, but the number ​in the list. Value is in Hex| Body Part that VFX is created from. Matches with [[hurtboxes]] body part values | Unsure | Unused | Unused | Unused | Unused |
  
-|^ 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 | 
  
 +----
 +
 +|^  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 |
  
 ---- ----
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 |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
-||Unused | Unused | Unused | Unused | Unused | Unused | Unused |+|| Unused | Unused | Unused | Unused | Unused | Unused | Unused |
  
 ---- ----
  
-|^  ​Super Flash (ShortParam: ​5)  ​+|^  ShortParam: ​9   
-|| The screen freeze during a super. Only need to set 1F window as it's an on/off switchYou have to have 2 Super Flash ECTs one to enable ​and one to disable it. |+|| Appears ​to control the spawning of objectsThese 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  |
-|| 0=Freeze 1=unfreeze ​Total frame count in hex | Unknown | Unknown | Unused ​Unused ​Unused ​|+|| Object to spawn. [[control_unk_details|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)  | |^  Stick Movement (ShortParam:​ 11)  |
-|| Allows ​the control of the character ​during the frames designated in S/E. |+|| Allows ​for X axis movement ​during the script. |
  
-|^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^  Unk04  ^  Unk05  ^  Unk06  | +|^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | 
-|| Forward movement speed | Backwards movement speed | Unknown ​Unknown ​Unknown ​Unknown ​|+|| Forward movement speed. Value is in hex. | Backwards movement speed. Value is in hex. | Unused ​Unused ​Unused ​Unused ​Unused ​|
  
 ---- ----
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 |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | |^  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 | || 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 |
  
 ---- ----
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 ---- ----
  
-|^  ​Drop Knife (ShortParam: ​19)  | +|^  ShortParam: ​18  | 
-|| This value dictates the removal of accessoriesWith Cody it will remove his knifewith Vega it removes either his claw or mask. |+|| This value controls meter valuesThis will allow you to healcause 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 = 30FFFFFFE2 = -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 ​(Unused?​) ​|
  
 ---- ----
  
-|^  ​Angry Scar (ShortParam: ​28)  | +|^  ​Drop Knife (ShortParam: ​19)  | 
-|| 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 |+|| 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  |
-|| 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  ​+|^  ​ShortParam: 20   
-|| 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 weaponThis mostly is just to turn the display of a weapon on or off with a Unk00 = 0 value. |+|| 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 ceilingSimilar ​to Move_To_Wall (ShortParam 20). |
  
-|^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | +|^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^  Unk04  ^  Unk05  ^  Unk06  | 
-|| Empty; 1 = Knife; 2 = Pipe; 3 = Wrench ​Unknown ​Unknown ​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 ​|
  
 ---- ----
  
-|^  ​18  | +|^  ​Pickup Item ShortParam: 27  | 
-|| 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 controls ​picking up a weapon ​|
  
 |^  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 |+|| Unsure ​Unsure ​Unsure ​Unknown ​Unknown ​Unknown ​| Unknown |
  
 ---- ----
  
-|^  ​27  | +|^  ​Angry Scar (ShortParam:​ 28)  | 
-|| This controls picking up weapon ​|+|| This will set the character into 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  |
-|| Unsure ​Unsure ​Unsure ​| Unknown | Unknown | Unknown | Unknown |+|| What stance level to change to. Value is in Decimal? ​Unknown ​Unknown ​| Unknown | Unknown | Unknown | Unknown |
  
 ---- ----
ect_indexes.txt · Last modified: 2022/05/28 03:39 by eternal