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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 a fireball type move. | | + | || 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 | | |^ 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 | | + | || Sound file to play. Like [[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 | | + | |
---- | ---- | ||
- | |^ Throw Tech | | + | [[VFX|VFX_Script]] contains further information on the mechanics of VFX creation. |
- | || 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 | | + | |
- | + | ||
- | ---- | + | |
- | |^ Super Flash | | ||
- | || 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. | | ||
+ | |^ VFX Scripts (ShortParam: 2) ||||||| | ||
+ | || Calls for a [[VFX]] script value to create a fireball type move. ||||||| | ||
|^ 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 | | + | || 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 | |
- | ---- | ||
- | |||
- | |||
- | |^ Stick Movement | | ||
- | || 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 | | + | |^ Super Flash (ShortParam: 5) ||||||| |
- | || Causes the character to move towards the opponent's location. Used in moves such as Bison's head stomp. | | + | || 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 | | |^ Unk00 ^ Unk01 ^ Unk02 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | ||
- | || Setting to 0 causes tracking. Unsure what else | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | + | || 0=Freeze 1=unfreeze | Total frame count in hex | Unknown | Unknown | Unused | Unused | Unused | |
---- | ---- | ||
- | |^ Move to Wall | | + | |^ Throw Tech (ShortParam: 6) ||||||| |
- | || Will make a character attempt to move to one of the screen's edges | | + | || 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 | | |^ Unk00 ^ Unk01 ^ Unk02 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | ||
- | || Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown | | + | || Unused | Unused | Unused | Unused | Unused | Unused | Unused | |
---- | ---- | ||
- | |^ Teleport | | + | |^ ShortParam: 9 ||||||| |
- | || (Needs exploring) | | + | || 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 | | ||
- | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | + | || Object to spawn. [[control_unk_details|detailed object list]] | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
---- | ---- | ||
- | |^ Drop Knife | | + | |^ Wall Jump (ShortParam: 10) ||||||| |
- | || This value dictates the removal of accessories. With Cody it will remove his knife, with Vega it removes either his claw or mask. | | + | || 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 | | + | || What script index to trigger. Value is in hex | Unused | Unused | Unused | Unused | Unused | Unused | |
- | || Accessory to remove. 0 = Knife or Claw, 1 = Mask. | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | + | |
---- | ---- | ||
- | |^ Angry Scar | | + | |^ Stick Movement (ShortParam: 11) ||||||| |
- | || 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 | | + | || Allows for X axis movement during the script. ||||||| |
|^ 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 | | + | || Forward movement speed. Value is in hex. | Backwards movement speed. Value is in hex. | Unused | Unused | Unused | Unused | Unused | |
---- | ---- | ||
- | |^ 9 | | + | |^ Air Tracking (ShortParam: 12) ||||||| |
- | || 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. | | + | || 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 | | ||
- | || 0 = Empty; 1 = Knife; 2 = Pipe; 3 = Wrench | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | + | || Setting to 0 causes tracking. Unsure what else | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
---- | ---- | ||
- | |^ 18 | | + | |^ Move to Wall (ShortParam: 13) ||||||| |
- | || This value controls health changes. This allows for moves to either heal or deal damage to a character. Unk00 is 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. | | + | || 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 | | ||
- | || This is the amount of health to change. | 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 | |
---- | ---- | ||
- | |^ 27 | | + | |^ Air Tracking, VFX Script (ShortParam: 14) ||||||| |
- | || This controls picking up a weapon | | + | || 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 | | |^ Unk00 ^ Unk01 ^ Unk02 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | ||
- | || Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown | | + | || Setting to 0 causes tracking. Unsure what else | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
---- | ---- | ||
- | ====GFX==== | + | |^ Teleport (ShortParam: 15) ||||||| |
- | + | || Repositions the character on the screen ||||||| | |
- | Extremely rarely used. | + | |
- | + | ||
- | ====GFX2==== | + | |
- | + | ||
- | Governs the usage of many special effects such as characters flashing, auras, smoke effects, and 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 | | + | || 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 | |
---- | ---- | ||
- | |^ HAbreak (36) | | + | |^ ShortParam: 18 ||||||| |
- | || Causes a glass breaking effect on your character. Used in guard break animations. | | + | || 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 | | ||
- | || Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown | | + | || Health | Super Meter | Ultra Meter | Stun | Super timer | Ultra Timer | Unknown (Unused?) | |
---- | ---- | ||
- | |^ SSgs_sumiA (40) | | + | |^ Drop Knife (ShortParam: 19) ||||||| |
- | || A large white paint splash appears on the screen in front of the character. | | + | || 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 | | ||
- | || Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown | | + | || Accessory to remove. 0 = Knife or Claw, 1 = Mask. | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
---- | ---- | ||
- | |^ SSgs_sumiB (41) | | + | |^ ShortParam: 20 ||||||| |
- | || A medium size 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 | | + | || 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 | |
- | || Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown | | + | |
---- | ---- | ||
- | |^ SSgs_sumiC (41) | | + | |^ Pickup Item ShortParam: 27 ||||||| |
- | || A small 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 | | ||
|| Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown | | || Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown | | ||
Line 180: | Line 120: | ||
---- | ---- | ||
- | |^ Gen_zte_hit (74) | | + | |^ Angry Scar (ShortParam: 28) ||||||| |
- | || The character will flash completely white. | | + | || 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 | | ||
- | || Unsure | Unsure | Unsure | Unknown | Unknown | Unknown | Unknown | | + | || What stance level to change to. Value is in Decimal? | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
---- | ---- | ||
- | |^ Gen_Stk_fin (78) | | + | ====GFX==== |
- | || The character will have a red glow. | | + | |
- | |^ Unk00 ^ Unk01 ^ Unk02 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | + | Extremely rarely used. |
- | || 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 | | ||
- | |||
- | ---- |