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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
Here are some of the known breakdowns of what each type does
VFX_Script contains further information on the mechanics of VFX creation.
VFX Scripts |
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Calls for a VFX script value to create a fireball type move. |
Unk00 | Unk01 | Unk02 | Unk03 | Unk04 | Unk05 | Unk06 |
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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 |
Body Part | Hex Number |
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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 |
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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 |
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Unused | Unused | Unused | Unused | Unused | Unused | Unused |
Super Flash |
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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 |
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0=Freeze 1=unfreeze | Total frame count in hex | Unsure | Unused | Unused | Unused | Unused |
Stick Movement |
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Allows the control of the character during the frames designated in S/E. |
Unk00 | Unk01 | Unk02 | Unk03 | Unk04 | Unk05 | Unk06 |
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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 |
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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 |
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Setting to 0 causes tracking. Unsure what else | Unsure | Unsure | Unused | Unused | Unused | Unused |
Move to Wall |
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Will make a character attempt to move to one of the screen's edges |
Unk00 | Unk01 | Unk02 | Unk03 | Unk04 | Unk05 | Unk06 |
---|---|---|---|---|---|---|
Unsure | Unsure | Unsure | Unused | Unused | Unused | Unused |
Teleport |
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(Needs exploring) |
Unk00 | Unk01 | Unk02 | Unk03 | Unk04 | Unk05 | Unk06 |
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Unsure | Unsure | Unsure | Unused | Unused | Unused | Unused |
Drop Knife |
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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 |
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Accessory to remove. 0 = Knife or Claw, 1 = Mask. | Unsure | Unsure | Unused | Unused | Unused | Unused |
Angry Scar |
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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 |
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0=Freeze 1=unfreeze | Unsure | Unsure | Unused | Unused | Unused | Unused |
8 |
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This controls health value adjustments |
Unk00 | Unk01 | Unk02 | Unk03 | Unk04 | Unk05 | Unk06 |
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How much health. Hex values of FFFFXXXX cause health loss | Unsure | Unsure | Unused | Unused | Unused | Unused |