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ect_indexes [2020/04/06 23:01]
eternal
ect_indexes [2022/05/28 02:39] (current)
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.
  
 +----
 +
 +|^  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 Scripts (ShortParam:​ 2)  | 
-|| Calls for a [[VFX]] script value to create a fireball type move. | 
  
 +|^  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  |
-|| 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)  | +|^  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. |||||||
 |^  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 | || 0=Freeze 1=unfreeze | Total frame count in hex | Unknown | Unknown | Unused | Unused | Unused |
Line 48: Line 36:
 ---- ----
  
-|^  Throw Tech (ShortParam:​ 6)  | +|^  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. |||||||
 |^  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 |
  
 ---- ----
  
-|^  9  | +|^  ​ShortParam: ​9  ​||||||
-|| Appears to control the spawning of objects. These objects are character specific and tied to an unknown list | +|| 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  |
-|| Object to spawn | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |+|| Object to spawn. [[control_unk_details|detailed object list]] ​| Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |
  
 ---- ----
  
-|^  10 | +|^  ​Wall Jump (ShortParam: ​10)  ||||||
-|| Allows for wall jumping? ​| +|| 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 ​|+|| What script index to trigger. Value is in hex  ​| ​Unused ​ ​| ​Unused ​Unused ​Unused ​Unused | Unused ​|
  
 ---- ----
  
-|^  ​Air Tracking ​(ShortParam: ​12)  | +|^  ​Stick Movement ​(ShortParam: ​11)  ​||||||
-|| Causes ​the character to move towards the opponent'​s locationUsed in moves such as Bison'​s head stomp. |+|| Allows for X axis movement during ​the script||||||| 
 +|^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | 
 +|| Forward movement speed. Value is in hex. | Backwards movement speed. Value is in hex. | Unused | Unused | Unused | Unused | Unused | 
 + 
 +----
  
 +|^  Air Tracking (ShortParam:​ 12)  |||||||
 +|| 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 | || Setting to 0 causes tracking. Unsure what else | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |
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 ---- ----
  
-|^  Move to Wall (ShortParam:​ 13)  | +|^  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  |
 || 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 |
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 ---- ----
  
-|^  ​Teleport ​(ShortParam: ​15)  | +|^  ​Air Tracking, VFX Script ​(ShortParam: ​14)  ​||||||
-|| Repositions ​the character on the screen ​|+|| 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 ​|
  
 +----
 +
 +|^  Teleport (ShortParam:​ 15)  |||||||
 +|| Repositions the character on the screen |||||||
 |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  | |^  Unk00  ^  Unk01  ^  Unk02  ^  Unk03  ^ Unk04  ^  Unk05  ^  Unk06  |
 || 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 | || 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 |
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 ---- ----
  
-|^  18  | +|^  ​ShortParam: ​18  ​||||||
-|| 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 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  |
-|| Health | Super Meter | Ultra Meter | Stun | Super timer | Ultra Timer | Unknown |+|| Health | Super Meter | Ultra Meter | Stun | Super timer | Ultra Timer | Unknown ​(Unused?​) ​|
  
 ---- ----
  
-|^  Drop Knife (ShortParam:​ 19)  | +|^  Drop Knife (ShortParam:​ 19)  ​||||||
-|| 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 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  |
 || Accessory to remove. 0 = Knife or Claw, 1 = Mask. | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | || Accessory to remove. 0 = Knife or Claw, 1 = Mask. | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |
Line 112: Line 106:
 ---- ----
  
-|^  ​27  | +|^  ​ShortParam: 20  ||||||
-|| This controls picking up a weapon ​|+|| 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  | 
 +|| 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 ​|
  
 +----
 +
 +|^  Pickup Item ShortParam: 27  |||||||
 +|| 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 120: Line 120:
 ---- ----
  
-|^  Angry Scar (ShortParam:​ 28)  | +|^  Angry Scar (ShortParam:​ 28)  ​||||||
-|| 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 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  |
-|| What stance level to change to. | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |+|| What stance level to change to. Value is in Decimal? ​| Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |
  
 ---- ----
ect_indexes.1586214070.txt.gz · Last modified: 2020/04/06 23:01 by eternal