Post by HGPhoenix on Oct 1, 2018 9:10:00 GMT
So, looking around and not seeing this stuff, i figured i would post what i have so far for them. This atm covers all of the "U_1C" values, part of the "U_18", and nothing really for the other ones. Looking at "U_2C" and "U_30" they do not appear to have any values in game, so i haven't touched them yet. And the other ones just haven't touched them. The ones in the format of "0xX" all atleast appear to follow the same format as the Race Lock value in the IDB. Using 1,2,4 and so on and you just add the values together. If you don't know what i am talking about i will use "U_1C" to demonstrate. Also i find it easy for me to convert to DEC and back to HEX, so i will list them both.
So this is what i was talking about, to hide both the Jaw and Forehead you add their values together, which is 3. Pretty Simple right? So if we want to hide the Jaw and Eyes, we add 4+1, and we get 5. So if we do 4+2+1 we get 7 which will hide the Jaw, Forehead and Eyes! Really easy and simple once you know it. So for an example i will only list the 2+1 one in "U_1C" and after it only list the major values.
Lets start with the easy one first.
HEX=hexadecimal
DEC=decimal
Split=the decimal number split into the numbers that make it
Effect=what it does
U_1C
HEX|DEC|Split|Effect
01| 1 | - |Hides Jaw/Face_base
02| 2 | - |Hides Forehead/Face_Forehead
03| 3 |2+1|Hides Jaw+Forehead.
04| 4 | - |Hides Eyes/Face_eye
08| 8 | - |Hides Nose/Face_Nose
10| 16 | - |Hides Ears/Face_ear
20| 32 | - |Hides Hair
40| 64 | - |Hides Top/Bust
80|128| - |Hides Bottom/Pants
100|256| - |Hides Hands/Rist
200|512| - |Hides Feet/Boots
What do I mean by hide? Well exactly as it sounds. Frieza's Head accessory uses this to hide the players Hair and ears. Do note that say if you set Frieza's head for example to also hide the bust, it will. As in what ever clothing you are wearing as your top will disappear model wise, so you will have no torso. So if you want some use out of something like that your bust model would have to be included in an .EMD file of a part you are not hiding.
And there you have the "U_1C" which probably deserves a name now. Im not good with those, someone else can name it. I do want to make a note on this though. Setting "U_1C" for most clothes will have it work just fine, but during my testing using it with Hair i had to set "U_18". This could just be due to Hair being an Accessory, as even Character Customization parts appear to not need "U_18" set. I will play with this more and update, but atleast wanted to get these basics down for others. That way you can play with them too!
So speaking of "U_18"
U_18
HEX|DEC|Split|Effect
01| 1 | - |This is used for OBI/MANT/SCARF/SKIRT
02| 2 | - |This tells the Part to use MODEL2 for color. Not using this, even using it, can cause some weird effects with the part. Aswell it is used with Bust Part when it has a PhysicsObject for MARK.
04| 4 | - |Setting this appears to allow Accessory items, such as something in Hair, or Ear, to have its model show up.
08| 8 | - |??
0C| 12 |8+4|When set on an Accessory item, it changes the Scouter to the Green tint.*Note 1 No noticeable effect on clothes.
10| 16 | - |??
14| 20 |16+4|Blue Scouter
20| 32 | - |??
24| 36 |32+4|Red Scouter
40| 64 | - |??
44| 68 |64+4|Purple Scouter
80|128| - |??
100|256| - |??
104|260|256+4|??(Used on Hercules Wig and Hercules Wig 2)
200|512| - |??
204|516|512+4|Orange Scouter
*Note 1: Due to how this system works, we can reason 8=Green*Note 2 and 4=Scouter, since if you look at each scouter line it is a number +4.
*Note 2: It however appears you cannot merge scouter tints.
I would like to talk abit about the Scouters part. 4 may not be a scouter, but it is needed for the accessory to operate correctly. If 4 is not set, the accessory will not appear model wise, but you can reequip the accessory though it will not show on the player, and may not have any effects. If this is the case, then 8 may not be just green, it could be green scouter, Though just setting this value to 8 alone does nothing noticable, as the scouter only appears when 4 is present with 8.
Ya this one appears abit more empty. Again didn't try everything on all parts, but did try the scouter+color on normal Clothes and it didn't work, aswell as when loading into a fight my characters Gloves and Boots turned black, don't know why cause i had it set on the Bust. Also Hercule's Wig is interesting that it has that value, which is similar to Scouters, but we do know that as an Accessory it need atleast 4 in the "U_18" for it to show up, so that leaves us with figuring out 256, unless it operates how scouters operate. Overall this "U_18" appears overall as a bunch of random functions.
U_20
HEX|DEC|Split|Effect
01| 1 | - |??
02| 2 | - |??
04| 4 | - |??
08| 8 | - |??
10| 16 | - |??
20| 32 | - |??
40| 64 | - |??
80|128| - |??
84|132|128+4|??
100|256| - |??
104|260|256+4|??
184|388|256+128+4|??
200|512| - |??
204|576|512+64|??
So for "U_20" I didn't find much of anything visually. You will notice i added other numbers to the list other than the major ones, those are just values that do appear assigned to "U_20" through the BCS. I went through a few things and didn't notice much. I know it is used with Scouters when the HEX 10 is set to it, but didn't notice any difference when removing it. Anyone with info on it would be nice to share.
These are what i have found as of now. Like i said i haven't checked what some of these do on other parts, but it appears that some values act differently or are needed depending on the part you are working with. "U_1C" Is set as to what it does, hides things, it just acts differently according to what Part you are on. For instance on PartID of 5 which is Hair, it needs "U_18" to be set to include 4. So this means if you set it to 8 or 9 or 10(a) or 11(b), it will not work, as those are composed of 8,8+1,8+2,8+2+1 no 4 included in any of that. But on PartID of 6 which is Bust, it doesn't appear that "U_1C" needs "U_18" to be set. It is also a good note that "U_1C" when set on Character Customization PartSets it doesn't need "U_18" aswell. I haven't tested that on my own yet, but did notice in the BCS how it was set for those.
One constant in all of this is that it uses the Adding values system to determine things. So atleast 1 part of this makes sense. If anyone has any contributions to this, let me know so we can expand it. I know not many people use these but it is nice to have the Resource so we understand stuff more.
~I will be working more on this throughout the week.~
Sorry if some stuff doesn't make sense, wrote this while tired
So this is what i was talking about, to hide both the Jaw and Forehead you add their values together, which is 3. Pretty Simple right? So if we want to hide the Jaw and Eyes, we add 4+1, and we get 5. So if we do 4+2+1 we get 7 which will hide the Jaw, Forehead and Eyes! Really easy and simple once you know it. So for an example i will only list the 2+1 one in "U_1C" and after it only list the major values.
Lets start with the easy one first.
HEX=hexadecimal
DEC=decimal
Split=the decimal number split into the numbers that make it
Effect=what it does
U_1C
HEX|DEC|Split|Effect
01| 1 | - |Hides Jaw/Face_base
02| 2 | - |Hides Forehead/Face_Forehead
03| 3 |2+1|Hides Jaw+Forehead.
04| 4 | - |Hides Eyes/Face_eye
08| 8 | - |Hides Nose/Face_Nose
10| 16 | - |Hides Ears/Face_ear
20| 32 | - |Hides Hair
40| 64 | - |Hides Top/Bust
80|128| - |Hides Bottom/Pants
100|256| - |Hides Hands/Rist
200|512| - |Hides Feet/Boots
What do I mean by hide? Well exactly as it sounds. Frieza's Head accessory uses this to hide the players Hair and ears. Do note that say if you set Frieza's head for example to also hide the bust, it will. As in what ever clothing you are wearing as your top will disappear model wise, so you will have no torso. So if you want some use out of something like that your bust model would have to be included in an .EMD file of a part you are not hiding.
And there you have the "U_1C" which probably deserves a name now. Im not good with those, someone else can name it. I do want to make a note on this though. Setting "U_1C" for most clothes will have it work just fine, but during my testing using it with Hair i had to set "U_18". This could just be due to Hair being an Accessory, as even Character Customization parts appear to not need "U_18" set. I will play with this more and update, but atleast wanted to get these basics down for others. That way you can play with them too!
So speaking of "U_18"
U_18
HEX|DEC|Split|Effect
01| 1 | - |This is used for OBI/MANT/SCARF/SKIRT
02| 2 | - |This tells the Part to use MODEL2 for color. Not using this, even using it, can cause some weird effects with the part. Aswell it is used with Bust Part when it has a PhysicsObject for MARK.
04| 4 | - |Setting this appears to allow Accessory items, such as something in Hair, or Ear, to have its model show up.
08| 8 | - |??
0C| 12 |8+4|When set on an Accessory item, it changes the Scouter to the Green tint.*Note 1 No noticeable effect on clothes.
10| 16 | - |??
14| 20 |16+4|Blue Scouter
20| 32 | - |??
24| 36 |32+4|Red Scouter
40| 64 | - |??
44| 68 |64+4|Purple Scouter
80|128| - |??
100|256| - |??
104|260|256+4|??(Used on Hercules Wig and Hercules Wig 2)
200|512| - |??
204|516|512+4|Orange Scouter
*Note 1: Due to how this system works, we can reason 8=Green*Note 2 and 4=Scouter, since if you look at each scouter line it is a number +4.
*Note 2: It however appears you cannot merge scouter tints.
I would like to talk abit about the Scouters part. 4 may not be a scouter, but it is needed for the accessory to operate correctly. If 4 is not set, the accessory will not appear model wise, but you can reequip the accessory though it will not show on the player, and may not have any effects. If this is the case, then 8 may not be just green, it could be green scouter, Though just setting this value to 8 alone does nothing noticable, as the scouter only appears when 4 is present with 8.
Ya this one appears abit more empty. Again didn't try everything on all parts, but did try the scouter+color on normal Clothes and it didn't work, aswell as when loading into a fight my characters Gloves and Boots turned black, don't know why cause i had it set on the Bust. Also Hercule's Wig is interesting that it has that value, which is similar to Scouters, but we do know that as an Accessory it need atleast 4 in the "U_18" for it to show up, so that leaves us with figuring out 256, unless it operates how scouters operate. Overall this "U_18" appears overall as a bunch of random functions.
U_20
HEX|DEC|Split|Effect
01| 1 | - |??
02| 2 | - |??
04| 4 | - |??
08| 8 | - |??
10| 16 | - |??
20| 32 | - |??
40| 64 | - |??
80|128| - |??
84|132|128+4|??
100|256| - |??
104|260|256+4|??
184|388|256+128+4|??
200|512| - |??
204|576|512+64|??
So for "U_20" I didn't find much of anything visually. You will notice i added other numbers to the list other than the major ones, those are just values that do appear assigned to "U_20" through the BCS. I went through a few things and didn't notice much. I know it is used with Scouters when the HEX 10 is set to it, but didn't notice any difference when removing it. Anyone with info on it would be nice to share.
These are what i have found as of now. Like i said i haven't checked what some of these do on other parts, but it appears that some values act differently or are needed depending on the part you are working with. "U_1C" Is set as to what it does, hides things, it just acts differently according to what Part you are on. For instance on PartID of 5 which is Hair, it needs "U_18" to be set to include 4. So this means if you set it to 8 or 9 or 10(a) or 11(b), it will not work, as those are composed of 8,8+1,8+2,8+2+1 no 4 included in any of that. But on PartID of 6 which is Bust, it doesn't appear that "U_1C" needs "U_18" to be set. It is also a good note that "U_1C" when set on Character Customization PartSets it doesn't need "U_18" aswell. I haven't tested that on my own yet, but did notice in the BCS how it was set for those.
One constant in all of this is that it uses the Adding values system to determine things. So atleast 1 part of this makes sense. If anyone has any contributions to this, let me know so we can expand it. I know not many people use these but it is nice to have the Resource so we understand stuff more.
~I will be working more on this throughout the week.~
Sorry if some stuff doesn't make sense, wrote this while tired