Sunteți pe pagina 1din 27

0000100A

Undefined
Generate a prop effect with the specified parameters.

00010100
Synchronous Timer
Pause the current flow of events until the set time is reached. Synchronous timers
count down when they are reached in the code.
1

00020000
Nop
No action.

00020100
Asynchronous Timer
Pause the current flow of events until the set time is reached. Asynchronous Timers
start counting from the beginning of the animation.
1

00030000
Flow 03
Undefined

00040100
Set Loop
Set a loop for X iterations.
0

00050000
Execute Loop
Execute the the previously set loop.

00060000
Loop Break?
Breaks out of the current loop?

00070100
Subroutine
Enter the event routine specified and return after ending.
2

00080000
Return
Return from a Subroutine.

00090100
Goto
Goto the event location specified and execute.
2

000A0100
If
Start an If block until an Else Or an EndIf is reached.
6

000A0200
If Value
Start an If block until an Else Or an EndIf is reached.
60

000A0300
If Unknown
Start an If block until an Else Or an EndIf is reached.
600

000A0400
If Comparison
Start an If block until an Else Or an EndIf is reached.
6505

000A0500
Unknown

000B0100
And
Seems to be an "and" to an If statement.

000B0200
And Value
Seems to be an "and" to an If statement.
60

000B0300
And Unknown
Seems to be an "and" to an If statement.
600

000B0400
And Comparison
Seems to be an "And" to an If statement.
6505

000B0500
Unknown

000C0100
Or
Insert an alternate requirement to fall back on if the above requirement(s) are not
met.
6

000C0200
Or Value
Insert an alternate requirement to fall back on if the above requirement(s) are not
met.
60
000C0300
Or Unknown
Insert an alternate requirement to fall back on if the above requirement(s) are not
met.
600

000C0400
Or Comparison
Insert an alternate requirement to fall back on if the above requirement(s) are not
met.
6505

000D0100
Else If
Insert an Else If block inside of an If block.
6

000D0200
Else If Value
Insert an Else If block inside of an If block.
60

000D0300
Else If Unknown
Insert an Else If block inside of an If block.
600

000D0400
Else If Comparison
Insert an Else If block inside of an If block.
6505

000D0500
Unknown

000E0000
Else
Insert an Else block inside an If block.

000F0000
End If
End an If block.

00100200
Switch
Begin a multiple case Switch block.
00

00110100
Case
Handler for if the variable in the switch statement equals the specified value.
0

00120000
Default Case
The case chosen if none of the others are executed.

00130000
End Switch
End a Switch block.

00180000
Break
Appears within Case statements; exits the switch event completely. All code located
in the same case block after this event will not be executed.

01000000
Loop Rest 1 for Goto
Appears to work like 01010000, except is used for loops created by 00090100 (Goto)

01010000
Loop Rest
Briefly return execution back to the system to prevent crashes during infinite
loops.

01020000
Loop Rest 2 for Goto
Often follows 01000000 (Loop Rest 1 for Goto)

02000300
Change Action Status
Change the current action upon the specified requirement being met (the requirement
does not have to be met at the time this ID is executed - it can be used anytime
after execution.)
006

02000400
Change Action Status Value
Change the current action upon the specified requirement being met (the requirement
does not have to be met at the time this ID is executed - it can be used anytime
after execution.)
0060

02000500
Change Action Status Unknown
Change the current action upon the specified requirement being met (the requirement
does not have to be met at the time this ID is executed - it can be used anytime
after execution.)
00600

02000600
Change Action Status Comparison
Change the current action upon the specified requirement being met (the requirement
does not have to be met at the time this ID is executed - it can be used anytime
after execution.)
00600
02010200
Change Action
Change the current action upon the specified requirement being met. (the
requirement does not have to be met at the time this ID is executed - it can be
used anytime after execution.)
06

02010300
Change Action
Change the current action upon the specified requirement being met. (the
requirement does not have to be met at the time this ID is executed - it can be
used anytime after execution.)
065

02010400
Change Action
Change the current action upon the specified requirement being met. (the
requirement does not have to be met at the time this ID is executed - it can be
used anytime after execution.)
0650

02010500
Change Action
Change the current action upon the specified requirement being met. (the
requirement does not have to be met at the time this ID is executed - it can be
used anytime after execution.)
06505

02020300
Unknown
Used in the Primid file as alternatives to calling an AI procedure.
006

02040100
Additional Change Action Requirement
Add an additional requirement to the preceeding Change Action statement.
6

02040200
Additional Change Action Requirement Value
Add an additional requirement to the preceeding Change Action statement.
65

02040300
Additional Change Action Requirement Value
Add an additional requirement to the preceeding Change Action statement.
650

02040400
Additional Change Action Requirement Comparison
Add an additional requirement to the preceeding Change Action statement.
6505

001F4960
Actions 05 Value
Undefined.

001F4A28
Actions 05 Compare
Undefined.

02060100
Enable Action Status ID
Enables the given Status ID.
0

02080100
Disable Action Status ID
Disables the Action associated with the given Status ID.
0

02090200
Invert Action Status ID
Appears to invert (or possibly only disable) a specific Status ID's
enabled/disabled status. For example, if a character can crawl, this is used to
disable the ability to dash when crouched, even though naturally crouching allows
dashing through 020A (Allow Specific Interrupt).
00

020A0100
Allow Specific Interrupt
Allows interruption only by specific commands. See parameters for list of possible
interrupts.
0

020B0100
Disallow Specific Interrupt
Closes the specific interruption window. Must be set to the same thing as the allow
specific interrupt that you wish to cancel.
0

020C0100
Unregister Interrupt?
Possibly unregisters a previously created interrupt.
0

020E0000
Unknown
Used when the Blast Box detonates from a flame attack just before the change to the
explosion action. Could be some sort of "halt current action immediately" or
"disable all possible statusID-based action changes".

04000100
Change Subaction
Change the current subaction.
0

04000200
Change Subaction
Change the current subaction. Specifies whether or not to pass the current frame or
start the animation over.
03

04020100
Additional Subaction Change Requirement
6

04020200
Additional Subaction Change Requirement Value

65

04020300
Additional Subaction Change Requirement Unknown

650

04020400
Additional Subaction Change Requirement Compare

6505

04030100
Extra Subaction Change Requirement
Seems to act as an additional requirement for Additional Subaction Change
Requirement.
6

04030200
Extra Subaction Change Requirement Value

65

04030300
Extra Subaction Change Requirement Unknown

650

04030400
Extra Subaction Change Requirement Compare

6505

04060100
Set Animation Frame
Changes the current frame of the animation. Does not change the frame of the
subaction (i.e. timers and such are unaffected).
1

04070100
Frame Speed Modifier
Dictates the frame speed of the subaction. Example: setting to 2 makes the
animation and timers occur twice as fast.
1

04090100
Unknown
Used a few times in the Primid file.
0

040A0100
Subactions 0A
0

040B0100
Subactions 0B

040C0100
Subactions 0C

040D0100
Subactions 0D

04100200
Subactions 10

00

04140100
Subactions 14

04180100
Subactions 18

05000000
Reverse Direction
Reverse the direction the character is facing after the animation ends.

05010000
Posture 01
Undefined

05020000
Posture 02
Undefined

05030000
Posture 03
Undefined

05040000
Posture 04
Undefined

05050100
Posture 05
1

05070300
Posture 07

151

050D0100
Posture 0D

06000D00
Offensive Collision
Generate an offensive collision bubble with the specified parameters.
0000011111110

06010200
Change Hitbox Damage
Changes a specific hitbox's damage to the new amount. Only guaranteed to work on
Offensive Collisions.
00

06020200
Change Hitbox Size
Changes a specific hitbox's size to the new amount. Only guaranteed to work on
Offensive Collisions.
00

06030100
Delete Hitbox
Deletes a hitbox of the specified ID. Only guaranteed to work on Offensive
Collisions.
0

06040000
Terminate Collisions
Remove all currently present collision bubbles

06050100
Body Collision
Change how the character's own collision bubbles act.
0

06060100
Undo Bone Collision
Sets bones to their normal collision type.

06080200
Bone Collision
Sets specific bones to a type of body collision.

060A0800
Catch Collision
Generate a grabbing collision bubble with the specified parameters
00111100

060A0900
Catch Collision 2
Generate a grabbing collision bubble with the specified parameters
001111000

060C0100
Delete Catch Collision
Deletes the catch collision with the specified ID.
0

060D0000
Terminate Catch Collisions
Remove all currently present grab collision bubbles

060E1100
Throw Specifier
Specify the properties of the throw to be used when 060F0500 is executed. Used for
other things as well, such as some Final Smashes.
00000000111000330

060F0500
Throw Applier
Throws an opponent based on data provided by 060E1100 (Throw Specifier).
00555

06101100
Inert Collision
Generates an oblivious hitbox only used to detect collision with other
characters/objects.
00011110003003030

06130000
Collisions 13
Undefined.

06140200
?
Used to increase the damage of the Giant Punch when not fully charged.
05

06150F00
Special Offensive Collision
Generate an offensive collision bubble - is able to achieve unique effects.
000001111111000

06170300
Defensive Collision
Generate a defensive collision bubble.
000

06180300
Terminate Defensive Collision
Removes defensive collisions.
000
06192F00
SSE Hitbox
The type of hitboxes used for enemies in the Subspace Emissary.
00001001010111111011133000030030333303303333305

061B0500
Move Hitbox
Repositions an already-existing hitbox.
00111

06240F00
Unknown
Used a single time in the Primid file.
000111111111131

062B0D00
Thrown Collision
Generate a damage collision bubble surrounding the character being thrown.
0000011111110

062C0F00
"Bump" Collision?
Possibly the "bump" collisions that occur when a character in hitstun collides with
another body.
000001111111000

062D0000
Collisions 2D
Undefined

07000000
Clear Buffer?
Possibly clears the controller buffer.

07010000
Controller 01
Undefined

07020000
Controller 02
Undefined

07060100
Controller 06

07070200
Rumble
Undefined. Affects the rumble feature of the controller.
00

070B0200
Rumble Loop
Creates a rumble loop on the controller.
00

070C0000
Controller 0C
Undefined

08000100
Set Edge Slide
Determines whether or not the character will slide off the edge.
0

08010100
Edge Interaction 01

08020100
Edge Interaction 02

08040100
Edge Interaction 04

08070000
Edge Interaction 07
Undefined

09000100
Module09 00

0A000100
Sound Effect
Play a specified sound effect.
0

0A010100
Sound Effect 2
Play a specified sound effect.
0

0A020100
Sound Effect (Transient)
Play a specified sound effect. The sound effect ends with the animation.
0

0A030100
Stop Sound Effect
Stops the specified sound effect immediately.
0

0A050100
Sounds 05
Is used during victory poses.
0

0A090100
Other Sound Effect 1
Play a specified sound effect.
0

0A0A0100
Other Sound Effect 2
Play a specified sound effect.
0

0B000200
Model Changer 1
Changes the visibility of certain bones attached to objects. Uses bone groups and
switches set in Reference 1 of the Model Visibility section.
00

0B010200
Model Changer 2
Changes the visibility of certain bones attached to objects. Uses bone groups and
switches set in Reference 2 of the Model Visibility section.

0B020100
Visibility
Changes whether the model is visible or not.
3

0C010000
Character Specific 01
Undefined

0C040000
Character Specific 04
Undefined

0C050000
Terminate Instance
Causes the acting instance to terminate (if possible). Will load secondary instance
if available.

0C060000
Enter Final Smash State
Allows use of Final Smash locked articles, variables, etc. Highly unstable.

0C070000
Exit Final Smash State
Undefined

0C080000
Terminate Self
Used by certain article instances to remove themselves.
0C090100
Allow/Disallow Ledgegrab
Allow or disallow grabbing ledges during the current subaction.
0

0C0A0100
Character Specific 0A

0C0B0000
Low Voice Clip
Play a random voice clip from the selection of low voice clips.

0C130000
Character Specific 13
Undefined

0C160000
Character Specific 16
Undefined

0C170100
Character Specific 17
Undefined. Often appears before 0C25 (Tag Display)
3

0C170200
Character Specific 17 Variable
Undefined. Often appears before 0C25 (Tag Display)
35

0C190000
Damage Voice Clip
Play a random voice clip from the selection of damage voice clips.

0C1A0200
Character Specific 1A

00

0C1B0100
Character Specific 1B

0C1C0200
Character Specific 1C

00

0C1C0300
Character Specific 1C Boolean
003

0C1D0000
Ottotto Voice Clip
Play the voice clip for Ottotto.

0C1F0000
Eating Voice Clip
Play a random voice clip from the selection of eating voice clips.

0C200200
Character Specific 20

03

0C230200
Time Manipulation
Change the speed of time for various parts of the environment.
00

0C240100
Character Specific 24

0C250100
Tag Display
Disables or enables tag display for the current subaction.
3

0C260100
Character Specific 26

0C270000
Character Specific 27
Undefined. Often appears within Switch statements.

0C290000
Character Specific 29
Undefined

0C2B0000
Character Specific 2B
Undefined

0D000200
Concurrent Infinite Loop
Runs a subroutine once per frame for the current action.
02

0D010100
Terminate Concurrent Infinite Loop?
Seems to stop the execution of a loop created with event 0D000200.
0

0E000100
Set Air/Ground
Specify whether the character is on or off the ground.
0

0E010200
Add/Subtract Character Momentum
Adds or subtracts speed to the character's current momentum.
11

0E020100
Disallow Vertical Movement
When set to 1, vertical speed and acceleration are reset back to 0.

0E040100
Disable Horizontal Gravity
When set to 1, horizontal speed and decay rate are reset back to 0.

0E040100
Enable Horizontal Gravity?
Undefined.

0E060100
Disallow Certain Movements
Does not allow the specified type of movement.
0

0E070100
Disallow Certain Movements 2
This must be set to the same value as Disallow Certain Movements to work.
0

0E080200
Set Momentum
Controls the movement velocity of the object.
11

0E080400
Set/Add Momentum
Controls the movement velocity of the object.
1100

0E0B0200
Graphic Model Specf
Appears to control posture graphics.

0F030200
Link 03

00
10000100
Generate Article
Generate a pre-made prop effect from the prop library.
0

10000200
Generate Article
Generate a pre-made prop effect from the prop library.
03

10010100
Article Event 02
Makes the article preform an animation when set to 1.

10010200
Set Ex-Anchored Article Action
Does the same thing as Set Article Action and Set Article Action 2 but seems to
work on articles that are only initially attached to the character. (Used on
Lucario's Aura Sphere)
00

10020100
ONLY Article Event
Article Animation.

10030100
Remove Article
Removes an article.
0

10040100
Model Event 1
This affects an article/model action. (This only works with characters who have
articles in one of their files.

10040200
Set Anchored Article Action
Sets the specified article to execute the specified action immediately. Only works
on anchored articles (Cape, FLUDD, not fireball, water).
00

10040300
Set Anchored Article Action
Sets the specified article to execute the specified action immediately. Only works
on anchored articles (Cape, FLUDD, not fireball, water).
003

10050200
Article Visibility
Makes an article visible or invisible.
03

10070200
Set Static Article Action
Does the same thing as Set Article Action but seems to work on articles that aren't
attached to the character.
00

10080200
Set Static Article Action
Does the same thing as Set Article Action but seems to work on articles that aren't
attached to the character. (Used on Snake's downB)
00

100A0000
Generate Prop Effect
Generate a prop effect with the specified parameters.

10130100
Link Character and Article?
Seems to be used whenever a detached article needs to change its action...
0

11001000
External Graphic Effect
Generate a generic graphical effect with the specified parameters.
0011111111111113

11010A00
External Graphic Effect
Generate a graphical effect from an external file. (usually the Ef_ file)
0011111113

11020A00
External Graphic Effect
Generate a graphical effect from an external file. (usually the Ef_ file)
0011111113

11031400
Sword Glow
Creates glow of sword. Only usable when the proper effects are loaded by their
respective characters.
00011101113001111111

11050100
Terminate Sword Glow
Eliminates sword glow graphics when set to 1. May have unknown applications.
0

110D0100
Unknown

11150300
Terminate Graphic Effect
Terminate a lingering graphical effect.
033

11170600
Screen Tint
Tint the screen to the specified color.
000000
11170700
Screen Tint
Tint the screen to the specified color.
0000000

11180200
End Screen Tint?

00

111A1000
Graphic Effect
Generate a generic graphical effect with the specified parameters.
0011111111111113

111B1000
Graphic Effect
Generate a generic graphical effect with the specified parameters.
0011111111111113

111D0100
Effect ID
Undefined.

12000200
Basic Variable Set
Set a basic variable to the specified value.
05

12010200
Basic Variable Add
Add a specified value to a basic variable.
05

12020200
Basic Variable Subtract
Subtract a specified value from a basic variable.
05

12030100
Basic Variable Increment
Variable++
5

12040100
Basic Variable Decrement
Variable--
5

12060200
Float Variable Set
Set a floating point variable to the specified value.
15

12070200
Float Variable Add
Add a specified value to a float variable.
15
12080200
Float Variable Subtract
Subtract a specified value from a float variable.
15

120A0100
Bit Variable Set
Set a bit variable to true.
5

120B0100
Bit Variable Clear
Set a bit variable to false.
5

120F0200
Float Variable Multiply
Multiply a specified value with a float variable.
15

12100200
Float Variable Divide
Divide a specified value with a float variable.
15

14040100
Terminate Wind Effect
Ends the wind effect spawned by the "Aesthetic Wind Effect" event.
0

14050100
Aesthetic Wind 05

14070A00
Aesthetic Wind Effect
Moves nearby movable model parts (capes, hair, etc) with a wind specified by the
parameters.
01111110

15000000
Unknown
Used in the Goomba file in places where Req[0x11] is true.

17000000
Physics Normalize
Returns to normal physics.

17010000
Physics 01
Undefined

17050000
Physics 05
Undefined

18000100
Slope Contour Stand
Moves specific parts of the character if on sloped ground?

18010200
Slope Contour Full?
Moves entire character to match sloped ground?

18010300
Character Spef GFX 02
Appears to control posture graphics.

18030200
Character Specific Samus
Used in samus.

19010000
Module19 01
Undefined

1A000100
Screenshake
Shakes the screen.
1

1A030400
Set Camera Boundaries
Changes the camera boundaries of your character. Does not reset the camera
boundaries; rather, it adds to them. Reverts to normal when the animation ends.
1111

1A040500
Camera Closeup
Zoom the camera on the character.
00111

1A060100
Detach/Attach Camera (Close)
Causes the camera to follow or stop following a character.
33

1A080000
Normal Camera
Return the camera to its normal settings.

1A090000
Camera 09
Undefined
1A0A0100
Camera 0A

1A0B0000
Force Camera Control
Appears to override any other settings in favor of the character's preference.

1A0C0000
Camera 0C
Undefined

1B020100
Procedure Call?

1E000200
Super/Heavy Armor
Begins super armor or heavy armor. Set both parameters to 0 to end the armor.
01

1E010100
Set Damage Immunity?
Used at the start of Withdraw; might have something to do with Squirtle's immunity
to damage during the move.
3

1E030100
Add/Subtract Damage
Adds or subtracts the specified amount of damage from the character's current
percentage.
1

1F000100
Pickup Item
Cause the character to recieve the closest item in range.
0

1F000200
Pickup Item
Cause the character to recieve the closest item in range.
00

1F000400
Pickup Item
Cause the character to receive the closest item in range.
0000

1F010300
Throw Item
Cause the character to throw the currently held item.
555

1F020000
Drop Item
Cause the character to drop any currently held item.

1F030100
Consume Item
Cause the character to consume the currently held item.
0

1F040200
Item Property
Modify a property of the currently held item.
01

1F050000
Fire Weapon
Fires a shot from the currently held item. (May have other unknown applications)

1F060100
Fire Projectile
Fires a projectile of the specified degree of power.

1F070100
Items 1F
Is used when firing a cracker launcher.
5

1F080100
Generate Item
Generate an item in the character's hand.
0

1F090100
Item Visibility
Determines visibilty of the currently held item.
3

1F0A0000
Obliterate Held Item
Deletes the item that the character is holding

1F0C0100
Beam Sword Trail
Creates a beam sword trail. Probably has more uses among battering weapons.
0

1F0E0500
Throw Item
Causes the character to throw the currently held item.
11555

1F0F0100
Morph Model Event
If false model will appear else if true model will disappear.

1F110100
Item 11
Undefined.

20000200
Turn 00

53

21000000
Terminate Flash Effect
Terminate all currently active flash effects.

21010400
Flash Overlay Effect
Generate a flash overlay effect over the character with the specified colors and
opacity. Replaces any currently active flash effects.
0000

21020500
Change Flash Overlay Color
Changes the color of the current flash overlay effect.
00000

21050600
Flash Light Effect
Generate a flash lighting effect over the character with the specified colors,
opacity and angle. Replaces any currently active flash effects.
000011

21070500
Change Flash Light Color
Changes the color of the current flash light effect.
00000

22000100
Set Team?
Used with a parameter of -1 for a few explosives just before they go off (possibly
to remove team allegiance and therefore hit the user).
0

22020100
Unknown

64000000
Allow Interrupt
Allow the current action to be interrupted by another action.

64010000
Cancel 01
Undefined

64020000
Cancel 02
Undefined

65000000
Item Self-Delete?
Undefined

65030200
Unknown
Something with rotation on item spawning.
11

65040100
Deletion Timer?
Sets how many frames an item has to live? (Also used in enemy files.)
0

65050100
Unknown
Unknown. Appears to be another timer.
0

65070200
Unknown
Unknown. Appears to affect float variables. Used twice in the Jyk file.
55

65090200
Unknown
Unknown. Appears to affect float variables.
55

650F0200
Unknown

50

65130900
Generate Ratio-Based Random Number
Generates a random number from 0 to [number of arguments-2], with the arguments
starting at 1 being based on ratios.
511111111

65170200
Unknown
Has something to do with sounds?
00

651B0100
Activate slow motion?
Used in the Dragoon.
0

651C0000
Deactivate slow motion?
Used in the Dragoon.
651F0100
Unknown
Unknown. Used in the bumper item at least.
0

652C0000
Unknown
Unknown. In charizard's sideB subaction. If you nop it, he will not make rock
shards or play the rock break sfx. wtf.

66000200
Unknown

00

66000400
Unknown
Unknown. Used five times in the Jyk file with the values increasing somewhat
constantly for each one (difficulty-related?).
0010

66060100
Unknown
Unknown. Used in action C of bumper at least.
0

66070100
Unknown

66090200
Unknown

00

660A0200
Unknown

00

660B0200
Unknown

00

660B0300
Unknown
Unknown. Something with spawn rotation.
111

69000100
Unknown
Only known to be used in cases where "Req[0x12], 1, " is true.
5

6A000100
Unknown
0

6A000200
Unknown

00

6A000400
Unknown

0000

6A010100
Unknown

6A020000
Unknown
Undefined

6A030000
Unknown
Undefined

6B020300
Unknown

355

6E000200
Unknown

00

S-ar putea să vă placă și