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00010100

Frames
The number of frames to wait.

00020100
Frames
The number of frames to wait.

00040100
Iterations
The number of times to loop.

00070100
Offset
The offset inside the file to jump to.

00090100
Offset
The offset inside the file to jump to.

000A0100
Requirement
The form of requirement used in evaluation of the if statement.

000A0200
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.

000A0300
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.
Unknown
Undefined

000A0400
Requirement
The form of requirement used in evaluation of the event.
Variable
The first variable in the comparison requirement.
Comparison Method
The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, >
Variable
The second variable in the comparison requirement.

000B0200
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.

000B0300
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.
Unknown
Unknown

000B0400
Requirement
The form of requirement used in evaluation of the event.
Variable
The first variable in the comparison requirement.
Comparison Method
The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, >
Variable
The second variable in the comparison requirement.

000C0100
Requirement
The form of requirement used in evaluation of the event.

000C0200
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.

000C0300
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.
Unknown
Undefined

000C0400
Requirement
The form of requirement used in evaluation of the event.
Variable
The first variable in the comparison requirement.
Comparison Method
The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, >
Variable
The second variable in the comparison requirement.

000D0100
Requirement
The form of requirement used in evaluation of the event.

000D0200
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.

000D0300
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.
Unknown
Undefined
000D0400
Requirement
The form of requirement used in evaluation of the event.
Variable
The first variable in the comparison requirement.
Comparison Method
The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, >
Variable
The second variable in the comparison requirement.

00100200
Undefined
Any type? Has shown to be an IC-Basic "disguised" as a value. For example, set as
Value 0x3E9 but really uses IC-Basic[1001] (the equivalent).
Undefined
Any Type? Has shown to be a Requirement "disguised" as a value. For example, set as
Value 2B but really uses 2B (Roll A Die).

00110100
Value
The value applied to the argument.

02000300
Status ID
The four-digit status ID of the change action event. Can later be disabled via
02080100 (Disable Action Status ID).
Action
The ID of the action that the character will execute.
Requirement
The form of requirement used in evaluation of the event.

02000400
Status ID
The four-digit status ID of the change action event. Can later be disabled via
02080100 (Disable Action Status ID)
Action
The ID of the action that the character will execute.
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.

02000500
Status ID
The four-digit status ID of the change action event. Can later be disabled via
02080100 (Disable Action Status ID)
Action
The ID of the action that the character will execute.
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.
Unknown
Used as a specification for the requirement when necessary (for example, if the
requirement is "button pressed", this denotes which button).

02000600
Status ID
The four-digit status ID of the change action event. Can later be disabled via
02080100 (Disable Action Status ID)
Action
The ID of the action that the character will execute.
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.
Comparison
The first variable in the comparison requirement.
Variable
The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, >

02010200
Action
The id of the action that the character will execute.
Requirement
The form of requirement used in evaluation of the event.

02010300
Action
The id of the action that the character will execute.
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.

02010400
Action
The id of the action that the character will execute.
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.
Unknown
Used as a specification for the requirement when necessary (for example, if the
requirement is "button pressed", this denotes which button).

02010500
Action
The id of the action that the character will execute.
Requirement
The form of requirement used in evaluation of the event.
Variable
The first variable in the comparison requirement.
Comparison Method
The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, >
Variable
The second variable in the comparison requirement.

02020300
Undefined
In the Primid file, seems to always equal 200.
Undefined
An action? (equals 7 when current action is not 7)
Undefined
In the Primid file, seems to always be Article Exists (15).

02040100
Requirement
The form of requirement used in evaluation of the event.

02040200
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.

02040300
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.
Undefined
Undefined

02040400
Requirement
The form of requirement used in evaluation of the event.
Variable
The first variable in the comparison requirement.
Comparison Method
The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, >
Variable
The second variable in the comparison requirement.

001F4960
Interrupt ID?
Undefined.
Status ID?
Undefined.
Requirement
Undefined.
Value
Value applied to the requirement.

001F4A28
Interrupt ID?
Undefined.
Status ID?
Undefined.
Requirement
Undefined.
Variable
First variable to compare.
Comparison
From 0 to 5: <, ≤, =, ≠, ≥, >.
Variable
Second variable to compare.

02060100
Status ID
The Status ID to enable.

02080100
Status ID
The Status ID to disable. After this command, the associated Action will not
activate.
02090200
Interrupt ID?
Appears to be a Interrupt ID as used by 020A (Allow Specific Interrupt)
Status ID?
Appears to be a Status ID.

020A0100
Interrupt ID
List of types of commands: 1-Ground Special, 2-Ground Item, 3-Ground Catch, 4-
Ground Attack, 5-Ground Escape, 6-Ground Guard, 7-Ground Jump, 8-Ground (other), 9-
Air Landing, A-Grab Edge, B-Air Special, C-Air Item Throw, D-Air Lasso, E-Air
Dodge, F-Air Attack, 10-Air Tread Jump, 11-Air Walljump, 12-Air Jump Aerial, 13-
Fall Through Plat(only works in squat).

020B0100
Interrupt ID
List of types of commands: 1-Ground Special, 2-Ground Item, 3-Ground Catch, 4-
Ground Attack, 5-Ground Escape, 6-Ground Guard, 7-Ground Jump, 8-Ground (other), 9-
Air Landing, A-Grab Edge, B-Air Special, C-Air Item Throw, D-Air Lasso, E-Air
Dodge, F-Air Attack, 10-Air Tread Jump, 11-Air Walljump, 12-Air Jump Aerial, 13-
Fall Through Plat(only works in squat).

020C0100
Interrupt ID
Possibly the Interrupt ID to unregister.

04000100
Subaction
The ID of the subaction that the character will execute.

04000200
Subaction
The ID of the subaction that the character will execute.
Pass Frame
Whether to pass the current frame of the current animation onto the new animation
or not.

04020100
Requirement
The form of requirement used in evaluation of the event.

04020200
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.

04020300
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.
Undefined
Undefined

04020400
Requirement
The form of requirement used in evaluation of the event.
Variable
The first variable in the comparison requirement.
Comparison Method
The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, >
Variable
The second variable in the comparison requirement.

04030100
Requirement
The form of requirement used in evaluation of the event.

04030200
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.

04030300
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.
Undefined
Undefined

04030400
Requirement
The form of requirement used in evaluation of the event.
Variable
The first variable in the comparison requirement.
Comparison Method
The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, >
Variable
The second variable in the comparison requirement.

04060100
Frame
The frame to skip to.

04070100
Multiplier
How many times faster the frames are.

04090100
Undefined
Undefined

040A0100
Undefined
Undefined

040B0100
Undefined
Undefined

040C0100
Subaction
A subaction ID.

040D0100
Undefined
Undefined

04100200
Undefined
Undefined.
Undefined
Undefined

04140100
Undefined
Undefined

04180100
Undefined
Undefined

05050100
Undefined
Undefined

05070300
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

050D0100
Undefined
Undefined

06000D00
Bone/Id
Value1 = The bone the collision bubble is attached to. Value2 = The id number of
the collision bubble.
Damage
The amount of damage inflicted to the target upon collision.
Trajectory
The direction in which a target gets launched.
Weight Knockback/Knockback Growth
Value1 = The distance the target is launched proportional to weight for fixed
knockback hits. Value2 = The additional distance the target is launched
proportional to its damage (launch force for fixed knockback hits).
Shield Damage/Base Knockback
Value1 = The amount of damage dealt to the target's shield if it is up. Value2 =
The distance the target is launched regardless of its damage (zero for fixed
knockback hits).
Size
The size of the collision bubble.
X Offset
The amount the collision bubble is transitioned relative to the currently attached
bone.
Y Offset
The amount the collision bubble is transitioned relative to the currently attached
bone.
Z Offset
The amount the collision bubble is transitioned relative to the currently attached
bone.
Tripping Rate
The percent possibility of the collision bubble inducing a trip, provided the
target doesn't leave the ground from the knockback.
Hitlag Multiplier
A multiplier affecting the time in which both parties pause when the collision
bubble connects.
Directional Influence Multiplier
A multiplier affecting the ability for the character to maneuver themselves while
suffering from the hitlag generated by this collision bubble.
Flags
Flags for various parameters such as hit effects and sound effects.

06010200
Hitbox
ID of the hitbox to be changed.
Damage
New damage of the hitbox.

06020200
Hitbox
ID of the hitbox to be changed.
Size
New size of the hitbox.

06030100
Hitbox
ID of the hitbox to be deleted.

06050100
State
0 = normal, 1 = invincible, 2 = intangible, 3 = intangible (no flashing), 4 =
intangible (quick flashing)

06080200
Bone
The bone to be affected.
State
The type of body collision. 0 = normal, 1 = invincible, 2 = intangible, 3 =
intangible (no flashing), 4 = intangible (quick flashing)

060A0800
ID
ID of catch collision.
Bone
The bone the grab is attached to.
Scale
The size of the catch collision bubble.
X offset
Transition relative to the currently attached bone.
Y Offset
Transition relative to the currently attached bone.
Z Offset
Transition relative to the currently attached bone.
Action
The Action ID that the foe executes if successfully grabbed.
Air/Ground
0 = grabs nothing, 1 = grabs grounded only, 2 = grabs aerial only, 3 = grabs aerial
and grounded.
060A0900
ID
ID of catch collision.
Bone
The bone the grab is attached to.
Size
The size of the catch collision bubble.
X offset
Transition relative to the currently attached bone.
Y Offset
Transition relative to the currently attached bone.
Z Offset
Transition relative to the currently attached bone.
Action
The Action ID that the foe executes if successfully grabbed.
Air/Ground
0 = grabs nothing, 1 = grabs grounded only, 2 = grabs aerial only, 3 = grabs aerial
and grounded.
Unknown
???

060C0100
ID
ID of the collision to delete

060E1100
ID
ID of throw data. Seemingly, a "0" indicates this is the throw data, while a "1"
indicates this is used if the opponent escapes during the throw. "2" has also been
seen (by Light Arrow).
Bone?
Possibly bone used by collision.
Damage
The amount of damage inflicted to the target on throw.
Trajectory
The direction in which the target gets launched.
Knockback Growth
The additional distance the target is launched proportional to its damage.
Weight Knockback
The distance the target is launched proportional to weight. Set to non-zero values
only for fixed knockback throws.
Base Knockback
The distance the target is launched regardless of its damage. Set to zero for fixed
knockback throws.
Effect
The effect of the throw. See the [[Hitbox Flags (Brawl)#Bits 28-32 (Effect)
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
SFX
Sound effect played upon throw.
Air/Ground
0 = Never Grabs, 1 = Only Grabs Grounded Foes, 2 = Only Grabs Aerial Foes, 3= Grabs
Aerial and Grounded Foes.
Undefined
Undefined.
Undefined
Undefined.
Invincibility Frames?
The number of invincibility frames the thrower gains when this command is executed?

060F0500
ID?
Undefined.
Bone
Appears to always be the bone the thrown character is attached to.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

06101100
Undefined
When messed with, seemed to affect the accuracy of the collision detection. Should
be set to 0 to be safe.
Id
The ID of the hitbox
Bone
The bone that the hitbubble is attached to.
Size
The size of the hitbubble.
X Offset
Transition relative to the currently attached bone.
Y Offset
Transition relative to the currently attached bone.
Z Offset
Transition relative to the currently attached bone.
Flags
+02 = Hits Normally, +04=Can be reflected....
F
Undefined
Air/Ground
1 = hits grounded, 2 = hits aerial, 3 = hits grounded and aerial
Undefined
Undefined
Undefined
Undefined
Undefined
Undefined
Undefined
Undefined
Rehit Rate?
The rehit rate of the hitbubble?
Affects Self?
Possibly if the uninteractive collision affects the host character.
Undefined
Undefined

06140200
Id
The ID of the hitbox to change the damage of.
Source
The variable to read to find out how much to change the damage.

06150F00
Bone/Id
Value1 = The bone the collision bubble is attached to. Value2 = The id number of
the collision bubble.
Damage
The amount of damage inflicted to the target upon collision.
Trajectory
The direction in which a target gets launched.
Weight Knockback/Knockback Growth
Value1 = The distance the target is launched proportional to weight for fixed
knockback hits. Value2 = The additional distance the target is launched
proportional to its damage (launch force for fixed knockback hits).
Shield Damage/Base Knockback
Value1 = The amount of damage dealt to the target's shield if it is up. Value2 =
The distance the target is launched regardless of its damage (zero for fixed
knockback hits).
Size
The size of the collision bubble.
X Offset
Transition relative to the currently attached bone.
Y Offset
Transition relative to the currently attached bone.
Z Offset
Transition relative to the currently attached bone.
Tripping Rate
The percent possibility of the collision bubble inducing a trip, provided the
target doesn't leave the ground from the knockback.
Hitlag Multiplier
A multiplier affecting the time in which both parties pause when the collision
bubble connects.
Directional Influence Multiplier
A multiplier affecting the ability for the character maneuver themselves while
suffering from the hitlag generated by this collision bubble.
Flags
Flags for various parameters such as hit effects and sound effects.
Rehit Rate
How many frames between each hitbox refresh; for example a value of 8 will cause
the hitbox to hit every 9 frames. A value of 0 disables refreshing; the hitbox will
only hit once.
Special Flags
Flags for hitbox type and attributes such as susceptibility to reflection and
absorption.

06170300
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

06180300
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

06192F00
ID
Undefined.
Undefined
Undefined.
Bone
Undefined.
Damage?
Undefined.
Damage ramp?
Undefined.
Angle
Undefined.
Knockback growth?
Undefined.
Knockback growth ramp?
Undefined.
Weight-based knockback?
Undefined.
WBK ramp?
Undefined.
Base knockback?
Undefined.
Base knockback ramp?
Undefined.
Size?
Undefined.
Size ramp?
Undefined.
X Pos?
Undefined.
Y Pos?
Undefined.
Z Pos?
Undefined.
Effect
i.e. Electric (3), Flame (5), etc
Trip chance?
Undefined.
Freeze frames multiplier?
Undefined.
SDI multiplier?
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Aside from effect, the only value to vary between Jyk types (for stage 040201
anyway).
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Rehit rate?
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Difficulty level?
Undefined.

061B0500
Hitbox ID
The ID of the hitbox to modify.
New Bone
The ID of the bone to attach to.
New X Offset
The new X translation.
New Y Offset
The new Y translation.
New Z Offset
The new Z translation

06240F00
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Size?
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.

062B0D00
Bone/Id
The bone the collision bubble is attached to/The id number of the collision bubble.
Where XXXXYYYY is X=Bone, Y=Id.
Damage
The amount of damage inflicted to the target upon collision.
Trajectory
The direction in which a target gets launched.
Weight Knockback/Knockback Growth
The distance the target is launched proportional to weight for fixed knockback
hits/The additional distance the target is launched proportional to its damage
(launch force for fixed knockback hits). XXXXYYYY is X=Weight Knockback,
Y=Knockback Growth.
Shield Damage/Base Knockback
The amount of damage dealt to the target's shield if it is up/The distance the
target is launched regardless of its damage (zero for fixed knockback hits).
XXXXYYYY is X=Shield Damage, Y=Base Knockback.
Size
The size of the collision bubble.
X Offset
The amount the collision bubble is transitioned relative to the currently attached
bone.
Y Offset
The amount the collision bubble is transitioned relative to the currently attached
bone.
Z Offset
The amount the collision bubble is transitioned relative to the currently attached
bone.
Tripping Rate
The percent possibility of the collision bubble inducing a trip, proving the target
doesn't leave the ground from the knockback.
Hitlag Multiplier
A multiplier affecting the time in which both parties pause when the collision
bubble connects.
Directional Influence Multiplier
A multiplier affecting the ability for the character maneuver themselves while
suffering from the hitlag generated by this collision bubble.
Flags
Flags for various parameters such as hit effects and sound effects.

062C0F00
Bone/ID?
The bone the collision bubble is attached to/The ID number of the collision bubble.
Where XXXXYYYY is X=Bone, Y=Id.
Damage
The amount of damage inflicted to the target upon collision.
Trajectory
The direction in which a target gets launched.
Weight Knockback/Knockback Growth?
The distance the target is launched proportional to weight for fixed knockback
hits/The additional distance the target is launched proportional to its damage
(launch force for fixed knockback hits). XXXXYYYY is X=Weight Knockback,
Y=Knockback Growth.
Shield Damage/Base Knockback?
The amount of damage dealt to the target's shield if it is up/The distance the
target is launched regardless of its damage (zero for fixed knockback hits).
XXXXYYYY is X=Shield Damage, Y=Base Knockback.
Size?
The size of the collision bubble.
X Offset?
The amount the collision bubble is transitioned relative to the currently attached
bone.
Y Offset?
The amount the collision bubble is transitioned relative to the currently attached
bone.
Z Offset?
The amount the collision bubble is transitioned relative to the currently attached
bone.
Tripping Rate?
The percent possibility of the collision bubble inducing a trip, provided the
target doesn't leave the ground from the knockback.
Hitlag Multiplier?
A multiplier affecting the time in which both parties pause when the collision
bubble connects.
Directional Influence Multiplier?
A multiplier affecting the ability for the character maneuver themselves while
suffering from the hitlag generated by this collision bubble.
Flags 1
Flags for various parameters such as hit effects and sound effects.
Undefined
Undefined.
Flags 2
Flags for various parameters such as hit effects and sound effects.

07060100
Undefined
Undefined

07070200
Undefined
Undefined.
Undefined
Undefined

070B0200
Undefined
Undefined.
Undefined
Undefined

08000100
Character State
1: Can drop off side of stage. 2: Can't drop off side of stage. 5: Treated as in
air; can leave stage vertically. Other states currently unknown.

08010100
Undefined
Undefined

08020100
Character State?
Appears to use similar values to "Set Edge Slide."

08040100
Undefined
Undefined

09000100
Undefined
Undefined

0A000100
Sound Effect
The ID number for the sound effect called.

0A010100
Sound Effect
The ID number for the sound effect called.

0A020100
Sound Effect
The ID number for the sound effect called.

0A030100
Sound Effect
The ID number of the sound effect to be called.

0A050100
Undefined
Undefined

0A090100
Sound Effect
The ID number of the sound effect to be called.

0A0A0100
Sound Effect
The ID number of the sound effect to be called.

0B000200
Switch Index
The index of the switch group in Reference 1 to modify.
Bone Group Index
The index of the group of bones in the switch. A value less than 0 or greater than
the amount of groups will disable the visibility of all objects. All other groups
will be turned off when switching this one on.

0B010200
Switch Index
The index of the switch group in Reference 2 to modify.
Bone Group Index
The index of the group of bones in the switch. A value less than 0 or greater than
the amount of groups will disable the visibility of all objects. All other groups
will be turned off when switching this one on.

0B020100
Visibility
Set Boolean: True = Visible, False = Invisible

0C090100
Allow/Disallow
0 = cannot, 1 = Only in front, 2 = Always

0C0A0100
Undefined
Undefined

0C170100
Undefined
Undefined.

0C170200
Undefined
Undefined.
Undefined
Undefined

0C1A0200
Undefined
Undefined.
Undefined
Undefined

0C1B0100
Undefined
Undefined

0C1C0200
Undefined
Undefined.
Undefined
Undefined

0C1C0300
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

0C200200
Undefined
Undefined.
Undefined
Undefined

0C230200
Undefined
Undefined.
Undefined
Undefined

0C240100
Undefined
Undefined

0C250100
Tag On/Off
True = On, False = Off

0C260100
Undefined
Undefined

0D000200
Thread ID?
Possibly the thread ID of the concurrent routine. Sometimes 4, sometimes 6,
sometimes 9.
Offset
The subroutine location that contains the events that you would like to loop
infinitely.

0D010100
Thread ID?
Possibly the thread ID of the concurrent routine. Sometimes 4, sometimes 6,
sometimes 9.

0E000100
State
The state of the character's air/ground status. 0 = In Air, 1 = On Ground

0E010200
Horizontal Velocity
The speed of the character moving left/right.
Vertical Velocity
The speed of the character moving up/down.

0E060100
Type
When set to 1, vertical movement is disallowed. When set to 2, horizontal movement
is disallowed.

0E080200
Horizontal Velocity
The speed of the object moving left/right.
Vertical Velocity
The speed of the object moving up/down.
0E080400
Horizontal Velocity
The speed of the object moving left/right.
Vertical Velocity
The speed of the object moving up/down.
Set/Add Horizontal
0 = Add, 1 = Set
Set/Add Vertical
0 = Add, 1 = Set

0F030200
Undefined
Undefined.
Undefined
Undefined

10000100
Article ID
The id of the prop article to be called.

10000200
Article ID
The id of the prop article to be called.
Subaction Exclusive?
Whether or not you want the article to be automatically deleted when the subaction
ends.

10010100
Article ID
ID of the article.

10010200
Article ID
ID of the article to be affected.
Action
The action you would like the article to execute.

10030100
Article
ID of the article to be affected.

10040100
Model ID
Model. (Only Summons the Id of the article/model to call. Only summons a
FitChar##.pac. For example, Pit's bow is article/model 0)

10040200
Article ID
The ID of the article you would like to edit.
Action
The action you would like the article to execute.

10040300
Article ID
The ID of the article you would like to edit.
Action
The action you would like the article to execute.
Subaction Exclusive?
Whether or not you want the article to be automatically deleted when the subaction
ends.

10050200
Article
ID of the article to be affected.
Visibility
Set Boolean: True = Visible, False = Invisible

10070200
Article ID
ID of the article to be affected.
Action
The action you would like the article to execute.

10080200
Article ID
ID of the article to be affected.
Action
The action you would like the article to execute.

10130100
Article ID
ID of the article to be affected.

11001000
Graphic
The file from which to call from/The graphical effect to call. Value1 = File#,
Value2 = Graphic ID
Bone
The bone to attach the graphical effect to.
Z Offset
Transition from the attached bone along the Z axis.
Y Offset
Transition from the attached bone along the Y axis.
X Offset
Transition from the attached bone along the X axis.
Z Rotation
Rotation along the Z axis.
Y Rotation
Rotation along the Y axis.
X Rotation
Rotation along the X axis.
Scale
The size of the graphic.
Random Z Offset
A random value lesser than the specified value and added to the Z Offset.
Random Y Offset
A random value lesser than the specified value and added to the Y Offset.
Random Z Offset
A random value lesser than the specified value and added to the X Offset.
Random Z Rotation
A random value lesser than the specified value and added to the Z Rotation.
Random Y Rotation
A random value lesser than the specified value and added to the Y Rotation.
Random X Rotation
A random value lesser than the specified value and added to the X Rotation.
Terminate With Animation
Sets whether or not this graphic effect terminates when the animation ends.
11010A00
Graphic
The file from which to call from/The graphical effect to call. Value1 = File#,
Value2 = Graphic ID
Bone
The bone to attach the graphical effect to.
Z Offset
Transition from the attached bone along the Z axis.
Y Offset
Transition from the attached bone along the Y axis.
X Offset
Transition from the attached bone along the X axis.
Z Rotation
Rotation along the Z axis.
Y Rotation
Rotation along the Y axis.
X Rotation
Rotation along the X axis.
Scale
The size of the graphic.
Terminate With Animation
Sets whether or not this graphic effect terminates when the animation ends.

11020A00
Graphic
The file from which to call from/The graphical effect to call. Value1 = File#,
Value2 = Graphic ID
Bone
The bone to attach the graphical effect to.
Z Offset
Transition from the attached bone along the Z axis.
Y Offset
Transition from the attached bone along the Y axis.
X Offset
Transition from the attached bone along the X axis.
Z Rotation
Rotation along the Z axis.
Y Rotation
Rotation along the Y axis.
X Rotation
Rotation along the X axis.
Scale
The size of the graphic.
Terminate With Animation
Sets whether or not this graphic effect terminates when the animation ends.

11031400
Color
Controls the hue of the glow.
Blur Length
The length of the glow's aftershadow.
Trail Bone #1
Bone the 1st point of the sword trail follows.
X Offset
X offset of the 1st point of the sword trail.
Y Offset
Y offset of the 1st point of the sword trail.
Z Offset
Z offset of the 1st point of the sword trail.
Trail Bone #2
Bone the 2nd point of the sword trail follows.
X Offset
X offset of the 2nd point of the sword trail.
Y Offset
Y offset of the 2nd point of the sword trail.
Z Offset
Z offset of the 2nd point of the sword trail.
Glow State
If set to true, glow/trail disappears at the end of the subaction.
Graphic ID
The ID of the External Graphic Effect referenced.
Glow Bone
Bone the sword glow follows.
X Offset
X offset of the sword glow.
Y Offset
Y offset of the sword glow.
Z Offset
Z offset of the sword glow.
X Rotation
Rotation of the sword glow around the X axis.
Y Rotation
Rotation of the sword glow around the Y axis.
Z Rotation
Rotation of the sword glow around the Z axis.
Glow Length
Length of the sword glow, i.e. halving this value will make it half the sword's
length.

11050100
Fade Time
The time it takes for the sword glow to fade out.

110D0100
Undefined
Undefined

11150300
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

11170600
Undefined
Undefined.
Transition Time
The time taken to transition from its current color to the specified color.
Red
The red value.
Green
The green value.
Blue
The blue value.
Alpha
The transperency.

11170700
Transition Time
The time taken to transition from its current color to the specified color.
Red
The red value.
Green
The green value.
Blue
The blue value.
Alpha
The transperency.
Undefined
Undefined.
Undefined
Undefined

11180200
Undefined
Undefined.
Undefined
Undefined

111A1000
Graphic
The graphical effect to call.
Bone
The bone to attach the graphical effect to.
Z Offset
Transition from the attached bone along the Z axis.
Y Offset
Transition from the attached bone along the Y axis.
X Offset
Transition from the attached bone along the X axis.
Z Rotation
Rotation along the Z axis.
Y Rotation
Rotation along the Y axis.
X Rotation
Rotation along the X axis.
Scale
The size of the graphic.
Random Z Offset
A random value lesser than the specified value and added to the Z Offset.
Random Y Offset
A random value lesser than the specified value and added to the Y Offset.
Random Z Offset
A random value lesser than the specified value and added to the X Offset.
Random Z Rotation
A random value lesser than the specified value and added to the Z Rotation.
Random Y Rotation
A random value lesser than the specified value and added to the Y Rotation.
Random X Rotation
A random value lesser than the specified value and added to the X Rotation.
Terminate With Animation
Sets whether or not this graphic effect terminates when the animation ends.

111B1000
Graphic
The graphical effect to call.
Bone
The bone to attach the graphical effect to.
Z Offset
Transition from the attached bone along the Z axis.
Y Offset
Transition from the attached bone along the Y axis.
X Offset
Transition from the attached bone along the X axis.
Z Rotation
Rotation along the Z axis.
Y Rotation
Rotation along the Y axis.
X Rotation
Rotation along the X axis.
Scale
The size of the graphic.
Random Z Offset
A random value lesser than the specified value and added to the Z Offset.
Random Y Offset
A random value lesser than the specified value and added to the Y Offset.
Random Z Offset
A random value lesser than the specified value and added to the X Offset.
Random Z Rotation
A random value lesser than the specified value and added to the Z Rotation.
Random Y Rotation
A random value lesser than the specified value and added to the Y Rotation.
Random X Rotation
A random value lesser than the specified value and added to the X Rotation.
Terminate With Animation
Sets whether or not this graphic effect terminates when the animation ends.

12000200
Value
The value to place inside the specified variable.
Variable
The Basic type variable to access.

12010200
Value
The value add to the specified variable.
Variable
The Basic type variable to access.

12020200
Value
The value to subtract from the specified variable.
Variable
The Basic type variable to access.

12030100
Variable
The variable to increment.

12040100
Variable
The variable to decrement.
12060200
Value
The floating point value to place inside the specified variable.
Variable
The Float type variable to access.

12070200
Value
The floating point value to add to the specified variable.
Variable
The Float type variable to access.

12080200
Value
The floating point value to subtract from the specified variable.
Variable
The Float type variable to access.

120A0100
Variable
The Bit type variable to set.

120B0100
Variable
The Bit type variable to clear.

120F0200
Value
The floating point value to multiply with the specified variable.
Variable
The Float type variable to access.

12100200
Value
The floating point value to divide with the specified variable.
Variable
The Float type variable to access.

14040100
Undefined
Usually set to 0.

14050100
Undefined
Undefined

14070A00
Undefined
Undefined.
Undefined
Undefined.
Strength
The power of the wind.
Speed
The speed of the wind.
Size?
Perhaps the size of the wind.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

18000100
Parameter 0
Unknown.

18010200
Parameter 0
Unknown.
Parameter 1
Unknown.

1A000100
Magnitude
The intensity of the screenshake.

1A030400
Front Boundary
The boundary in front of the character.
Back Boundary
The boundary behind the character.
Top Boundary
The boundary above the character.
Bottom Boundary
The boundary below the character.

1A040500
Zoom Time
The time it takes to zoom in on the target.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

1A060100
Detached/Attached
False = detached, True = attached.
Detached/Attached
False = detached, True = attached.

1A0A0100
Undefined
Undefined

1B020100
Target Procedure
Undefined

1E000200
Armor State
0 = None, 1 = Super Armor, 2 = Knockback Based Heavy Armor, 3 = Damage Based Heavy
Armor
Heavy Armor Tolerance
The minimum damage or KB that will cause the character to flinch when using heavy
armor.

1E010100
Undefined
Undefined

1E030100
Damage
The amount of damage to add or subtract.

1F000100
Undefined
Undefined

1F000200
Undefined
Undefined.
Undefined
Undefined

1F000400
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

1F010300
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

1F030100
Undefined
Undefined

1F040200
Undefined
Undefined.
Undefined
Undefined

1F070100
Undefined
Undefined

1F080100
Undefined
Undefined

1F090100
Item Visibility
Set Boolean: True = Visible, False = Invisible

1F0C0100
Undefined
Undefined

1F0E0500
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

20000200
Undefined
Undefined.
Undefined
Undefined

21010400
R
The red value from 0-255.
G
The green value from 0-255.
B
The blue value from 0-255.
A
The alpha value from 0-255 (0 = fully transparent, 255 = fully opaque).

21020500
Transition Time
The number of frames the colour change takes.
R
The red value (0-255) of the target colour.
G
The green value (0-255) of the target colour.
B
The blue value (0-255) of the target colour.
A
The alpha value (0-255) of the target colour.

21050600
R
The red value from 0-255.
G
The green value from 0-255.
B
The blue value from 0-255.
A
The alpha value from 0-255 (0 = fully transparent, 255 = fully opaque).
Angle
The angle in degrees of the virtual light source.
Unknown
Possibly the distance of the virtual light source?

21070500
Transition Time
The number of frames the color change takes.
R
The red value (0-255) of the target color.
G
The green value (0-255) of the target color.
B
The blue value (0-255) of the target color.
A
The alpha value (0-255) of the target color.

22000100
Undefined
Undefined

22020100
Undefined
Undefined

65030200
Undefined
Undefined.
Undefined
Undefined

65040100
Lifetime (frames)?
Undefined

65050100
Undefined
Undefined

65070200
Undefined
Undefined.
Undefined
Undefined

65090200
Undefined
Undefined.
Undefined
Undefined

650F0200
Undefined
Undefined.
Undefined
Undefined

65130900
Result Variable
The result of the function is put in this variable.
Ratio 1
Undefined.
Ratio 2
Undefined.
Ratio 3
Undefined.
Ratio 4
Undefined.
Ratio 5
Undefined.
Ratio 6
Undefined.
Ratio 7
Undefined.
Ratio 8
Undefined

65170200
Undefined
Undefined.
Undefined
Undefined

651B0100
Duration?
Undefined

651F0100
Undefined
Undefined

66000200
Undefined
Undefined.
Undefined
Undefined

66000400
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

66060100
Undefined
Undefined

66070100
Undefined
Undefined

66090200
Undefined
Undefined.
Undefined
Undefined
660A0200
Undefined
Undefined.
Undefined
Undefined

660B0200
Undefined
Undefined.
Undefined
Undefined

660B0300
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

69000100
Undefined
Undefined

6A000100
Undefined
Undefined

6A000200
Undefined
Undefined.
Undefined
Undefined

6A000400
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined

6A010100
Undefined
Undefined

6B020300
Undefined
Undefined.
Undefined
Undefined.
Undefined
Undefined.

6E000200
Undefined
Undefined.
Undefined
Undefined

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