Difference between revisions of "Events (Brawl)/Group I"
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{{Param|0|{{0}}||,}} | {{Param|0|{{0}}||,}} | ||
{{Param|0|{{0}}}} | {{Param|0|{{0}}}} | ||
− | {{Event|04140100| | + | {{Event|04140100|Set Animation & Timer Frame|Changes the current frame of the animation and timers.|1}} |
− | {{Param|1| | + | {{Param|1|Frame|The frame to skip to.}} |
{{Event|04180100|Subactions 18||1}} | {{Event|04180100|Subactions 18||1}} | ||
{{Param|5|{{0}}}} | {{Param|5|{{0}}}} | ||
{{Event|04180100|Subactions 19}} | {{Event|04180100|Subactions 19}} | ||
{{Event|041A0100|Subaction ??||1}} | {{Event|041A0100|Subaction ??||1}} | ||
− | {{Param|0|Subaction|Subaction ID. (Always seems to be 1CB[DamageFace])}} | + | {{Param|0|Subaction|Subaction ID. (Always seems to be 1CB[DamageFace], so could be something to do with multiple animations at once)}} |
|} | |} | ||
== Module 05: Posture == | == Module 05: Posture == | ||
{{EventTableStart}} | {{EventTableStart}} | ||
− | {{Event|05000000|Reverse Direction| | + | {{Event|05000000|Reverse Direction|The object is now considered to be facing the other direction. It will not visually change direction until the current animation ends or is interrupted.}} |
{{Event|05010000|Posture 01}} | {{Event|05010000|Posture 01}} | ||
{{Event|05020000|Posture 02}} | {{Event|05020000|Posture 02}} | ||
Line 282: | Line 282: | ||
{{Event|06091E00|Simple Enemy Hitbox|Seems to be a simpler version of 0619.|30}} | {{Event|06091E00|Simple Enemy Hitbox|Seems to be a simpler version of 0619.|30}} | ||
{{Param|0|ID||,}} | {{Param|0|ID||,}} | ||
− | {{Param|0| | + | {{Param|0|Segment|Allows the hitbox of this ID to hit even if the target has already been hit by it (and its segment at the time was a lower value). Allows moves to hit multiple times without a frame of dead space.|,}} |
{{Param|0|Bone||,}} | {{Param|0|Bone||,}} | ||
{{Param|0|Damage||,}} | {{Param|0|Damage||,}} | ||
Line 330: | Line 330: | ||
{{Param|0|Air/Ground|0 {{eq}} grabs nothing, 1 {{eq}} grabs grounded only, 2 {{eq}} grabs aerial only, 3 {{eq}} grabs aerial and grounded.|,}} | {{Param|0|Air/Ground|0 {{eq}} grabs nothing, 1 {{eq}} grabs grounded only, 2 {{eq}} grabs aerial only, 3 {{eq}} grabs aerial and grounded.|,}} | ||
{{Param|0|Unknown|???}} | {{Param|0|Unknown|???}} | ||
− | {{Event|060A0A00|Catch Collision 3|Generate a grabbing collision bubble with the specified parameters. Used by Master Hand and Crazy Hand.|10}} | + | {{Event|060A0A00|Catch Collision 3|Generate a grabbing collision bubble with the specified parameters. Used by Master Hand and Crazy Hand, As well as Olimar's Pikmin.|10}} |
{{Param|0|ID|ID of catch collision.|,}} | {{Param|0|ID|ID of catch collision.|,}} | ||
{{Param|0|Bone|The bone the grab is attached to.|,}} | {{Param|0|Bone|The bone the grab is attached to.|,}} | ||
Line 361: | Line 361: | ||
{{Param|3|''Undefined''||,}} | {{Param|3|''Undefined''||,}} | ||
{{Param|3|''Undefined''||,}} | {{Param|3|''Undefined''||,}} | ||
− | {{Param|0| | + | {{Param|0|Type?|Almost always 8, which is typical invincibility frame length, but also the Throwing type - and it's 2 (Body-type) for Bowser's Flying Slam, 0 for most special moves and transformation Final Smashes. That said, if it's type, that would mean Nana's throws are Typeless.}} |
{{Event|060F0500|Throw Applier|Throws an opponent based on data provided by 060E1100.|5}} | {{Event|060F0500|Throw Applier|Throws an opponent based on data provided by 060E1100.|5}} | ||
{{Param|0|ID?||,}} | {{Param|0|ID?||,}} | ||
Line 415: | Line 415: | ||
{{Event|06192F00|Enemy Hitbox|The type of hitbox used for bosses and enemies in the Subspace Emissary.|47}} | {{Event|06192F00|Enemy Hitbox|The type of hitbox used for bosses and enemies in the Subspace Emissary.|47}} | ||
{{Param|0|ID||,}} | {{Param|0|ID||,}} | ||
− | {{Param|0| | + | {{Param|0|Segment|Allows the hitbox of this ID to hit even if the target has already been hit by it (and its segment at the time was a lower value). Allows moves to hit multiple times without a frame of dead space.|,}} |
{{Param|0|Bone||,}} | {{Param|0|Bone||,}} | ||
{{Param|0|Damage||,}} | {{Param|0|Damage||,}} | ||
Line 437: | Line 437: | ||
{{Param|3|{{0}}||,}} | {{Param|3|{{0}}||,}} | ||
{{Param|3|{{0}}||,}} | {{Param|3|{{0}}||,}} | ||
− | {{Param|0| | + | {{Param|0|Shield damage||,}} |
− | {{Param|0| | + | {{Param|0|SFX level||,}} |
− | {{Param|0| | + | {{Param|0|Sound type|Punch, kick, burn, shock, etc|,}} |
− | {{Param|0| | + | {{Param|0|Air/ground||,}} |
{{Param|3|{{0}}||,}} | {{Param|3|{{0}}||,}} | ||
{{Param|0|{{0}}||,}} | {{Param|0|{{0}}||,}} | ||
Line 447: | Line 447: | ||
{{Param|0|{{0}}||,}} | {{Param|0|{{0}}||,}} | ||
{{Param|3|{{0}}||,}} | {{Param|3|{{0}}||,}} | ||
− | {{Param|3|Shieldable | + | {{Param|3|Shieldable||,}} |
− | {{Param|3|Reflectable | + | {{Param|3|Reflectable||,}} |
− | {{Param|3|Absorbable | + | {{Param|3|Absorbable||,}} |
{{Param|0|Rehit rate||,}} | {{Param|0|Rehit rate||,}} | ||
{{Param|3|{{0}}||,}} | {{Param|3|{{0}}||,}} | ||
Line 457: | Line 457: | ||
{{Param|3|{{0}}||,}} | {{Param|3|{{0}}||,}} | ||
{{Param|3|{{0}}||,}} | {{Param|3|{{0}}||,}} | ||
− | {{Param|3| | + | {{Param|3|Stretchy|Hitbox is a tube from origin to offset instead of a sphere at offset.|,}} |
{{Param|3|{{0}}||,}} | {{Param|3|{{0}}||,}} | ||
{{Param|0|{{0}}||,}} | {{Param|0|{{0}}||,}} | ||
Line 530: | Line 530: | ||
{{Param|3|{{0}}||,}} | {{Param|3|{{0}}||,}} | ||
{{Param|1|{{0}}||,}} | {{Param|1|{{0}}||,}} | ||
− | {{Event|062B0D00| | + | {{Event|062B0D00|Collateral Hitbox|Generates a damage collision bubble surrounding the character being thrown.|13}} |
{{Param|0|Bone/Id|The bone the collision bubble is attached to/The id number of the collision bubble. Where XXXXYYYY is X{{eq}}Bone, Y{{eq}}Id.|,}} | {{Param|0|Bone/Id|The bone the collision bubble is attached to/The id number of the collision bubble. Where XXXXYYYY is X{{eq}}Bone, Y{{eq}}Id.|,}} | ||
{{Param|0|Damage|The amount of damage inflicted to the target upon collision.|,}} | {{Param|0|Damage|The amount of damage inflicted to the target upon collision.|,}} | ||
Line 544: | Line 544: | ||
{{Param|1|Directional Influence Multiplier|A multiplier affecting the ability for the character maneuver themselves while suffering from the hitlag generated by this collision bubble.|,}} | {{Param|1|Directional Influence Multiplier|A multiplier affecting the ability for the character maneuver themselves while suffering from the hitlag generated by this collision bubble.|,}} | ||
{{Param|0|Flags|Flags for various parameters such as hit effects and sound effects.}} | {{Param|0|Flags|Flags for various parameters such as hit effects and sound effects.}} | ||
− | {{Event|062C0F00| | + | {{Event|062C0F00|Special Collateral Collision|Used for the "bump" collisions that occur when a character in knockback collides with another body.|15}} |
{{Param|0|Bone/ID?|The bone the collision bubble is attached to/The ID number of the collision bubble. Where XXXXYYYY is X{{eq}}Bone, Y{{eq}}Id.|,}} | {{Param|0|Bone/ID?|The bone the collision bubble is attached to/The ID number of the collision bubble. Where XXXXYYYY is X{{eq}}Bone, Y{{eq}}Id.|,}} | ||
{{Param|0|Damage|The amount of damage inflicted to the target upon collision.|,}} | {{Param|0|Damage|The amount of damage inflicted to the target upon collision.|,}} | ||
Line 565: | Line 565: | ||
== Module 07: Controller == | == Module 07: Controller == | ||
{{EventTableStart}} | {{EventTableStart}} | ||
− | {{Event|07000000| | + | {{Event|07000000|ResetFlickX|}} |
− | {{Event|07010000| | + | {{Event|07010000|ResetFlickY}} |
− | {{Event|07020000| | + | {{Event|07020000|ResetTrigger}} |
{{Event|07060100|Controller 06||1}} | {{Event|07060100|Controller 06||1}} | ||
{{Param|3|{{0}}}} | {{Param|3|{{0}}}} | ||
− | {{Event|07070200| | + | {{Event|07070200|SetRumble|Affects the rumble feature of the controller.|2}} |
{{Param|?|{{0}}||,}} | {{Param|?|{{0}}||,}} | ||
{{Param|?|{{0}}}} | {{Param|?|{{0}}}} | ||
− | {{Event|070B0200| | + | {{Event|070B0200|SetRumbleLoop|Creates a rumble loop on the controller.|2}} |
{{Param|?|{{0}}||,}} | {{Param|?|{{0}}||,}} | ||
{{Param|?|{{0}}}} | {{Param|?|{{0}}}} | ||
− | {{Event|070C0000| | + | {{Event|070C0000|ClearLog | Clears Buffer?}} |
|} | |} | ||
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== Module 09: Situation? == | == Module 09: Situation? == | ||
{{EventTableStart}} | {{EventTableStart}} | ||
− | {{Event|09000100|Module09 00||1}} | + | {{Event|09000100|Module09 00|Air/ground related. In the air, it's set to 2, and the edge to 5. On the ground, it's almost always 0. Setting this to any setting other than 2 while in the air will replenish jumps and recovery moves|1}} |
{{Param|0|{{0}}}} | {{Param|0|{{0}}}} | ||
|} | |} | ||
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{{Event|0A000100|Sound Effect|Play a specified sound effect.|1}} | {{Event|0A000100|Sound Effect|Play a specified sound effect.|1}} | ||
{{Param|0|Sound Effect|the ID number for the sound effect called.}} | {{Param|0|Sound Effect|the ID number for the sound effect called.}} | ||
− | {{Event|0A010100|Sound Effect|Play a specified sound effect.|1}} | + | {{Event|0A010100|Footstep Sound Effect|Play a specified sound effect plus a sound for stepping on the current terrain.|1}} |
{{Param|0|Sound Effect|the ID number for the sound effect called.}} | {{Param|0|Sound Effect|the ID number for the sound effect called.}} | ||
{{Event|0A020100|Sound Effect (Transient)|Play a specified sound effect. The sound effect ends with the animation.|1}} | {{Event|0A020100|Sound Effect (Transient)|Play a specified sound effect. The sound effect ends with the animation.|1}} | ||
Line 611: | Line 611: | ||
{{Param|0|{{0}}|}} | {{Param|0|{{0}}|}} | ||
{{Event|0A080000|Sounds 08|}} | {{Event|0A080000|Sounds 08|}} | ||
− | {{Event|0A090100| | + | {{Event|0A090100|Landing Sound Effect|Play a specified sound effect plus a sound for landing on the current terrain - the values are different from normal sound effects.|1}} |
{{Param|0|Sound Effect|the ID number for the sound effect called.}} | {{Param|0|Sound Effect|the ID number for the sound effect called.}} | ||
− | {{Event|0A0A0100| | + | {{Event|0A0A0100|Impact? Sound Effect|Play a specified sound effect (plus a sound for smacking the current terrain?) - the values are different from normal sound effects.|1}} |
{{Param|0|Sound Effect|the ID number for the sound effect called.}} | {{Param|0|Sound Effect|the ID number for the sound effect called.}} | ||
|} | |} | ||
Line 620: | Line 620: | ||
{{EventTableStart}} | {{EventTableStart}} | ||
{{Event|0B000200|Model Changer|Changes the char's model in certain preset ways. (Examples: sheathe sword, retreat into shell, etc.)|2}} | {{Event|0B000200|Model Changer|Changes the char's model in certain preset ways. (Examples: sheathe sword, retreat into shell, etc.)|2}} | ||
− | {{Param|0| | + | {{Param|0|BoneSwitch ID|The target switch for model changes. (Example: Link's sword is 1, his shield is 2)|,}} |
− | {{Param|0| | + | {{Param|0|BoneGroup ID|Typically, 0 changes to the normal state, 1 changes the location or shape, and 2 removes it entirely. (Example: Bowser is normal on 0, Bowser is in his shell on 1, and Bowser is invisible on 2)}} |
− | {{Event|0B010200| | + | {{Event|0B010200|Model Display Toggle?|Changes what entries of Hidden and Visible bone indexes from Model Display are used in some fashion. |2}} |
− | {{Param|0| | + | {{Param|0|Entry to use?|Appears to correspond to what entry of the Model Display is used in the subaction.|,}} |
{{Param|0|{{0}}}} | {{Param|0|{{0}}}} | ||
{{Event|0B020100|Visibility|Shows whether you're visible or not.|1}} | {{Event|0B020100|Visibility|Shows whether you're visible or not.|1}} | ||
Line 633: | Line 633: | ||
{{Event|0C010000|Character Specific 01}} | {{Event|0C010000|Character Specific 01}} | ||
{{Event|0C040000|Character Specific 04}} | {{Event|0C040000|Character Specific 04}} | ||
− | {{Event|0C050000|Terminate Instance|Causes the acting instance to terminate (if possible). Will load secondary instance if available.}} | + | {{Event|0C050000|Terminate Instance|Causes the acting instance to terminate (if possible). Will load secondary instance if available (i.e. character transformation).}} |
{{Event|0C060000|Enter Final Smash State|Allows use of Final Smash locked articles, variables, etc. Highly unstable.}} | {{Event|0C060000|Enter Final Smash State|Allows use of Final Smash locked articles, variables, etc. Highly unstable.}} | ||
{{Event|0C070000|Exit Final Smash State?}} | {{Event|0C070000|Exit Final Smash State?}} | ||
Line 655: | Line 655: | ||
{{Event|0C1B0100|Character Specific 1B||1}} | {{Event|0C1B0100|Character Specific 1B||1}} | ||
{{Param|5|{{0}}}} | {{Param|5|{{0}}}} | ||
− | {{Event|0C1C0200|Character Specific 1C||2}} | + | {{Event|0C1C0200|Character Specific 1C|Used in Fighter.pac to do something based on which throw is in progress.|2}} |
{{Param|0|{{0}}||,}} | {{Param|0|{{0}}||,}} | ||
{{Param|0|{{0}}}} | {{Param|0|{{0}}}} | ||
Line 663: | Line 663: | ||
{{Param|3|{{0}}}} | {{Param|3|{{0}}}} | ||
{{Event|0C1D0000|Ottotto Voice Clip|Play one of the voice clip for [[Ottotto]].}} | {{Event|0C1D0000|Ottotto Voice Clip|Play one of the voice clip for [[Ottotto]].}} | ||
− | {{Event|0C1E0000|Final Smash Voice Clip|Plays a voice clip for a Final Smash.}} | + | {{Event|0C1E0000|Final Smash Voice Clip|Plays a voice clip for a Final Smash. Only used in Meta Knight's FinalStart and FinalAirStart subactions.}} |
{{Event|0C1F0000|Eating Voice Clip|Play a random voice clip from the selection of eating voice clips.}} | {{Event|0C1F0000|Eating Voice Clip|Play a random voice clip from the selection of eating voice clips.}} | ||
{{Event|0C200200|Character Specific 20||2}} | {{Event|0C200200|Character Specific 20||2}} | ||
Line 687: | Line 687: | ||
{{EventTableStart}} | {{EventTableStart}} | ||
{{Event|0D000200|Concurrent Infinite Loop|Runs a subroutine once per frame for the current action.|2}} | {{Event|0D000200|Concurrent Infinite Loop|Runs a subroutine once per frame for the current action.|2}} | ||
− | {{Param|0| | + | {{Param|0|PSA Stack|The event stack to run the subroutine (use 4, 6, or 9 or you risk crashes)|,}} |
{{Param|2|Offset|The subroutine location that contains the events that you would like to loop infinitely.}} | {{Param|2|Offset|The subroutine location that contains the events that you would like to loop infinitely.}} | ||
{{Event|0D010100|Terminate Concurrent Infinite Loop?|Seems to stop the execution of a loop created with{{Evt|0D000200|Concurrent Infinite Loop}}.|1}} | {{Event|0D010100|Terminate Concurrent Infinite Loop?|Seems to stop the execution of a loop created with{{Evt|0D000200|Concurrent Infinite Loop}}.|1}} | ||
Line 695: | Line 695: | ||
== Module 0E: Movement == | == Module 0E: Movement == | ||
{{EventTableStart}} | {{EventTableStart}} | ||
− | {{Event|0E000100|Set Air/Ground| | + | {{Event|0E000100|Set Kinetic State (Set Air/Ground)|Sets the current physics state.|1}} |
{{Param|0|State|The state of the character's air/ground status. 0 {{eq}} In Air, 1 {{eq}} On Ground,{{DataType|4}} 10 {{eq}} Control stick does not affect horizontal movement (or fastfall?)}} | {{Param|0|State|The state of the character's air/ground status. 0 {{eq}} In Air, 1 {{eq}} On Ground,{{DataType|4}} 10 {{eq}} Control stick does not affect horizontal movement (or fastfall?)}} | ||
{{Event|0E010200|Add/Subtract Character Momentum|Adds or subtracts speed to the character's current momentum.|2}} | {{Event|0E010200|Add/Subtract Character Momentum|Adds or subtracts speed to the character's current momentum.|2}} |
Latest revision as of 00:10, 5 October 2018
Contents
- 1 Module 00: Flow of Execution
- 2 Module 01: Loop Rest
- 3 Module 02: Actions
- 4 Module 04: Subactions
- 5 Module 05: Posture
- 6 Module 06: Collisions
- 7 Module 07: Controller
- 8 Module 08: Edge Interaction
- 9 Module 09: Situation?
- 10 Module 0A: Sounds
- 11 Module 0B: Models
- 12 Module 0C: Character Specific
- 13 Module 0D: Concurrent Execution
- 14 Module 0E: Movement
- 15 Module 0F: Link?
- 16 See also
Module 00: Flow of Execution
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
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. | Scalar | Frames | The number of frames to wait.
|
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. | Scalar | Frames | The number of frames to wait.
|
00030000 | Flow 03 | ||||
00040100 | Set Loop | Set a loop for X iterations. | Value | Iterations | The number of times to loop.
|
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. | Pointer | Offset | The offset inside the file to jump to.
|
00080000 | Return | Return from a Subroutine. | |||
00090100 | Goto | Goto the event location specified And execute. | Pointer | Offset | The offset inside the file to jump to.
|
000A0100 | If | Start an If block until an Else Or an EndIf is reached. | Requirement | Requirement | The form of requirement used in evaluation of the if statement.
|
000A0200 | If Value | Start an If block until an Else Or an EndIf is reached. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Value | Variable | The variable applied to the requirement.
| |||
000A0300 | If Unknown | Start an If block until an Else Or an EndIf is reached. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Value | Variable | The variable applied to the requirement. | |||
Value | Unknown |
| |||
000A0400 | If Comparison | Start an If block until an Else Or an EndIf is reached. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Variable | Variable | The first variable in the comparison requirement. | |||
Value | Comparison Method | The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, > | |||
Variable | Variable | The second variable in the comparison requirement.
| |||
000B0100 | And | Seems to be an "and" to an If statement. | Requirement | Requirement | The form of requirement used in evaluation of
the event.
|
000B0200 | And Value | Seems to be an "and" to an If statement. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Value | Variable | The variable applied to the requirement.
| |||
000B0300 | And Unknown | Seems to be an "and" to an If statement. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Value | Variable | The variable applied to the requirement. | |||
Value | Unknown | Unknown
| |||
000B0400 | And Comparison | Seems to be an "And" to an If statement. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Variable | Variable | The first variable in the comparison requirement. | |||
Value | Comparison Method | The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, > | |||
Variable | Variable | The second variable in the comparison requirement.
| |||
000C0100 | Or | Insert an alternate requirement to fall back on if the above requirement(s) are not met. | Requirement | Requirement | The form of requirement used in evaluation of the event.
|
000C0200 | Or Value | Insert an alternate requirement to fall back on if the above requirement(s) are not met. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Value | Variable | The variable applied to the requirement.
| |||
000C0300 | Or Unknown | Insert an alternate requirement to fall back on if the above requirement(s) are not met. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Value | Variable | The variable applied to the requirement. | |||
Value | Unknown |
| |||
000C0400 | Or Comparison | Insert an alternate requirement to fall back on if the above requirement(s) are not met. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Variable | Variable | The first variable in the comparison requirement. | |||
Value | Comparison Method | The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, > | |||
Variable | Variable | The second variable in the comparison requirement.
| |||
000D0100 | Else If | Insert an Else If block inside of an If block. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
000D0200 | Else If Value | Insert an Else If block inside of an If block. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Value | Variable | The variable applied to the requirement.
| |||
000D0300 | Else If Unknown | Insert an Else If block inside of an If block. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Value | Variable | The variable applied to the requirement. | |||
Value | Unknown |
| |||
000D0400 | Else If Comparison | Insert an Else If block inside of an If block. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Variable | Variable | The first variable in the comparison requirement. | |||
Value | Comparison Method | The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, > | |||
Variable | Variable | The second variable in the comparison requirement.
| |||
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. | Undefined | Undefined | Any type? Has shown to be an IC-Basic "disguised" as a value, i.e. set as Value 0x3E9 but really uses IC-Basic[1001] (the equivalent). |
Undefined | Undefined | Any Type? Has shown to be a Requirement "disguised" as a value, i.e. set as Value 2B but really uses Requirement 2B (Roll A Die).
| |||
00110100 | Case | Handler for if the variable in the switch statement equals the specified value. | Value | Undefined |
|
00120000 | Default Case | The case chosen if none of the others are executed. | |||
00130000 | End Switch | End a Switch block. | |||
00180000 | Flow 18 | Appears within Case statements. |
Module 01: Loop Rest
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
01000000 | Goto Loop Rest 1? | Appears to work like 01010000, except used for loops created by00090100 (Goto). | |||
01010000 | Loop Rest | Briefly return execution back to the system to prevent crashes during infinite loops. | |||
01020000 | Goto Loop Rest 2? | Often follows 01000000. |
Module 02: Actions
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
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.) | Value | Status ID | The four-digit status ID of the change action event. Can later be disabled via 02080100 (Disable Action Status ID). |
Value | Action | The ID of the action that the character will execute. | |||
Requirement | Requirement | The form of requirement used in evaluation of the event.
| |||
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.) | Value | Status ID | The four-digit status ID of the change action event. Can later be disabled via
02080100 (Disable Action Status ID). |
Value | Action | The ID of the action that the character will execute. | |||
Requirement | Requirement | The form of requirement used in evaluation of the event. | |||
Value | Variable | The variable applied to the requirement.
| |||
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.) | Value | Status ID | The four-digit status ID of the change action event. Can later be disabled via 02080100 (Disable Action Status ID). |
Value | Action | The ID of the action that the character will execute. | |||
Requirement | Requirement | The form of requirement used in evaluation of the event. | |||
Value | Variable | The variable applied to the requirement. | |||
Value | Unknown | Used as a specification for the requirement when necessary (for example, if the requirement is "button pressed", this denotes which button).
| |||
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.) | Value | Undefined | |
Value | Undefined | ||||
Requirement | Undefined | ||||
Value | Undefined | ||||
Value | Undefined |
| |||
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.) | Value | Action | The id of the action that the character will execute. |
Requirement | Requirement | The form of requirement used in evaluation of the event.
| |||
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.) | Value | Action | The id of the action that the character will execute. |
Requirement | Requirement | The form of requirement used in evaluation of the event. | |||
Variable | Variable | The variable applied to the requirement.
| |||
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.) | Value | Action | The id of the action that the character will execute. |
Requirement | Requirement | The form of requirement used in evaluation of the event. | |||
Variable | Variable | The variable applied to the requirement. | |||
Value | Unknown | Used as a specification for the requirement when necessary (for example, if the requirement is "button pressed", this denotes which button).
| |||
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.) | Value | Action | The id of the action that the character will execute. |
Requirement | Requirement | The form of requirement used in evaluation of the event. | |||
Variable | Variable | The first variable in the comparison requirement. | |||
Value | Comparison Method | The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, > | |||
Variable | Variable | The second variable in the comparison requirement.
| |||
02020300 | Unknown | Used in the Primid file as alternatives to calling an AI procedure. | Value | Undefined | In the Primid file, seems to always equal 200. |
Value | Undefined | An action? (equals 7 when current action is not 7) | |||
Requirement | Undefined | In the Primid file, seems to always be Article Exists (15).
| |||
02040100 | Additional Change Action Requirement | Add an additional requirement to the preceeding Change Action statement. | Requirement | Requirement | The form of requirement used in evaluation of the event.
|
02040200 | Additional Change Action Requirement Value | Add an additional requirement to the preceeding Change Action statement. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Variable | Variable | The variable applied to the requirement.
| |||
02040300 | Additional Change Action Requirement Value | Add an additional requirement to the preceeding Change Action statement. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Variable | Variable | The variable applied to the requirement. | |||
Value | Undefined |
| |||
02040400 | Additional Change Action Requirement Comparison | Add an additional requirement to the preceeding Change Action statement. | Requirement | Requirement | The form of requirement used in evaluation of the event. |
Variable | Variable | The first variable in the comparison requirement. | |||
Value | Comparison Method | The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, > | |||
Variable | Variable | The second variable in the comparison requirement.
| |||
02060100 | Enable Action Status ID | Enables the given Status ID. | Value | Status ID | The Status ID to enable.
|
02080100 | Disable Action Status ID | Disables the Action associated with the given Status ID. | Value | Status ID | The Status ID to disable. After this command, the associated Action will not activate.
|
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). | Value | Interrupt ID? | Appears to be a Interrupt ID as used by 020A (Allow Specific Interrupt). |
Value | Status ID? | Appears to be a Status ID.
| |||
020A0100 | Allow Specific Interrupt | Allows interruption only by specific commands. See parameters for list of possible interrupts. | Value | Interrupt ID | Expand the window to view the full list. 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 | 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. | Value | Interrupt ID | Expand the window to view the full list. 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 | Unregister Interrupt? | Possibly unregisters a previously created interrupt. | Value | Interrupt ID | Possibly the Interrupt ID to unregister.
|
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". |
Module 04: Subactions
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
04000100 | Change Subaction | Change the current subaction. | Value | Subaction | The ID of the subaction that the character will execute.
|
04000200 | Change Subaction | Change the current subaction. Specifies whether or not to pass the current frame or start the animation over. | Value | Subaction | The ID of the subaction that the character will execute. |
Boolean | Pass Frame | Whether to pass the current frame of the current animation onto the new animation or not.
| |||
04010200 | Subactions 01 | Value | Undefined | ||
Requirement | Undefined |
| |||
04020100 | Subactions 02 | Requirement | Requirement | The form of requirement used in evaluation of the event.
| |
04020200 | Subactions 02 Value | Requirement | Requirement | The form of requirement used in evaluation of the event. | |
Variable | Variable | The variable applied to the requirement.
| |||
04020300 | Subactions 02 Unknown | Requirement | Requirement | The form of requirement used in evaluation of the event. | |
Variable | Variable | The variable applied to the requirement. | |||
Value | Undefined |
| |||
04020400 | Subactions 02 Compare | Requirement | Requirement | The form of requirement used in evaluation of the event. | |
Variable | Variable | The first variable in the comparison requirement. | |||
Value | Comparison Method | The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, > | |||
Variable | Variable | The second variable in the comparison requirement.
| |||
04030100 | Subactions 03 | Seems to act as an additional requirement for Subactions 02. | Requirement | Requirement | The form of requirement used in evaluation of the event.
|
04030200 | Subactions 03 Value | Requirement | Requirement | The form of requirement used in evaluation of the event. | |
Variable | Variable | The variable applied to the requirement.
| |||
04030300 | Subactions 03 Unknown | Requirement | Requirement | The form of requirement used in evaluation of the event. | |
Variable | Variable | The variable applied to the requirement. | |||
Value | Undefined |
| |||
04030400 | Subactions 03 Compare | Requirement | Requirement | The form of requirement used in evaluation of the event. | |
Variable | Variable | The first variable in the comparison requirement. | |||
Value | Comparison Method | The method used to compare the two variables. From 0 to 5: <, ≤, =, ≠, ≥, > | |||
Variable | Variable | The second variable in the comparison requirement.
| |||
04050100 | Unknown | Used quite a bit in Meta Knight's special move actions. | Value | Undefined |
|
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). | Scalar | Frame | The frame to skip to.
|
04070100 | Frame Speed Modifier | Dictates the frame speed of the subaction. Example: setting to 2 makes the animation and timers occur twice as fast. | Scalar | Multiplier | How many times faster the frames are.
|
04090100 | Unknown | Used a few times in the Primid file. | Value | Undefined |
|
040A0100 | Subactions 0A | Value | Undefined |
| |
040B0100 | Subactions 0B | Scalar | Undefined |
| |
040C0100 | Subactions 0C | Value | Subaction | A subaction ID.
| |
040D0100 | Subactions 0D | Value | Subaction | Subaction ID.
| |
04100200 | Subactions 10 | Value | Undefined | ||
Value | Undefined |
| |||
04140100 | Set Animation & Timer Frame | Changes the current frame of the animation and timers. | Scalar | Frame | The frame to skip to.
|
04180100 | Subactions 18 | Variable | Undefined |
| |
04180100 | Subactions 19 | ||||
041A0100 | Subaction ?? | Value | Subaction | Subaction ID. (Always seems to be 1CB[DamageFace], so could be something to do with multiple animations at once)
|
Module 05: Posture
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
05000000 | Reverse Direction | The object is now considered to be facing the other direction. It will not visually change direction until the current animation ends or is interrupted. | |||
05010000 | Posture 01 | ||||
05020000 | Posture 02 | ||||
05030000 | Posture 03 | ||||
05040000 | Posture 04 | ||||
05050100 | Posture 05 | Scalar | Undefined |
| |
05070300 | Posture 07 | Scalar | Undefined | ||
Variable | Undefined | ||||
Scalar | Undefined |
| |||
050D0100 | Posture 0D | Value | Undefined |
|
Module 06: Collisions
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
06000D00 | Offensive Collision | Generate an offensive collision bubble with the specified parameters. | Value | Bone/Id | The bone the collision bubble is attached to/The id number of the collision bubble. Where XXXXYYYY is X=Bone, Y=Id. |
Value | Damage | The amount of damage inflicted to the target upon collision. | |||
Value | Trajectory | The direction in which a target gets launched. | |||
Value | 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. | |||
Value | 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. | |||
Scalar | Size | The size of the collision bubble. | |||
Scalar | X Offset | The amount the collision bubble is transitioned relative to the currently attached bone. | |||
Scalar | Y Offset | The amount the collision bubble is transitioned relative to the currently attached bone. | |||
Scalar | Z Offset | The amount the collision bubble is transitioned relative to the currently attached bone. | |||
Scalar | Tripping Rate | The percent possibility of the collision bubble inducing a trip, provided the target doesn't leave the ground from the knockback. | |||
Scalar | Hitlag Multiplier | A multiplier affecting the time in which both parties pause when the collision bubble connects. | |||
Scalar | Directional Influence Multiplier | A multiplier affecting the ability for the character to maneuver themselves while suffering from the hitlag generated by this collision bubble. | |||
Value | Flags | Flags for various parameters such as hit effects and sound effects.
| |||
06010200 | Change Hitbox Damage | Changes a specific hitbox's damage to the new amount. Only guaranteed to work on Offensive Collisions. | Value | Hitbox | ID of the hitbox to be changed. |
Value | Damage | New damage of the hitbox.
| |||
06020200 | Change Hitbox Size | Changes a specific hitbox's size to the new amount. Only guaranteed to work on Offensive Collisions. | Value | Hitbox | ID of the hitbox to be changed. |
Value | Size | New size of the hitbox.
| |||
06030100 | Delete Hitbox | Deletes a hitbox of the specified ID. Only guaranteed to work on Offensive Collisions. | Value | Hitbox | ID of the hitbox to be deleted.
|
06040000 | Terminate Collisions | Remove all currently present collision bubbles | |||
06050100 | Body Collision | Change how the character's own collision bubbles act. (primarily used to invoke invulnerability) | Value | State |
|
06060100 | Undo Bone Collision | Sets bones to their normal collision type. | |||
06080200 | Bone Collision | Sets specific bones to a type of body collision. | |||
06091E00 | Simple Enemy Hitbox | Seems to be a simpler version of 0619. | Value | ID | |
Value | Segment | Allows the hitbox of this ID to hit even if the target has already been hit by it (and its segment at the time was a lower value). Allows moves to hit multiple times without a frame of dead space. | |||
Value | Bone | ||||
Value | Damage | ||||
Scalar | Damage scale | ||||
Value | Angle | ||||
Value | Knockback growth | ||||
Scalar | Knockback growth scale | ||||
Value | Weight-based knockback | ||||
Scalar | WBK scale | ||||
Value | Base knockback | ||||
Scalar | Base knockback scale | ||||
Scalar | Size | ||||
Scalar | Size scale | ||||
Scalar | X Pos | ||||
Scalar | Y Pos | ||||
Scalar | Z Pos | ||||
Value | Effect | i.e. Electric (3), Flame (5), etc | |||
Scalar | Trip chance | ||||
Scalar | Freeze frames multiplier | ||||
Scalar | SDI multiplier | ||||
Boolean | Undefined | ||||
Boolean | Undefined | ||||
Value | Undefined | ||||
Value | Undefined | ||||
Value | Undefined | ||||
Value | Undefined | ||||
Boolean | Undefined | ||||
Value | Undefined | ||||
Variable | Difficulty level | ||||
060A0800 | Catch Collision | Generate a grabbing collision bubble with the specified parameters | Value | ID | ID of catch collision. |
Value | Bone | The bone the grab is attached to. | |||
Scalar | Size | The size of the catch collision bubble. | |||
Scalar | X offset | Transition relative to the currently attached bone. | |||
Scalar | Y Offset | Transition relative to the currently attached bone. | |||
Scalar | Z Offset | Transition relative to the currently attached bone. | |||
Value | Action | The Action ID that the foe executes if successfully grabbed. | |||
Value | Air/Ground | 0 = grabs nothing, 1 = grabs grounded only, 2 = grabs aerial only, 3 = grabs aerial and grounded.
| |||
060A0900 | Catch Collision 2 | Generate a grabbing collision bubble with the specified parameters | Value | ID | ID of catch collision. |
Value | Bone | The bone the grab is attached to. | |||
Scalar | Size | The size of the catch collision bubble. | |||
Scalar | X offset | Transition relative to the currently attached bone. | |||
Scalar | Y Offset | Transition relative to the currently attached bone. | |||
Scalar | Z Offset | Transition relative to the currently attached bone. | |||
Value | Action | The Action ID that the foe executes if successfully grabbed. | |||
Value | Air/Ground | 0 = grabs nothing, 1 = grabs grounded only, 2 = grabs aerial only, 3 = grabs aerial and grounded. | |||
Value | Unknown | ???
| |||
060A0A00 | Catch Collision 3 | Generate a grabbing collision bubble with the specified parameters. Used by Master Hand and Crazy Hand, As well as Olimar's Pikmin. | Value | ID | ID of catch collision. |
Value | Bone | The bone the grab is attached to. | |||
Scalar | Size | The size of the catch collision bubble. | |||
Scalar | X offset | Transition relative to the currently attached bone. | |||
Scalar | Y Offset | Transition relative to the currently attached bone. | |||
Scalar | Z Offset | Transition relative to the currently attached bone. | |||
Boolean | Action | The Action ID that the foe executes if successfully grabbed. | |||
Value | Air/Ground | 0 = grabs nothing, 1 = grabs grounded only, 2 = grabs aerial only, 3 = grabs aerial and grounded. | |||
Value | Unknown | ??? | |||
Boolean | Unknown | ???
| |||
060C0100 | Delete Catch Collision | Deletes the catch collision with the specified ID. | Value | ID | ID of the collision to delete
|
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. | Value | 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). |
Value | Bone? | Possibly bone used by collision. | |||
Value | Damage | The amount of damage inflicted to the target on throw. | |||
Value | Trajectory | The direction in which the target gets launched. | |||
Value | Knockback Growth | The additional distance the target is launched proportional to its damage. | |||
Value | Weight Knockback | The distance the target is launched proportional to weight. Set to non-zero values only for fixed knockback throws. | |||
Value | Base Knockback | The distance the target is launched regardless of its damage. Set to zero for fixed knockback throws. | |||
Value | Effect | The effect of the throw. See the here for values. | |||
Scalar | Undefined | ||||
Scalar | Undefined | ||||
Scalar | Undefined | ||||
Value | Undefined | ||||
Value | SFX | Sound effect played upon throw. | |||
Value | Air/Ground | 0 = Never Grabs, 1 = Only Grabs Grounded Foes, 2 = Only Grabs Aerial Foes, 3= Grabs Aerial and Grounded Foes. | |||
Boolean | Undefined | ||||
Boolean | Undefined | ||||
Value | Type? | Almost always 8, which is typical invincibility frame length, but also the Throwing type - and it's 2 (Body-type) for Bowser's Flying Slam, 0 for most special moves and transformation Final Smashes. That said, if it's type, that would mean Nana's throws are Typeless.
| |||
060F0500 | Throw Applier | Throws an opponent based on data provided by 060E1100. | Value | ID? | |
Value | Bone | Appears to always be the bone the thrown character is attached to. | |||
Variable | Undefined | ||||
Variable | Undefined | ||||
Variable | Undefined |
| |||
06101100 | Inert Collision | Generates an oblivious hitbox only used to detect collision with other characters/objects. | Value | Undefined | When messed with, seemed to affect the accuracy of the collision detection. Should be set to 0 to be safe. |
Value | Id | The ID of the hitbox | |||
Value | Bone | The bone that the hitbubble is attached to. | |||
Scalar | Size | The size of the hitbubble. | |||
Scalar | X Offset | Transition relative to the currently attached bone. | |||
Scalar | Y Offset | Transition relative to the currently attached bone. | |||
Scalar | Z Offset | Transition relative to the currently attached bone. | |||
Value | Flags | +02 = Hits Normally, +04=Can be reflected.... | |||
Value | F | Undefined | |||
Value | Air/Ground | 1 = hits grounded, 2 = hits aerial, 3 = hits grounded and aerial | |||
Boolean | Undefined | Undefined | |||
Value | Undefined | Undefined | |||
Value | Undefined | Undefined | |||
Boolean | Undefined | Undefined | |||
Value | Rehit Rate? | The rehit rate of the hitbubble? | |||
Boolean | Affects Self? | Possibly if the uninteractive collision affects the host character. | |||
Value | Undefined | Undefined
| |||
06140200 | Used to increase the damage of the Giant Punch when not fully charged. | Value | Id | The ID of the hitbox to change the damage of. | |
Variable | Source | The variable to read to find out how much to change the damage.
| |||
06150F00 | Special Offensive Collision | Generate an offensive collision bubble - is able to achieve unique effects. | Value | Bone/Id | The bone the collision bubble is attached to/The id number of the collision bubble. Where XXXXYYYY is X=Bone, Y=Id. |
Value | Damage | The amount of damage inflicted to the target upon collision. | |||
Value | Trajectory | The direction in which a target gets launched. | |||
Value | 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. | |||
Value | 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. | |||
Scalar | Size | The size of the collision bubble. | |||
Scalar | X Offset | Transition relative to the currently attached bone. | |||
Scalar | Y Offset | Transition relative to the currently attached bone. | |||
Scalar | Z Offset | Transition relative to the currently attached bone. | |||
Scalar | Tripping Rate | The percent possibility of the collision bubble inducing a trip, provided the target doesn't leave the ground from the knockback. | |||
Scalar | Hitlag Multiplier | A multiplier affecting the time in which both parties pause when the collision bubble connects. | |||
Scalar | Directional Influence Multiplier | A multiplier affecting the ability for the character maneuver themselves while suffering from the hitlag generated by this collision bubble. | |||
Value | Flags | Flags for various parameters such as hit effects and sound effects. | |||
Value | 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. | |||
Value | Special Flags | Flags for hitbox type and attributes such as susceptibility to reflection and absorption.
| |||
06170300 | Defensive Collision | Generate a defensive collision bubble. | Value | Undefined | |
Value | Undefined | ||||
Value | Undefined |
| |||
06180300 | Terminate Defensive Collision | Removes defensive collisions. | Value | Undefined | |
Value | Undefined | ||||
Value | Undefined |
| |||
06192F00 | Enemy Hitbox | The type of hitbox used for bosses and enemies in the Subspace Emissary. | Value | ID | |
Value | Segment | Allows the hitbox of this ID to hit even if the target has already been hit by it (and its segment at the time was a lower value). Allows moves to hit multiple times without a frame of dead space. | |||
Value | Bone | ||||
Value | Damage | ||||
Scalar | Damage scale | ||||
Value | Angle | ||||
Value | Knockback growth | ||||
Scalar | Knockback growth scale | ||||
Value | Weight-based knockback | ||||
Scalar | WBK scale | ||||
Value | Base knockback | ||||
Scalar | Base knockback scale | ||||
Scalar | Size | ||||
Scalar | Size scale | ||||
Scalar | X Pos | ||||
Scalar | Y Pos | ||||
Scalar | Z Pos | ||||
Value | Effect | i.e. Electric (3), Flame (5), etc | |||
Scalar | Trip chance | ||||
Scalar | Freeze frames multiplier | ||||
Scalar | SDI multiplier | ||||
Boolean | Undefined | ||||
Boolean | Undefined | ||||
Value | Shield damage | ||||
Value | SFX level | ||||
Value | Sound type | Punch, kick, burn, shock, etc | |||
Value | Air/ground | ||||
Boolean | Undefined | ||||
Value | Undefined | ||||
Value | Undefined | ||||
Boolean | Undefined | ||||
Value | Undefined | ||||
Boolean | Undefined | ||||
Boolean | Shieldable | ||||
Boolean | Reflectable | ||||
Boolean | Absorbable | ||||
Value | Rehit rate | ||||
Boolean | Undefined | ||||
Boolean | Undefined | ||||
Value | Undefined | ||||
Boolean | Undefined | ||||
Boolean | Undefined | ||||
Boolean | Undefined | ||||
Boolean | Stretchy | Hitbox is a tube from origin to offset instead of a sphere at offset. | |||
Boolean | Undefined | ||||
Value | Undefined | ||||
Variable | Difficulty level | ||||
061A1600 | Enemy Pummel/Throw | Used for Master Hand and Crazy Hand's throws. | Value | ID | |
Value | Undefined | ||||
Value | Damage | ||||
Scalar | Damage scale | ||||
Value | Angle | ||||
Value | Knockback growth | ||||
Scalar | Knockback growth scale | ||||
Value | Weight-based knockback | ||||
Scalar | WBK scale | ||||
Value | Base knockback | ||||
Scalar | Base knockback scale | ||||
Value | Effect | i.e. Electric (3), Flame (5), etc | |||
Scalar | Trip chance | ||||
Scalar | Freeze frames multiplier | ||||
Scalar | SDI multiplier | ||||
Value | Undefined | ||||
Value | Undefined | ||||
Value | Undefined | ||||
Boolean | Undefined | ||||
Boolean | Undefined | ||||
Value | Undefined | ||||
Variable | Difficulty level | ||||
061A1700 | Enemy Pummel/Throw | Used for Master Hand and Crazy Hand's pummels. | Value | ID | |
Value | Undefined | ||||
Value | Damage | ||||
Scalar | Damage scale | ||||
Value | Angle | ||||
Value | Knockback growth | ||||
Scalar | Knockback growth scale | ||||
Value | Weight-based knockback | ||||
Scalar | WBK scale | ||||
Value | Base knockback | ||||
Scalar | Base knockback scale | ||||
Value | Effect | i.e. Electric (3), Flame (5), etc | |||
Scalar | Trip chance | ||||
Scalar | Freeze frames multiplier | ||||
Scalar | SDI multiplier | ||||
Value | Undefined | ||||
Value | Undefined | ||||
Value | Undefined | ||||
Boolean | Undefined | ||||
Boolean | Undefined | ||||
Value | Undefined | ||||
Variable | Difficulty level | ||||
Boolean | Undefined | ||||
061B0500 | Move Hitbox? | Repositions an already-existing hitbox? | Value | Hitbox ID? | |
Value | New Bone? | ||||
Scalar | New X Offset? | ||||
Scalar | New Y Offset? | ||||
Scalar | New Z Offset? |
| |||
06240F00 | Unknown | Used a single time in the Primid file. | Value | Undefined | |
Value | Undefined | ||||
Value | Undefined | ||||
Scalar | Size? | ||||
Scalar | Undefined | ||||
Scalar | Undefined | ||||
Scalar | Undefined | ||||
Scalar | Undefined | ||||
Scalar | Undefined | ||||
Scalar | Undefined | ||||
Scalar | Undefined | ||||
Scalar | Undefined | ||||
Scalar | Undefined | ||||
Boolean | Undefined | ||||
Scalar | Undefined | ||||
062B0D00 | Collateral Hitbox | Generates a damage collision bubble surrounding the character being thrown. | Value | Bone/Id | The bone the collision bubble is attached to/The id number of the collision bubble. Where XXXXYYYY is X=Bone, Y=Id. |
Value | Damage | The amount of damage inflicted to the target upon collision. | |||
Value | Trajectory | The direction in which a target gets launched. | |||
Value | 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. | |||
Value | 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. | |||
Scalar | Size | The size of the collision bubble. | |||
Scalar | X Offset | The amount the collision bubble is transitioned relative to the currently attached bone. | |||
Scalar | Y Offset | The amount the collision bubble is transitioned relative to the currently attached bone. | |||
Scalar | Z Offset | The amount the collision bubble is transitioned relative to the currently attached bone. | |||
Scalar | Tripping Rate | The percent possibility of the collision bubble inducing a trip, proving the target doesn't leave the ground from the knockback. | |||
Scalar | Hitlag Multiplier | A multiplier affecting the time in which both parties pause when the collision bubble connects. | |||
Scalar | Directional Influence Multiplier | A multiplier affecting the ability for the character maneuver themselves while suffering from the hitlag generated by this collision bubble. | |||
Value | Flags | Flags for various parameters such as hit effects and sound effects.
| |||
062C0F00 | Special Collateral Collision | Used for the "bump" collisions that occur when a character in knockback collides with another body. | Value | Bone/ID? | The bone the collision bubble is attached to/The ID number of the collision bubble. Where XXXXYYYY is X=Bone, Y=Id. |
Value | Damage | The amount of damage inflicted to the target upon collision. | |||
Value | Trajectory | The direction in which a target gets launched. | |||
Value | 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. | |||
Value | 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. | |||
Scalar | Size? | The size of the collision bubble. | |||
Scalar | X Offset? | The amount the collision bubble is transitioned relative to the currently attached bone. | |||
Scalar | Y Offset? | The amount the collision bubble is transitioned relative to the currently attached bone. | |||
Scalar | Z Offset? | The amount the collision bubble is transitioned relative to the currently attached bone. | |||
Scalar | Tripping Rate? | The percent possibility of the collision bubble inducing a trip, provided the target doesn't leave the ground from the knockback. | |||
Scalar | Hitlag Multiplier? | A multiplier affecting the time in which both parties pause when the collision bubble connects. | |||
Scalar | Directional Influence Multiplier? | A multiplier affecting the ability for the character maneuver themselves while suffering from the hitlag generated by this collision bubble. | |||
Value | Flags 1 | Flags for various parameters such as hit effects and sound effects. | |||
Value | Undefined | ||||
Value | Flags 2 | Flags for various parameters such as hit effects and sound effects.
| |||
062D0000 | Collisions 2D |
Module 07: Controller
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
07000000 | ResetFlickX | ||||
07010000 | ResetFlickY | ||||
07020000 | ResetTrigger | ||||
07060100 | Controller 06 | Boolean | Undefined |
| |
07070200 | SetRumble | Affects the rumble feature of the controller. | Undefined | Undefined | |
Undefined | Undefined |
| |||
070B0200 | SetRumbleLoop | Creates a rumble loop on the controller. | Undefined | Undefined | |
Undefined | Undefined |
| |||
070C0000 | ClearLog | Clears Buffer? |
Module 08: Edge Interaction
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
08000100 | Set Edge Slide | Determines whether or not the character will slide off the edge. | Value | 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.
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08010100 | Edge Interaction 01 | Value | Undefined |
| |
08020100 | Edge Interaction 02 | Value | Character State? | Appears to use similar values to "Set Edge Slide."
| |
08040100 | Edge Interaction 04 | Boolean | Undefined |
| |
08070000 | Edge Interaction 07 |
Module 09: Situation?
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
09000100 | Module09 00 | Air/ground related. In the air, it's set to 2, and the edge to 5. On the ground, it's almost always 0. Setting this to any setting other than 2 while in the air will replenish jumps and recovery moves | Value | Undefined |
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Module 0A: Sounds
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
0A000100 | Sound Effect | Play a specified sound effect. | Value | Sound Effect | the ID number for the sound effect called.
|
0A010100 | Footstep Sound Effect | Play a specified sound effect plus a sound for stepping on the current terrain. | Value | Sound Effect | the ID number for the sound effect called.
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0A020100 | Sound Effect (Transient) | Play a specified sound effect. The sound effect ends with the animation. | Value | Sound Effect | the ID number for the sound effect called.
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0A030100 | Stop Sound Effect | Stops the specified sound effect immediately. | Value | Sound Effect | the ID number for the sound effect called.
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0A050100 | Sounds 05 | Is used during victory poses. | Value | Undefined |
|
0A080000 | Sounds 08 | ||||
0A090100 | Landing Sound Effect | Play a specified sound effect plus a sound for landing on the current terrain - the values are different from normal sound effects. | Value | Sound Effect | the ID number for the sound effect called.
|
0A0A0100 | Impact? Sound Effect | Play a specified sound effect (plus a sound for smacking the current terrain?) - the values are different from normal sound effects. | Value | Sound Effect | the ID number for the sound effect called.
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Module 0B: Models
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
0B000200 | Model Changer | Changes the char's model in certain preset ways. (Examples: sheathe sword, retreat into shell, etc.) | Value | BoneSwitch ID | The target switch for model changes. (Example: Link's sword is 1, his shield is 2) |
Value | BoneGroup ID | Typically, 0 changes to the normal state, 1 changes the location or shape, and 2 removes it entirely. (Example: Bowser is normal on 0, Bowser is in his shell on 1, and Bowser is invisible on 2)
| |||
0B010200 | Model Display Toggle? | Changes what entries of Hidden and Visible bone indexes from Model Display are used in some fashion. | Value | Entry to use? | Appears to correspond to what entry of the Model Display is used in the subaction. |
Value | Undefined |
| |||
0B020100 | Visibility | Shows whether you're visible or not. | Boolean | Visibility | Set Boolean: True = Visible, False = Invisible
|
Module 0C: Character Specific
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
0C010000 | Character Specific 01 | ||||
0C040000 | Character Specific 04 | ||||
0C050000 | Terminate Instance | Causes the acting instance to terminate (if possible). Will load secondary instance if available (i.e. character transformation). | |||
0C060000 | Enter Final Smash State | Allows use of Final Smash locked articles, variables, etc. Highly unstable. | |||
0C070000 | Exit Final Smash State? | ||||
0C080000 | Terminate Self | Used by certain article instances to remove themselves. | |||
0C090100 | Allow/Disallow Ledgegrab | Allow or disallow grabbing ledges during the current subaction. | Value | Allow/Disallow | 0 = cannot, 1 = Only in front, 2 = Always
|
0C0A0100 | Character Specific 0A | Value | Undefined |
| |
0C0B0000 | Low Voice Clip | Play a random voice clip from the selection of low voice clips. | |||
0C130000 | Character Specific 13 | ||||
0C160000 | Character Specific 16 | ||||
0C170100 | Character Specific 17 | Undefined. Often appears before 0C25 (Tag Display). | Boolean | Undefined | |
0C170200 | Character Specific 17 Variable | Undefined. Often appears before 0C25 (Tag Display). | Boolean | Undefined | |
Variable | Undefined |
| |||
0C190000 | Damage Voice Clip | Play a random voice clip from the selection of damage voice clips. | |||
0C1A0200 | Character Specific 1A | Value | Undefined | ||
Value | Undefined |
| |||
0C1B0100 | Character Specific 1B | Variable | Undefined |
| |
0C1C0200 | Character Specific 1C | Used in Fighter.pac to do something based on which throw is in progress. | Value | Undefined | |
Value | Undefined |
| |||
0C1C0300 | Character Specific 1C Boolean | Value | Undefined | ||
Value | Undefined | ||||
Boolean | Undefined |
| |||
0C1D0000 | Ottotto Voice Clip | Play one of the voice clip for Ottotto. | |||
0C1E0000 | Final Smash Voice Clip | Plays a voice clip for a Final Smash. Only used in Meta Knight's FinalStart and FinalAirStart subactions. | |||
0C1F0000 | Eating Voice Clip | Play a random voice clip from the selection of eating voice clips. | |||
0C200200 | Character Specific 20 | Value | Undefined | ||
Boolean | Undefined |
| |||
0C230200 | Time Manipulation | Change the speed of time for various parts of the environment. | Value | Undefined | |
Value | Undefined |
| |||
0C240100 | Character Specific 24 | Boolean | Undefined |
| |
0C250100 | Tag Display | Disables or enables tag display for the current subaction. | Boolean | Tag On/Off | True = On, False = Off
|
0C260100 | Character Specific 26 | Boolean | Undefined |
| |
0C270000 | Character Specific 27 | Undefined. Often appears within Switch statements. | |||
0C290000 | Character Specific 29 | ||||
0C2A0100 | Character Specific 2A | Boolean | Undefined |
| |
0C2B0000 | Character Specific 2B |
Module 0D: Concurrent Execution
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
0D000200 | Concurrent Infinite Loop | Runs a subroutine once per frame for the current action. | Value | PSA Stack | The event stack to run the subroutine (use 4, 6, or 9 or you risk crashes) |
Pointer | Offset | The subroutine location that contains the events that you would like to loop infinitely.
| |||
0D010100 | Terminate Concurrent Infinite Loop? | Seems to stop the execution of a loop created with0D000200 (Concurrent Infinite Loop). | Value | Thread ID? | Possibly the thread ID of the concurrent routine. Sometimes 4, sometimes 6, sometimes 9.
|
Module 0E: Movement
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
0E000100 | Set Kinetic State (Set Air/Ground) | Sets the current physics state. | Value | State | The state of the character's air/ground status. 0 = In Air, 1 = On Ground,File 10 = Control stick does not affect horizontal movement (or fastfall?)
|
0E010200 | Add/Subtract Character Momentum | Adds or subtracts speed to the character's current momentum. | Scalar | Horizontal Velocity | The speed of the character moving left/right. |
Scalar | Vertical Velocity | The speed of the character moving up/down.
| |||
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. | |||
0E050100 | Movement 05 | Value | Undefined |
| |
0E060100 | Disallow Certain Movements | When set to 2, sideways movement is disallowed. When set to 1, disables vertical gravity. | |||
0E070100 | Disallow Disallow Certain Movements | This must be set to the same value as Disallow Certain Movements to work. Disallow is a funny word. | |||
0E080200 | Set Momentum | Controls the movement velocity of the object. | Scalar | Horizontal Velocity | The speed of the object moving left/right. |
Scalar | Vertical Velocity | The speed of the object moving up/down. | |||
0E080400 | Set/Add Momentum | Controls the movement velocity of the object. | Scalar | Horizontal Velocity | The speed of the object moving left/right. |
Scalar | Vertical Velocity | The speed of the object moving up/down. | |||
Value | Set/Add Horizontal | 0 = Add, 1 = Set | |||
Value | Set/Add Vertical | 0 = Add, 1 = Set
|
Module 0F: Link?
Hex ID | Label | Description | Parameters | ||
---|---|---|---|---|---|
Type | Label | Description | |||
0F030200 | Link 03 | Value | Undefined | ||
Value | Undefined |
|