Events (Brawl)/Group I

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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.


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


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.


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.


0A030100 Stop Sound Effect Stops the specified sound effect immediately. Value Sound Effect the ID number for the sound effect called.


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.


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


See also