(Note: All time are in frames. Without lag the game runs at 50FPS. Also some parameters may act differently when used on different weapon classes/compos or enemies) Weapons: v[][0]= Weapon Name v[][1]= Weapon LV v[][2]= Weapon Buy Cost v[][3]= Weapon Small Icon (icon.gif) v[][4]= Weapon Large Icon (item.gif) v[][5]= For which Class (1=Boxer, 2=Gladiator,...) v[][6]= Weapon Colour (Expressed in the form of AABBCCDD, AA is Alpha in Hex, BBCCDD is RGB in Hex. Then convert AABBCCDD into Dec, or write as 0xAABBCCDD) v[][7]= (For Angels this controls the frequency that the rings can hit enemies. Purpose unknown for non-Angels) v[][8]= Attacking Mode* v[][9]= Projectile Splash Switch (1=Yes, 0=No) v[][10]= Min AT v[][11]= Max AT v[][12]= Projectile Count v[][13]= Projectile Speed v[][14]= Min AGI v[][15]= Max AGI v[][16]= Range v[][17]= Projectile Orientation (0=No Rotation, 1=Follow Direction) v[][18]= Projectile Image (mag.gif) v[][19]= Projectile Colour v[][20]= Projectile Transparency (2=Apply Trasparency, 1=Do Not Apply) v[][21]= Projectile Size X-direction v[][22]= Projectile Size Y-direction v[][23]= Projectile Hitbox Size X-direction v[][24]= Projectile Hitbox Size Y-direction v[][25]= Appearence Delay for Multiple Projectiles (Time for all projectiles to appear) v[][26]= Delay before Projectile is Effective v[][27]= Projectile Lifespan v[][28]= Projectile Disappearing Effect Time v[][29]= Projetile Gravity (0=Ignore Gravity, >0=Falling, <0=Rising) v[][30]= Projectile Acceleration (=100:No acceleration, <100:Deceleration, >100:Acceleration, Further from 100: Higher magnitude.) v[][31]= Projectile Terrain Piercing Switch (1=Yes, 0=No) v[][32]= Projectile Terrain Interaction (0=Disappear, 1=Slide, 2=Reflect) v[][33]= Homing Range v[][34]= Type v[][35]= Type Parameter (Ph or Th: 0, Fi: Burn Rate**, Ic: Slow %, Po and Fr: Time) v[][36]= MP/Shooting Cost (MP=0 -> No BAT, MP=-1 -> No MP cost) v[][37]= Residue Mode v[][38]= Residue Splash Switch v[][39]= Bonus AT Min v[][40]= Bonus AT Max v[][41]= Bonus AT Count v[][42]= Residue Orientation v[][43]= Residue Image v[][44]= Residue Colour v[][45]= Residue Transparency v[][46]= Residue Size X-direction v[][47]= Residue Size Y-direction v[][48]= Residue Hitbox Size X-direction v[][49]= Residue Hitbox Size Y-direction v[][50]= Appearence Delay for Multiple Residues v[][51]= Delay before Residue is Effective v[][52]= Residue Lifespan v[][53]= Residue Disappearing Effect Time v[][54]= Residue Gravity v[][55]= Residue Acceleration v[][56]= Residue Terrain Piercing Switch v[][57]= Residue Terrain Interaction If no residue is required the array can just include all the data from v[][0] to v[][41]. Mod Exclusives: v[][58]= Critical Hit Rate (Dual Swords and Hammers only) v[][59]= Critical Hit AT Boost (%) (Dual Swords and Hammers only) v[][60]= In-bound Gold Rush Card Effect Rate (Gloves and Whips only) v[][61]= In-bound Vampire's Card Healing multiplier (Swords and Hammers only) v[][62]= Knockback Power (For Orbs and Tomes) / Daze Time in Frames (For Hammers) v[][63]= In-bound Heal's Card effect Heal Amount (Staves only) v[][64]= In-bound ONIGIRI's Card Effect Rate (Whips only) v[][65]= Dark Grey Body when equipped, Extra Rings Amount (Rings Only) v[][66]= In-bound Soul Effect Attack ID (Dual Swords only) v[][67]= BAT=PAT Switch v[][68]= Hammer Size Increment + Knockback on dazing hit*** (Hammers only) v[][69]= Force PAT Type Physical Switch (Predator Only) v[][70]= Warcry AT Aura Power (Predator Only) v[][71]= Warcry Physical DF Aura Power (Predator Only) v[][72]= Warcry Magical DF Aura Power (Predator Only) Anything beyond v[][72] are undefined. *See "Random stuff for Coding" for details of available options. **Burn Rate: Whether a fire attack can damage enemies in a frame is determined by this constant. The pseudo code is something like this: A random integer from 0-999 inclusive exists. If the random number is greater than the burn number no damage is done. Otherwise the fire can deal damage. *** Hammer size increment is in pixels while KB power from a dizzy hit is calculated by 10 * Hammer size increment. Compo Items v[][0]= Compo Item Name v[][1]= Compo Item LV v[][2]= Compo Item Buy Cost v[][3]= Compo Item Small Icon (icon.gif) v[][4]= Compo Item Large Icon (item.gif) v[][5]= 9 v[][6]= Compo Item Colour v[][7]= Compo Item Effect Code v[][8]= Compo Item Effect Parameter 1 v[][9]= Compo Item Effect Parameter 2 v[][10]= Description Line 1 v[][11]= Description Line 2 Mod Exclusives: v[][12]= Description Line 3 v[][13]= Description Line 4 v[][14]= Description Line 5 Enemies D[][0]= Enemy LV D[][1]= Enemy Species D[][2]= Enemy Head (en.gif) D[][3]= Enemy Size D[][4]= Enemy Head Colour D[][5]= Enemy Body Colour D[][6]= Enemy LP D[][7]= Attack Mode* D[][8]= Projectile Orientation D[][9]= Projectile Image (mag.gif) D[][10]= Projectile Colour D[][11]= Projectile Transparency D[][12]= Projectile Size X-direction D[][13]= Projectile Size Y-direction D[][14]= Projectile Hitbox Size X-direction D[][15]= Projectile Hotbox Size Y-direction D[][16]= Appearence Delay for Multiple Projectiles D[][17]= Delay before Projectile is Effective D[][18]= Projectile Lifespan D[][19]= Projectile Disappearing Effect Time D[][20]= Projectile Gravity D[][21]= Projectile Acceleration D[][22]= Projectile Terrain Piercing Switch D[][23]= Projectile Terrain Interaction D[][24]= Homing Range D[][25]= Projectile Splash Switch D[][26]= Min AT D[][27]= Max AT D[][28]= Projectile Count D[][29]= Projectile Speed D[][30]= Min AGI D[][31]= AGI Consistency D[][32]= Range D[][33]= Type D[][34]= Type Parameter D[][35]= Ph Resistance (-x Damage) D[][36]= Fi Resistance (-x% Damage) D[][37]= Ic Resistance (-x% Damage, -x% Effect Time) (MOD ONLY: Setting x>100 will only reduce Effect Time by (x-100)% but not any damage) D[][38]= Th Resistance (-x% Damage) D[][39]= Po Resistance (-x% Effect Time) (setting x as negative will also -x% Poison AT thus increasing both Poison AT and Time for a Poison weakness) D[][40]= Fr Resistance (-x% Effect Time) (MOD ONLY: Setting x>100 will also reduce both AT and time by (x-100)%) D[][41]= Residue Mode D[][42]= Residue Orientation D[][43]= Residue Image (mag.gif) D[][44]= Residue Colour D[][45]= Residue Transparency D[][46]= Residue Size X-direction D[][47]= Residue Size Y-direction D[][48]= Residue Hitbox Size X-direction D[][49]= Residue Hotbox Size Y-direction D[][50]= Residue Lifespan D[][51]= Residue Disappearing Effect Time D[][52]= Residue Gravity D[][53]= Residue Acceleration D[][54]= Residue Terrain Piercing Switch D[][55]= Residue Terrain Interaction D[][56]= Residue Splash Switch D[][57]= Residue Min AT D[][58]= Residue Max AT D[][59]= Residue Projectile Count D[][60]= Second Attack Switch D[][61]= EXP D[][62]= Gold D[][63]= ID of Drop #1 D[][64]= Drop Rate of Drop #1 D[][65]= ID of Drop #2 D[][66]= Drop Rate of Drop #2 D[][67]= ID of Drop #3 D[][68]= Drop Rate of Drop #3 Mod Exclusives: D[][69]= ID of Drop #4 D[][70]= Drop Rate of Drop #4 D[][71]= ID of Drop #5 D[][72]= Drop Rate of Drop #5 D[][73]= Resistance to Attack Type 6 and 7 (Satan's Card/Devil's Card effect) (>=0 blocks KO from triggering, positive X = -X% Devil's Card/Darkness strength) *See "Random stuff for Coding" for details of available options.