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Copy pathds1-common.emedf.txt
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1361 lines (1291 loc) · 46.2 KB
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EMEDF
Main Classes:
0 - Condition - System
[00] - IF Condition Group
b Result Condition Group [ENUM: Condition Group]
B Desired Condition Group State [ENUM: Condition State]
b Target Condition Group [ENUM: Condition Group]
[01] - IF Parameter Comparison
b Result Condition Group [ENUM: Condition Group]
b Comparison Type [ENUM: Comparison Type]
i Left-hand Side [-1:1:1000000000] (0)
i Right-hand Side [-1:1:1000000000] (0)
1 - Condition - Timer
[00] - IF Elapsed Seconds
b Result Condition Group [ENUM: Condition Group]
f Target Number Of Seconds [0.000:0.010:9999.000] (0.000)
[01] - IF Elapsed Frames
b Result Condition Group [ENUM: Condition Group]
i Target Number Of Frames [0:1:99999] (0)
[02] - IF Random Elapsed Seconds
b Result Condition Group [ENUM: Condition Group]
f Target Seconds Min [0.000:0.010:9999.000] (0.000)
f Target Seconds Max [0.000:0.010:9999.000] (0.000)
[03] - IF Random Elapsed Frames
b Result Condition Group [ENUM: Condition Group]
i Target Frames Min [0:1:99999] (0)
i Target Frames Max [0:1:99999] (0)
3 - Condition - Event
[00] - IF Event Flag
b Result Condition Group [ENUM: Condition Group]
B Desired Flag State [ENUM: ON/OFF/CHANGE]
B Target Event Flag Type [ENUM: Target Event Flag Type]
i Target Event Flag ID [00000000:00000001:100000000] (00000000)
[01] - IF Batch Event Flags
b Result Condition Group [ENUM: Condition Group]
B Desired Flag State [ENUM: Logical Operation Type]
B Target Event Flag Type [ENUM: Target Event Flag Type]
i Starting Target Event Flag ID [00000000:00000001:100000000] (00000000)
i Ending Target Event Flag ID [00000000:00000001:100000000] (00000000)
[02] - IF In/Outside Area
b Result Condition Group [ENUM: Condition Group]
B Desired State [ENUM: Inside/Outside State]
i Target Entity ID [00000000:00000001:100000000] (00000000)
i Area Entity ID [00000000:00000001:100000000] (00000000)
[03] - IF Entity In/Outside Radius Of Entity
b Result Condition Group [ENUM: Condition Group]
B Desired State [ENUM: Inside/Outside State]
i Target Entity A ID [00000000:00000001:100000000] (00000000)
i Target Entity B ID [00000000:00000001:100000000] (00000000)
f Target Distance [0.000:1.000:100000000.000] (0.000)
[04] - IF Player Has/Doesn't Have Item
b Result Condition Group [ENUM: Condition Group]
B Item Type [ENUM: Item Type]
i Item ID [00000000:00000001:100000000] (00000000)
B Desired Possession State [ENUM: Ownership State]
[05] - IF Action Button
b Result Condition Group [ENUM: Condition Group]
i Target Entity Type [ENUM: Target Entity Type]
i Target Entity ID [00000000:00000001:100000000] (00000000)
f Reaction Angle (deg) [0.000:1.000:100000000.000] (0.000)
h Dummypoly ID [-1:1:255] (0)
f Reaction Distance [0.000:1.000:100000000.000] (0.000)
i Help Message ID [0:1:100000000] (0)
B Reaction Type [ENUM: Reaction Type]
i Pad ID [0:1:100000000] (0)
[06] - IF Multiplayer State
b Result Condition Group [ENUM: Condition Group]
b Desired Multiplayer State [ENUM: Multiplayer State]
[07] - IF All Players In/Outside Area
b Result Condition Group [ENUM: Condition Group]
B Desired State [ENUM: Inside/Outside State]
i Area Entity ID [00000000:00000001:100000000] (00000000)
[08] - IF Player In/Out Map
b Result Condition Group [ENUM: Condition Group]
B Should Player Be Inside [ENUM: BOOL]
B Area ID [0:1:99] (10)
B Block ID [0:1:99] (0)
[09] - IF Multiplayer Event
b Result Condition Group [ENUM: Condition Group]
I Multiplayer Event ID [00000000:00000001:100000000] (00000000)
[10] - IF Count Event Flags
b Result Condition Group [ENUM: Condition Group]
B Target Event Flag Type [ENUM: Target Event Flag Type]
i Starting Target Event Flag ID [00000000:00000001:100000000] (00000000)
i Ending Target Event Flag ID [00000000:00000001:100000000] (00000000)
b Comparison Type [ENUM: Comparison Type]
i Count Threshold [0:1:1000000000] (0)
[11] - IF World Tendency
b Result Condition Group [ENUM: Condition Group]
B Tendency Type [ENUM: Tendency Type]
B Comparison Type [ENUM: Comparison Type]
B Tendency Threshold [0:1:100] (0)
[12] - IF Event Value
b Result Condition Group [ENUM: Condition Group]
i Base Event Flag ID [00000000:00000001:1000000000] (00000000)
B Number of Used Flag Bits [1:1:32] (1)
B Comparison Type [ENUM: Comparison Type]
I Threshold Value [00000000:00000001:100000000] (00000000)
[13] - IF Action Button (Boss Fog)
b Result Condition Group [ENUM: Condition Group]
i Target Entity Type [ENUM: Target Entity Type]
i Target Entity ID [00000000:00000001:100000000] (00000000)
f Reaction Angle (deg) [0.000:1.000:100000000.000] (0.000)
h Dummypoly ID [-1:1:255] (0)
f Reaction Distance [0.000:1.000:100000000.000] (0.000)
i Help Message ID [0:1:100000000] (0)
B Reaction Type [ENUM: Reaction Type]
i Pad ID [0:1:100000000] (0)
[14] - IF Dropped Items In Area
b Result Condition Group [ENUM: Condition Group]
i Area Entity ID [00000000:00000001:100000000] (00000000)
[15] - IF Dropped Item
b Result Condition Group [ENUM: Condition Group]
i Item Type [ENUM: Item Type]
i Item ID [00000000:00000001:100000000] (00000000)
[16] - IF Player Has/Doesn't Have Item Including BBox
b Result Condition Group [ENUM: Condition Group]
B Item Type [ENUM: Item Type]
i Item ID [00000000:00000001:100000000] (00000000)
B Desired Possession State [ENUM: Ownership State]
[17] - IF Game Cycle
b Result Condition Group [ENUM: Condition Group]
B Comparison Type [ENUM: Comparison Type]
B Completed Game Cycles Threshold [000:001:255] (000)
[18] - IF Action Button (Line Segment)
b Result Condition Group [ENUM: Condition Group]
i Target Entity Type [ENUM: Target Entity Type]
i Target Entity ID [00000000:00000001:100000000] (00000000)
f Reaction Angle (deg) [0.000:1.000:100000000.000] (0.000)
h Dummypoly ID [-1:1:255] (0)
f Reaction Distance [0.000:1.000:100000000.000] (0.000)
i Help Message ID [0:1:100000000] (0)
B Reaction Type [ENUM: Reaction Type]
i Pad ID [0:1:100000000] (0)
i Line Segment Defined By Entity ID [00000000:00000001:100000000] (00000000)
[19] - IF Action Button (Line Segment) - Boss Room
b Result Condition Group [ENUM: Condition Group]
i Target Entity Type [ENUM: Target Entity Type]
i Target Entity ID [00000000:00000001:100000000] (00000000)
f Reaction Angle (deg) [0.000:1.000:100000000.000] (0.000)
h Dummypoly ID [-1:1:255] (0)
f Reaction Distance [0.000:1.000:100000000.000] (0.000)
i Help Message ID [0:1:100000000] (0)
B Reaction Type [ENUM: Reaction Type]
i Pad ID [0:1:100000000] (0)
i Line Segment Defined By Entity ID [00000000:00000001:100000000] (00000000)
[20] - IF Compare Event Values
b Result Condition Group [ENUM: Condition Group]
i Left-side Base Event Flag ID [00000000:00000001:1000000000] (00000000)
B Left-side Number of Used Flag Bits [1:1:32] (1)
B Comparison Type [ENUM: Comparison Type]
i Right-side Base Event Flag ID [00000000:00000001:1000000000] (00000000)
B Right-side Number of Used Flag Bits [1:1:32] (1)
[21] - IF Owns DLC
b Result Condition Group [ENUM: Condition Group]
B Owns DLC [ENUM: BOOL]
[22] - IF Online Mode
b Result Condition Group [ENUM: Condition Group]
B Online Mode [ENUM: BOOL]
[23] - UNKNOWN 3[23] (DS1R ONLY)
b Result Condition Group [ENUM: Condition Group]
B Unknown [0:0:0] (1)
B Unknown [0:0:0] (1)
[24] - IF Multiplayer Count (DS1R ONLY)
b Result Condition Group [ENUM: Condition Group]
B Unknown [0:0:0] (1)
B Unknown [0:0:0] (1)
4 - Condition - Character
[00] - IF Character Dead/Alive
b Result Condition Group [ENUM: Condition Group]
i Target Entity ID [00000000:00000001:1000000000] (00000000)
B Desired Life State [ENUM: Death State]
[01] - IF Character Damaged By
b Result Condition Group [ENUM: Condition Group]
i Target Entity ID [00000000:00000001:1000000000] (00000000)
i Attacker Entity ID [00000000:00000001:1000000000] (00000000)
[02] - IF HP Ratio
b Result Condition Group [ENUM: Condition Group]
i Target Entity ID [00000000:00000001:1000000000] (00000000)
b Comparison Type [ENUM: Comparison Type]
f Target HP Ratio [0.000:1.000:100000000.000] (0.000)
[03] - IF Character Type
b Result Condition Group [ENUM: Condition Group]
i Target Entity ID [00000000:00000001:1000000000] (00000000)
b Target Type [ENUM: Target Type]
[04] - IF Character Targeted By
b Result Condition Group [ENUM: Condition Group]
i Aggressor Entity ID [00000000:00000001:1000000000] (00000000)
i Target Entity ID [00000000:00000001:1000000000] (00000000)
B Should Have [ENUM: BOOL]
[05] - IF Character Has SpEffect
b Result Condition Group [ENUM: Condition Group]
i Target Entity ID [00000000:00000001:1000000000] (00000000)
i SpEffect ID [-1:1:1000000000] (-1)
B Should Have [ENUM: BOOL]
[06] - IF NPC Part HP
b Result Condition Group [ENUM: Condition Group]
i Target Entity ID [00000000:00000001:1000000000] (00000000)
i NPC Part ID [0:1:1000000000] (0)
i HP Threshold [0:1:1000000000] (0)
b Comparison Type [ENUM: Comparison Type]
[07] - IF Character Backread Status
b Result Condition Group [ENUM: Condition Group]
i Target Entity ID [00000000:00000001:1000000000] (00000000)
B Is Backread [ENUM: BOOL]
[08] - IF Character Has Event Message
b Result Condition Group [ENUM: Condition Group]
i Target Entity ID [00000000:00000001:1000000000] (00000000)
i Target Event Message ID [-0000001:00000001:1000000000] (-0000001)
B Should Have [ENUM: BOOL]
[09] - IF Character AI State
b Result Condition Group [ENUM: Condition Group]
i Target Entity ID [00000000:00000001:1000000000] (00000000)
B AI State [ENUM: AI State Type]
[10] - IF Player Using Skull Lantern
b Result Condition Group [ENUM: Condition Group]
B Using Skull Lantern [ENUM: BOOL]
[11] - IF Player's Class
b Result Condition Group [ENUM: Condition Group]
B Class [ENUM: Class Type]
[12] - IF Player's Covenant
b Result Condition Group [ENUM: Condition Group]
B Covenant Index [0:1:20] (0)
[13] - IF Player's Soul Level
b Result Condition Group [ENUM: Condition Group]
B Comparison Type [ENUM: Comparison Type]
I Target Soul Level [00000000:00000001:100000000] (00000000)
[14] - IF Character HP Value
b Result Condition Group [ENUM: Condition Group]
i Target Entity ID [00000000:00000001:1000000000] (00000000)
B Comparison Type [ENUM: Comparison Type]
i Target HP [00000000:00000001:100000000] (00000000)
[15] - UNKNOWN 4[15] (DS1R ONLY)
b Result Condition Group [ENUM: Condition Group]
I Unknown [0:0:0] (1)
[16] - UNKNOWN 4[16] (DS1R ONLY)
b Result Condition Group [ENUM: Condition Group]
B Unknown (Unused?) [0:0:0] (1)
B Unknown (Unused?) [0:0:0] (1)
B Unknown (Unused?) [0:0:0] (1)
[17] - IF Arena Matchmaking (DS1R ONLY)
b Result Condition Group [ENUM: Condition Group]
5 - Condition - Object
[00] - IF Object Destroyed
b Result Condition Group [ENUM: Condition Group]
B Damage State [ENUM: Destruction State]
i Target Object Entity ID [00000000:00000001:100000000] (00000000)
[01] - IF Object Hit By
b Result Condition Group [ENUM: Condition Group]
i Target Entity ID [00000000:00000001:100000000] (00000000)
i Attacker Entity ID [-0000001:00000001:100000000] (00000000)
[02] - IF ObjAct Event Flag
b Result Condition Group [ENUM: Condition Group]
i ObjAct Event Flag [00000000:00000001:100000000] (00000000)
[03] - IF Object HP
b Result Condition Group [ENUM: Condition Group]
i Target Entity ID [00000000:00000001:100000000] (00000000)
b Comparison Type [ENUM: Comparison Type]
i HP Threshold [0:1:1000000000] (0)
11 - Condition - Hit
[00] - IF Player Moving On Hit
b Result Condition Group [ENUM: Condition Group]
i Hitbox Entity ID [00000000:00000001:100000000] (00000000)
[01] - IF Player Attacking On Hit
b Result Condition Group [ENUM: Condition Group]
i Hitbox Entity ID [00000000:00000001:100000000] (00000000)
[02] - IF Player Standing On Hit
b Result Condition Group [ENUM: Condition Group]
i Hitbox Entity ID [00000000:00000001:100000000] (00000000)
1000 - Control Flow - System
[00] - WAIT For Condition Group State
B Desired Condition Group State [ENUM: Condition State]
b Target Condition Group [ENUM: Condition Group]
[01] - SKIP IF Condition Group State (Uncompiled)
B Number Of Skipped Lines [0:1:99] (1)
B Desired Condition Group State [ENUM: Condition State]
b Target Condition Group [ENUM: Condition Group]
[02] - END IF Condition Group State (Uncompiled)
B Execution End Type [ENUM: Event End Type]
B Desired Condition Group State [ENUM: Condition State]
b Target Condition Group [ENUM: Condition Group]
[03] - SKIP Unconditionally
B Number Of Skipped Lines [0:1:99] (1)
[04] - END Unconditionally
B Execution End Type [ENUM: Event End Type]
[05] - SKIP IF Comparison
B Number Of Skipped Lines [0:1:99] (1)
b Comparison Type [ENUM: Comparison Type]
i Left-hand Side [-1:1:1000000000] (0)
i Right-hand Side [-1:1:1000000000] (0)
[06] - END IF Comparison
B Execution End Type [ENUM: Event End Type]
b Comparison Type [ENUM: Comparison Type]
i Left-hand Side [-1:1:1000000000] (0)
i Right-hand Side [-1:1:1000000000] (0)
[07] - SKIP IF Condition Group State (Compiled)
B Number Of Skipped Lines [0:1:99] (1)
B Desired Condition Group State [ENUM: Condition State]
b Target Condition Group [ENUM: Condition Group]
[08] - END IF Condition Group State (Compiled)
B Execution End Type [ENUM: Event End Type]
B Desired Condition Group State [ENUM: Condition State]
b Target Condition Group [ENUM: Condition Group]
[09] - WAIT For Network Approval
f Timeout (s) [0.000:0.010:9999.000] (3.000)
1001 - Control Flow - Timer
[00] - WAIT Fixed Time (Seconds)
f Number Of Seconds [0.000:0.010:9999.000] (0.000)
[01] - WAIT Fixed Time (Frames)
i Number Of Frames [0:1:99999] (0)
[02] - WAIT Random Time (Seconds)
f Min Number Of Seconds [0.000:0.010:9999.000] (0.000)
f Max Number Of Seconds [0.000:0.010:9999.000] (0.000)
[03] - WAIT Random Time (Frames)
i Min Number Of Frames [0:1:99999] (0)
i Max Number Of Frames [0:1:99999] (0)
1003 - Control Flow - Event
[00] - WAIT For Event Flag
B Desired Flag State [ENUM: ON/OFF/CHANGE]
B Target Event Flag Type [ENUM: Target Event Flag Type]
i Target Event Flag ID [00000000:00000001:100000000] (00000000)
[01] - SKIP IF Event Flag
B Number Of Skipped Lines [0:1:99] (1)
B Desired Flag State [ENUM: ON/OFF]
B Target Event Flag Type [ENUM: Target Event Flag Type]
i Target Event Flag ID [00000000:00000001:100000000] (00000000)
[02] - END IF Event Flag
B Execution End Type [ENUM: Event End Type]
B Desired Flag State [ENUM: ON/OFF]
B Target Event Flag Type [ENUM: Target Event Flag Type]
i Target Event Flag ID [00000000:00000001:100000000] (00000000)
[03] - SKIP IF Batch Event Flags
B Number Of Skipped Lines [0:1:99] (1)
B Desired Flag State [ENUM: Logical Operation Type]
B Target Event Flag Type [ENUM: Target Event Flag Type]
i Starting Target Event Flag ID [00000000:00000001:100000000] (00000000)
i Ending Target Event Flag ID [00000000:00000001:100000000] (00000000)
[04] - END IF Batch Event Flags
B Execution End Type [ENUM: Event End Type]
B Desired Flag State [ENUM: Logical Operation Type]
B Target Event Flag Type [ENUM: Target Event Flag Type]
i Starting Target Event Flag ID [00000000:00000001:100000000] (00000000)
i Ending Target Event Flag ID [00000000:00000001:100000000] (00000000)
[05] - SKIP IF Multiplayer State
B Number Of Skipped Lines [0:1:99] (1)
b Desired Multiplayer State [ENUM: Multiplayer State]
[06] - END IF Multiplayer State
B Execution End Type [ENUM: Event End Type]
b Desired Multiplayer State [ENUM: Multiplayer State]
[07] - SKIP IF Player In/Out Map
B Number Of Skipped Lines [0:1:99] (1)
B Inside [ENUM: BOOL]
B Area ID [0:1:99] (10)
B Block ID [0:1:99] (10)
[08] - END IF Player In/Out Map
B Execution End Type [ENUM: Event End Type]
B Inside [ENUM: BOOL]
B Area ID [0:1:99] (10)
B Block ID [0:1:99] (10)
1005 - Control Flow - Object
[00] - WAIT For Object Destroyed
B Damage State [ENUM: Destruction State]
i Target Object Entity ID [00000000:00000001:100000000] (00000000)
[01] - SKIP IF Object Destroyed
B Number Of Skipped Lines [0:1:99] (1)
B Damage State [ENUM: Destruction State]
i Target Object Entity ID [00000000:00000001:100000000] (00000000)
[02] - END IF Object Destroyed
B Execution End Type [ENUM: Event End Type]
B Damage State [ENUM: Destruction State]
i Target Object Entity ID [00000000:00000001:100000000] (00000000)
2000 - System
[00] - Initialize Event
i Event Slot ID [-1:1:99] (0)
I Event ID [0:0:0] (0)
I Parameters [0:0:0] (0)
[01] - Terminate Event
i Event Slot ID [-1:1:99] (0)
I Event ID [0:0:0] (0)
[02] - Set Network Sync State
B Disabled/Enabled [ENUM: Disabled/Enabled]
[03] - Clear Compiled Condition Group State
B Dummy [0:0:0] (0)
[04] - Prefetch Request
I Request ID [0:1:1000000000] (0)
[05] - Save Request
B Dummy [0:0:0] (0)
[06] - UNKNOWN 2000[06] (DS1R ONLY)
i Unknown [0:0:0] (1)
2001 - Timer
2002 - Cutscene
[01] - Play Cutscene to All
i Cutscene ID [0:1:1000000000] (0)
I Playback Method [ENUM: Cutscene Play Mode]
[02] - Play Cutscene and Warp All Players
i Cutscene ID [0:1:1000000000] (0)
I Playback Method [ENUM: Cutscene Play Mode]
i Point Entity ID [0:1:1000000000] (0)
B Area ID [0:1:255] (0)
B Block ID [0:1:255] (0)
[03] - Play Cutscene to Player
i Cutscene ID [0:1:1000000000] (0)
I Playback Method [ENUM: Cutscene Play Mode]
i Player Entity ID [00000000:00000001:100000000] (00000000)
[04] - Play Cutscene and Warp Player
i Cutscene ID [0:1:1000000000] (0)
I Playback Method [ENUM: Cutscene Play Mode]
i Point Entity ID [0:1:1000000000] (0)
B Area ID [0:1:255] (0)
B Block ID [0:1:255] (0)
i Player Entity ID [00000000:00000001:100000000] (00000000)
[05] - Play Cutscene and Rotate Player Around Vertical Axis
i Cutscene ID [0:1:1000000000] (0)
I Playback Method [ENUM: Cutscene Play Mode]
f Y-axis X Coord (m) [0.00:0.10:9999.00] (0.00)
f Y-axis Z Coord (m) [0.00:1.00:9999.00] (0.00)
i Rotation (deg) [-359.00:1.00:359.00] (0.00)
f Vertical Translation (m) [-9999.00:0.10:9999.00] (0.00)
i Player Entity ID [00000000:00000001:100000000] (00000000)
[06] - Play Cutscene and Randomly Warp Player + UNKNOWN 2002[06] (DS1R ONLY)
i Cutscene ID [0:1:1000000000] (0)
I Playback Method [ENUM: Cutscene Play Mode]
i Starting Point Entity ID [0:1:1000000000] (0)
i Ending Point Entity ID [0:1:1000000000] (0)
B Area ID [0:1:255] (0)
B Block ID [0:1:255] (0)
[07] - Play Cutscene and Randomly Warp Player + UNKNOWN 2002[07] (DS1R ONLY)
i Cutscene ID [0:1:1000000000] (0)
I Playback Method [ENUM: Cutscene Play Mode]
i Starting Point Entity ID [0:1:1000000000] (0)
i Ending Point Entity ID [0:1:1000000000] (0)
B Area ID [0:1:255] (0)
B Block ID [0:1:255] (0)
2003 - Event
[01] - Request Animation Playback
i Entity ID [0:1:1000000000] (0)
i Animation ID [-1:1:1000000000] (-1)
B Should Loop [ENUM: BOOL]
B Should Wait For Completion [ENUM: BOOL]
[02] - Set Event Flag
i Event Flag ID [0:1:1000000000] (0)
B Flag State [ENUM: ON/OFF]
[03] - (De)activate Generator
i Entity ID [0:1:1000000000] (0)
B Disabled/Enabled [ENUM: Disabled/Enabled]
[04] - Award Item Lot
i Item Lot ID [0:1:1000000000] (0)
[05] - Shoot Bullet
i Bullet Team Entity ID [0:1:1000000000] (0)
i Bullet Producer Entity ID [0:1:1000000000] (0)
i Dummypoly ID [-1:1:255] (-1)
i Behavior ID [0:1:1000000000] (0)
i Firing Angle X [0:1:359] (0)
i Firing Angle Y [0:1:359] (0)
i Firing Angle Z [0:0:359] (0)
[06] - (De)activate Map Hit
i Entity ID [0:1:1000000000] (0)
B Disabled/Enabled [ENUM: Disabled/Enabled]
[07] - Set Map Visibility
i Entity ID [0:1:1000000000] (0)
B Disabled/Enabled [ENUM: Disabled/Enabled]
[08] - Set Event State
i Event ID [0:1:1000000000] (0)
i Event Slot ID [0:1:1000000000] (0)
B Event State [ENUM: Event End Type]
[09] - Invert Event Flag
i Event Flag ID [0:1:1000000000] (0)
[10] - Set Event Navimesh
h Disabled/Enabled [ENUM: Disabled/Enabled]
[11] - Display Boss Health Bar
b Disabled/Enabled [ENUM: Disabled/Enabled]
i Entity ID [0:1:1000000000] (0)
h Slot Number [0:1:1] (0)
h Name ID [0:1:9999] (0)
[12] - Handle Boss Defeat
i Entity ID [0:1:1000000000] (0)
[13] - Modify Navimesh Connection Bitflag
i Entity ID [0:1:1000000000] (0)
I Navimesh Type [ENUM: Navimesh Type]
B Type Bit Operation [ENUM: Bitop Type]
[14] - Warp Player
B Area ID [0:1:99] (0)
B Block ID [0:1:99] (0)
i Initial Area ID [-1:1:1000000000] (-1)
[15] - Handle Miniboss Defeat
i Entity ID [0:1:1000000000] (0)
[16] - Trigger Multiplayer Event
I Multiplayer Event ID [0:1:1000000000] (0)
[17] - Randomly Set Event Flag In Range
I Event Flag ID Min [0:1:1000000000] (0)
I Event Flag ID Max [0:1:1000000000] (0)
B Flag State [ENUM: ON/OFF]
[18] - Force Animation Playback
i Entity ID [0:1:1000000000] (0)
i Animation ID [-1:1:1000000000] (-1)
B Should Loop [ENUM: BOOL]
B Should Wait For Completion [ENUM: BOOL]
B Ignore Wait For Transition [ENUM: BOOL]
[19] - Set Area DrawParam Bank Slot Index
h Area ID [0:1:9999] (0)
h Area DrawParam Bank Slot Index [0:1:9999] (0)
[20] - Set Temporary Player Respawn Point
i Respawn Point Entity ID [0:1:1000000000] (0)
[21] - Increment Game Cycle
B Dummy [0:1:1] (0)
[22] - Batch Set Event Flags
i Event Flag ID Start [0:1:1000000000] (0)
i Event Flag ID End [0:1:1000000000] (0)
B Flag State [ENUM: ON/OFF]
[23] - Set Player Respawn Point
i Respawn Point Entity ID [0:1:1000000000] (0)
[24] - Remove Item From Player
i Item Type [ENUM: Item Type]
i Item ID [0:1:1000000000] (0)
i Number [0:1:999] (0)
[25] - Place NPC Summon Sign
i Sign Type [ENUM: Summon Sign Type]
i Summoned NPC Entity ID [0:1:1000000000] (0)
i Spawn Point Entity ID [0:1:1000000000] (0)
i Summon Event Flag ID [-1:1:1000000000] (0)
i Dismissal Event Flag ID [-1:1:1000000000] (0)
[26] - Set Visibility of Message
i Message Entity ID [0:1:1000000000] (0)
B Disabled/Enabled [ENUM: Disabled/Enabled]
[27] - [[MISSING]]
B Dummy [0:1:1] (0)
[28] - Award Achievement
i Achievement ID [0:1:1000000000] (0)
[29] - Change World Tendency
B Tendency Type [ENUM: Tendency Type]
b Change Value [-100:1:100] (0)
[30] - Disable Vagrant Spawning
B Disabled [ENUM: BOOL]
[31] - Increment Event Value
i Base Event Flag ID [0:1:1000000000] (0)
I Number of Used Flag Bits [1:1:32] (1)
I Maximum Allowed Value [0:1:1000000000] (0)
[32] - Clear Event Value
i Base Event Flag ID [0:1:1000000000] (0)
I Number of Used Flag Bits [1:1:32] (1)
[33] - Set Snuggly Next Trade
i Event Flag ID [0:1:1000000000] (0)
[34] - Spawn Snuggly Item
i Item Lot ID [0:1:1000000000] (0)
i Placement Area Entity ID [0:1:1000000000] (0)
i Event Flag ID [0:1:1000000000] (0)
i Hitbox Entity ID [-1:1:1000000000] (0)
[35] - Move Bloodstain and Dropped Items
i Source Area Entity ID [0:1:1000000000] (0)
i Destination Area Entity ID [0:1:1000000000] (0)
[36] - Award Items (Including Clients)
i Item Lot ID [0:1:1000000000] (0)
[37] - Battle of Stoicism 1v1 Ranking Request
[38] - Battle of Stoicism 2v2 Ranking Request
[39] - Battle of Stoicism FFA Ranking Request
[40] - Battle of Stoicism Exit Request
[41] - Initialize Character Model-Specific Killplane
i Map ID [0:1:99] (0)
i Block ID [0:1:99] (0)
f Y Coordinate Threshold [-9999:0:9999] (0)
i Target Character Model Type ID [0:1:9999] (0)
[42] - Copy Event Value (DS1R ONLY)
i Source Base Event Flag ID [00000000:00000001:1000000000] (00000000)
i Destination Base Event Flag ID [00000000:00000001:1000000000] (00000000)
B Number of Used Flag Bits [1:1:32] (1)
[43] - UNKNOWN 2003[43] (DS1R ONLY)
i Base Event Flag ID [00000000:00000001:1000000000] (00000000)
i Number of Used Flag Bits [1:1:32] (1)
B Unknown [0:0:0] (1)
B Unknown [0:0:0] (1)
[44] - Force Animation Playback + UNKNOWN 2003[44] (DS1R ONLY)
i Entity ID [0:1:1000000000] (0)
i Animation ID [-1:1:1000000000] (-1)
B Should Loop [ENUM: BOOL]
B Should Wait For Completion [ENUM: BOOL]
B Ignore Wait For Transition [ENUM: BOOL]
B Unknown (Unused?) [0:0:0] (1)
[46] - Force Animation Playback + UNKNOWN 2003[46] (DS1R ONLY)
i Entity ID [0:1:1000000000] (0)
i Animation ID [-1:1:1000000000] (-1)
B Should Loop [ENUM: BOOL]
B Should Wait For Completion [ENUM: BOOL]
B Ignore Wait For Transition [ENUM: BOOL]
f Unknown [0.000:1.000:9999.000] (0.000)
[47] - UNKNOWN 2003[47] (DS1R ONLY)
[48] - UNKNOWN 2003[48] (DS1R ONLY)
i Entity ID [0:1:1000000000] (0)
i Unknown [0:0:0] (1)
i Dummypoly ID [-1:1:255] (-1)
i Magic ID? [0:0:0] (1)
i Firing Angle X? [0:0:0] (1)
i Firing Angle Y? [0:0:0] (1)
i Firing Angle Z? [0:0:0] (1)
[49] - Erase NPC Summon Sign (DS1R ONLY)
i Summoned NPC Entity ID [0:1:1000000000] (0)
2004 - Character
[01] - Set Character AI State
i Entity ID [0:1:1000000000] (0)
B Disabled/Enabled [ENUM: Disabled/Enabled]
[02] - Set Character Team Type
i Entity ID [0:1:1000000000] (0)
B Team Type [ENUM: Team Type]
[03] - Character Warp Request
i Entity ID [0:1:1000000000] (0)
B Warp Type [ENUM: Target Entity Type]
i Warp Destination Entity ID [0:1:1000000000] (0)
i Dummypoly ID [-1:1:255] (-1)
[04] - Force Character Death
i Entity ID [0:1:1000000000] (0)
B Should Receive Souls [ENUM: BOOL]
[05] - Change Character Enable State
i Entity ID [0:1:1000000000] (0)
B Disabled/Enabled [ENUM: Disabled/Enabled]
[06] - EzState Instruction Request
i Entity ID [0:1:1000000000] (0)
i Command [0:1:1000000000] (0)
B Slot [0:1:3] (0)
[07] - Create Bullet Owner
i Entity ID [0:1:1000000000] (0)
[08] - Set SpEffect
i Entity ID [0:1:1000000000] (0)
i SpEffect ID [0:1:1000000000] (0)
[09] - Set Special Animation(s)
i Entity ID [0:1:1000000000] (0)
i Waiting Animation [-1:1:1000000000] (-1)
i Damage Animation [-1:1:1000000000] (-1)
i Cancel Animation [-1:1:1000000000] (-1)
i Death Animation [-1:1:1000000000] (-1)
i Return Animation [-1:1:1000000000] (-1)
[10] - Set Character Gravity
i Entity ID [0:1:1000000000] (0)
B Disabled/Enabled [ENUM: Disabled/Enabled]
[11] - Set Character Event Target
i Entity ID [0:1:1000000000] (0)
i Entity ID 2 [0:1:1000000000] (0)
[12] - Set Character Immortality
i Entity ID [0:1:1000000000] (0)
B Disabled/Enabled [ENUM: Disabled/Enabled]
[13] - Set Character Home
i Entity ID [0:1:1000000000] (0)
i Area Entity ID [0:1:1000000000] (0)
[14] - Rotate Character
i Entity ID [0:1:1000000000] (0)
i Entity ID 2 [0:1:1000000000] (0)
[15] - Set Character Invincibility
i Entity ID [0:1:1000000000] (0)
B Disabled/Enabled [ENUM: Disabled/Enabled]
[16] - Clear Character's AI Target
i Entity ID [0:1:1000000000] (0)
[17] - Request Character AI Command
i Entity ID [0:1:1000000000] (0)
i Command ID [-1:1:1000000000] (0)
B Slot Number [0:1:3] (0)
[18] - Set Event Point
i Entity ID [0:1:1000000000] (0)
i Entity ID 2 [0:1:1000000000] (0)
f Reaction Distance [0.000:1.000:100000000.000] (0.000)
[19] - Set Character AI ID
i Entity ID [0:1:1000000000] (0)
i AI ID [0:1:1000000000] (0)
[20] - Request Character AI Re-plan
i Entity ID [0:1:1000000000] (0)
[21] - Clear SpEffect
i Entity ID [0:1:1000000000] (0)
i SpEffect ID [0:1:1000000000] (0)
[22] - Create NPC Part
i Entity ID [0:1:1000000000] (0)
h NPC Part ID [0:1:10000] (0)
h NPC Part Group IDx [ENUM: NPC Part Type]
i NPC Part HP [-1:1:1000000000] (0)
f Damage Correction [0:1:9999] (1)
f Body Damage Compensation [0:1:9999] (1)
B Is Invincible [ENUM: BOOL]
B Start In Stopped State [ENUM: BOOL]
[23] - Set NPC Part HP
i Entity ID [0:1:1000000000] (0)
i NPC Part ID [0:1:10000] (0)
i Desired HP [-100000000:1:100000000] (0)
B Should Allow HP Above Max HP [ENUM: BOOL]
[24] - Set NPC Part SE and SFX
i Entity ID [0:1:1000000000] (0)
i NPC Part ID [0:1:10000] (0)
i Defense Material SE ID [-1:1:1000000000] (-1)
i Defense Material SFX ID [-1:1:1000000000] (-1)
[25] - Set NPC Part Bullet Damage Multiplier
i Entity ID [0:1:1000000000] (0)
i NPC Part ID [0:1:10000] (0)
f Bullet Damage Multiplier [0:1:9999] (1)
[26] - Change Character DispMask
i Entity ID [0:1:1000000000] (0)
B Bit Number [0:1:32] (0)
B Switch Type [ENUM: ON/OFF/CHANGE]
[27] - Change Character HitMask
i Entity ID [0:1:1000000000] (0)
B Bit Number [0:1:32] (0)
B Switch Type [ENUM: ON/OFF/CHANGE]
[28] - Set Network Update Authority
i Entity ID [0:1:1000000000] (0)
i Authority Level [ENUM: Authority Level]
[29] - Set Character Backread State
i Entity ID [0:1:1000000000] (0)
B Removed [ENUM: BOOL]
[30] - Set Character HP Bar Display
i Entity ID [0:1:1000000000] (0)
B Disabled/Enabled [ENUM: Disabled/Enabled]
[31] - Set Character MapHits
i Entity ID [0:1:1000000000] (0)
B Disabled [ENUM: BOOL]
[32] - Request Character AI Command + Event Value
i Entity ID [0:1:1000000000] (0)
i Command ID [-1:1:1000000000] (0)
B Slot Number [0:1:3] (0)
i Starting Target Event Flag ID [00000000:00000001:100000000] (00000000)
i Ending Target Event Flag ID [00000000:00000001:100000000] (00000000)
[33] - Create Referred Damage Pair
i Source Entity ID [0:1:1000000000] (0)
i Target Entity ID [0:1:1000000000] (0)
[34] - Set Network Update Rate
i Entity ID [0:1:1000000000] (0)
B Use Fixed Frequency [ENUM: BOOL]
b Update Frequency [ENUM: Character Update Frequency]
[35] - Set Character Default Backread State
i Entity ID [0:1:1000000000] (0)
B Disabled/Enabled [ENUM: Disabled/Enabled]
[36] - Hellkite Breath Control
i Character Entity ID [0:1:1000000000] (0)
i Object Entity ID [0:1:1000000000] (0)
i Character Animation ID [0:1:1000000000] (0)
[37] - Force Character Treasure
i Character Entity ID [0:1:1000000000] (0)
[38] - Betray Character's Current Covenant
B Dummy [0:1:1] (0)
[39] - Set Character Animation State
i Entity ID [0:1:1000000000] (0)
B Disabled/Enabled [ENUM: Disabled/Enabled]
[40] - Warp Character and Set Floor
i Entity ID [0:1:1000000000] (0)
B Warp Type [ENUM: Target Entity Type]
i Warp Destination Entity ID [0:1:1000000000] (0)
i Dummypoly ID [-1:1:255] (-1)
i Warp Destination Hitbox Entity ID [0:1:1000000000] (0)
[41] - Issue Short Warp Request
i Entity ID [0:1:1000000000] (0)
B Warp Type [ENUM: Target Entity Type]
i Warp Destination Entity ID [0:1:1000000000] (0)
i Dummypoly ID [-1:1:255] (-1)
[42] - Warp Character and Copy Floor
i Entity ID [0:1:1000000000] (0)
B Warp Type [ENUM: Target Entity Type]
i Warp Destination Entity ID [0:1:1000000000] (0)
i Dummypoly ID [-1:1:255] (-1)
i Entity ID to Copy Floor From [0:1:1000000000] (0)
[43] - Request Character Animation Reset
i Entity ID [0:1:1000000000] (0)
B Interpolation Method [ENUM: Interpolation]
[44] - Change Character Team Type and Force Exit Special Animations
i Entity ID [0:1:1000000000] (0)
B Team Type [ENUM: Team Type]
[45] - Register NPC Humanity Event Value
i NPC Entity ID [0:1:1000000000] (0)
i Humanity Event Value Base Event Flag ID [0:1:1000000000] (0)
[46] - Increment Player PvP Sin
B Dummy [0:1:1] (0)
[47] - Bonfire-like Recovery
[48] - Character Fade Out (DS1R ONLY)
i Entity ID [0:1:1000000000] (0)
f Time [0.000:1.000:9999.000] (0.000)
[49] - Character Fade In (DS1R ONLY)
i Entity ID [0:1:1000000000] (0)
f Time [0.000:1.000:9999.000] (0.000)
[50] - UNKNOWN 2004[50] (DS1R ONLY)
[51] - UNKNOWN 2004[51] (DS1R ONLY)
i Unknown [ENUM: BOOL]
[52] - UNKNOWN 2004[52] (DS1R ONLY)
2005 - Object
[01] - Request Object Destruction
i Entity ID [0:1:1000000000] (0)
b Slot Number [0:1:3] (0)
[02] - Request Object Restoration
i Entity ID [0:1:1000000000] (0)
[03] - (De)activate Object
i Target Object Entity ID [0:1:1000000000] (0)
B State [ENUM: Disabled/Enabled]
[04] - Set Object Treasure State
i Target Object Entity ID [0:1:1000000000] (0)
B State [ENUM: Disabled/Enabled]
[05] - Initialize ObjAct
i Entity ID [0:1:1000000000] (0)
i Object Parameter ID [-1:1:1000000000] (-1)
i Relative Target IDx [-1:1:1000000000] (-1)
[06] - Set ObjAct State
i Entity ID [0:1:1000000000] (0)
i Object Parameter ID [-1:1:1000000000] (-1)
B State [ENUM: Disabled/Enabled]
[07] - Reproduce Object Animation
i Target Object Entity ID [0:1:1000000000] (0)
i Animation ID [0:1:1000000000] (0)
[08] - Reproduce Object Destruction
i Entity ID [0:1:1000000000] (0)
b Slot Number [0:1:3] (0)
[09] - Create Damaging Object
i Event Flag ID [0:1:1000000000] (0)
i Entity ID [0:1:1000000000] (0)
i Dummypoly ID [0:1:1000000000] (0)
i Behavior ID [0:1:1000000000] (0)
i Target [ENUM: Damage Target Type]
f Radius [0.000:1.000:9999.000] (0.000)
f Lifespan [0.000:1.000:9999.000] (0.000)
f Repetition Time (s) [0.000:1.000:9999.000] (0.000)
[10] - Register Statue
i Entity ID [0:1:1000000000] (0)
B Area ID [0:1:99] (0)
B Block ID [0:1:99] (0)
B Statue Type [ENUM: Statue Type]
[11] - Warp Object To Character
i Entity ID [0:1:1000000000] (0)
i Character Entity ID [-1:1:1000000000] (-1)
h Dummypoly ID [-1:1:255] (-1)
[12] - Delete Object Event
i Event Flag ID [0:1:1000000000] (0)
[13] - Set Object Invulnerability
i Target Object Entity ID [0:1:1000000000] (0)
B State [ENUM: Disabled/Enabled]
[14] - (De)activate ObjAct (Assign IDx)
i Entity ID [0:1:1000000000] (0)
i Object Parameter ID [-1:1:1000000000] (-1)
i Relative Target IDx [-1:1:1000000000] (-1)
B State [ENUM: Disabled/Enabled]
[15] - Reroll Object Treasure
i Target Object Entity ID [0:1:1000000000] (0)
2006 - SFX
[01] - Delete Map SFX
i Entity ID [0:1:1000000000] (0)
B Only Delete Root [ENUM: BOOL]
[02] - Spawn Map SFX
i Entity ID [0:1:1000000000] (0)
[03] - Spawn Oneshot SFX
i Type [ENUM: Target Entity Type]
i Entity ID [0:1:1000000000] (0)
i Dummypoly ID [-1:1:1000000000] (-1)
i SFX ID [0:1:1000000000] (0)
[04] - Create Object-following SFX
i Object Entity ID [0:1:1000000000] (0)
i Dummypoly ID [0:1:1000000000] (0)
i SFX ID [0:1:1000000000] (0)
[05] - Delete Object-following SFX
i Object Entity ID [0:1:1000000000] (0)
i Should Delete Root [ENUM: BOOL]
2007 - Message
[01] - Display Generic Dialog
i Message ID [0:1:1000000000] (0)
h Dialog Type [ENUM: Prompt Type]
h Number of Options [ENUM: Number of Options]
i Entity ID [-1:1:1000000000] (-1)
f Display Distance [0.000:0.010:100.000] (0.000)
[02] - Display Banner
B Banner Type [ENUM: Text Banner Type]
[03] - Display Status Message
i Message ID [0:1:1000000000] (0)
B Pad State [ENUM: Disabled/Enabled]
[04] - Display Message
i Message ID [0:1:1000000000] (0)
B Screen Location Index [0:1:1] (0)
[05] - Set Battle of Stocism Nametag A
i Player Entity ID [00000000:00000001:100000000] (00000000)
[06] - Set Battle of Stocism Nametag B
i Player Entity ID [00000000:00000001:100000000] (00000000)
[07] - Set Battle of Stocism Nametag C
i Player Entity ID [00000000:00000001:100000000] (00000000)
[08] - Set Battle of Stocism Nametag D
i Player Entity ID [00000000:00000001:100000000] (00000000)
[09] - Display Battle of Stocism Dissolution Message
i Message ID [0:1:1000000000] (0)
[10] - Set Battle of Stocism Nametag E
i Player Entity ID [00000000:00000001:100000000] (00000000)
[11] - Set Battle of Stocism Nametag F
i Player Entity ID [00000000:00000001:100000000] (00000000)
[12] - Display Concatenated Message (DS1R ONLY)
i Message ID [0:1:1000000000] (0)
B Pad State [ENUM: Disabled/Enabled]
i Concatenator Base Event Flag ID [00000000:00000001:1000000000] (00000000)
B Number of Used Flag Bits [1:1:32] (1)
[13] - UNKNOWN 2007[13] (DS1R ONLY)
i Unknown [0:0:0] (1)
2008 - Camera
[01] - Change Camera
i Normal Camera ID [-1:1:1000000000] (-1)
i Locked Camera ID [-1:1:1000000000] (-1)
[02] - Set Camera Vibration
i Vibration ID [0:1:1000000000] (0)
i Type [ENUM: Target Entity Type]
i Entity ID [0:1:1000000000] (0)
i Dummypoly ID [-1:1:1000000000] (-1)
f Decay Start Distance [0.000:0.010:999.000] (0.000)
f Decay End Distance [0.000:0.010:999.000] (0.000)
[03] - Set LockCam Slot Number
B Area ID [0:1:255] (0)
B Block ID [0:1:255] (0)
H LockCam Slot Number [0:1:9999] (0)
[04] - UNKNOWN 2008[04] (DS1R ONLY)
2009 - Script
[00] - Register Ladder
i Disable Top Event Flag ID [0:1:1000000000] (0)
i Disable Bottom Event Flag ID [0:1:1000000000] (0)
i Entity ID [0:1:1000000000] (0)
[01] - Initialize Wandering Demon
i Event Flag ID [0:1:1000000000] (0)
i Entity ID [0:1:1000000000] (0)
i Appearence Event Flag ID [0:1:1000000000] (0)
[02] - Register Wandering Demon
i Event Flag ID [0:1:1000000000] (0)
i Entity ID [0:1:1000000000] (0)
i Entity ID 2 [0:1:1000000000] (0)
[03] - Register Bonfire
i Event Flag ID [0:1:1000000000] (0)
i Entity ID [0:1:1000000000] (0)
f Reaction Distance [0.000:1.000:100000000.000] (0.000)
f Reaction Angle [0.000:1.000:100000000.000] (0.000)
i Set Standard Kindling Level [0:1:1000000000] (0)
[04] - Activate Multiplayer-dependant Buffs
i Entity ID [0:1:1000000000] (0)
[05] - Register Healing Fountain
i Event Flag ID [0:1:1000000000] (0)
i Entity ID [0:1:1000000000] (0)
[06] - Issue Boss Room Entry Notification
B Dummy [0:1:1] (0)
2010 - Sound
[01] - Play BGM
B Should Play [ENUM: ON/OFF]
H Slot Number [0:1:20] (0)
i Entity ID [0:1:1000000000] (0)
i Sound Type [ENUM: Sound Type]
i Sound ID [0:1:1000000000] (0)
[02] - Play SE
i Entity ID [0:1:1000000000] (0)
i Sound Type [ENUM: Sound Type]
i Sound ID [0:1:1000000000] (0)
[03] - Set Map Sound State
i Entity ID [0:1:1000000000] (0)
B Enable/Disable [ENUM: Disabled/Enabled]
2011 - Hit
[01] - Activate Hit
i Hit Entity ID [0:1:1000000000] (0)
B State [ENUM: Disabled/Enabled]
[02] - Activate Hit Backread Mask
i Hit Entity ID [0:1:1000000000] (0)
B State [ENUM: Disabled/Enabled]
2012 - Map
[01] - Activate Map Part
i Map Part Entity ID [0:1:1000000000] (0)
B State [ENUM: Disabled/Enabled]
Extra Classes:
1 - Project
[01] - IF Character Death
i Entity ID [0:1:1000000000] (0)
[02] - IF Character In Area
i Character Entity ID [0:1:1000000000] (0)
i Area Entity ID [0:1:1000000000] (0)
[03] - IF Event Flag ON
i Event Flag ID [0:1:1000000000] (0)
[04] - IF Object Destroyed
i Entity ID [0:1:1000000000] (0)
[05] - IF Character In Radius
i Entity ID [0:1:1000000000] (0)
i Entity ID 2 [0:1:1000000000] (0)
f Distance (m) [0.000:0.010:9999.000] (0.000)
[06] - IF Character Taken Damage
i Entity ID [0:1:1000000000] (0)
i Entity ID 2 [-1:1:1000000000] (-1)
[07] - IF Object Taken Damage
i Entity ID [0:1:1000000000] (0)
i Entity ID 2 [-1:1:1000000000] (-1)
[08] - IF Player Has Item
I Item Type [ENUM: Item Type]