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| |colspan=2|battle_type | | |colspan=2|battle_type |
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| *stock (Stock)
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| *stock_time (Timed stock)
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| *hp (Stamina)
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| *hp_time (Timed stamina)
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| *boss
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| |The main battle format. The <code>boss</code> is only used in World of Light when playing as Master Hand or the first phase of the Final Battle.
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| |colspan=2|battle_time_sec | | |colspan=2|battle_time_sec |
| |Variable
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| |The time limit. Does not require <code>battle_type</code> to be <code>stock_time</code> or <code>hp_time</code>.
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| |colspan=2|basic_init_damage | | |colspan=2|basic_init_damage |
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| *0
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| *300
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| |The player(s)'s starting damage.
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| |colspan=2|basic_init_hp | | |colspan=2|basic_init_hp |
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| *0
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| *5
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| *30
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| *100
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| *120
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| *150
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| |The player(s)'s starting HP.
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| |colspan=2|basic_stock | | |colspan=2|basic_stock |
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| *1
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| |The player(s)'s stock count. A value of 3 is used in World of Light during the Final Battle and a value of 99 is sometimes used for unintended battles (such as for enhanced spirits).
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| |colspan=2|ui_stage_id | | |colspan=2|ui_stage_id |
| |Variable
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| |The stage.
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| |colspan=2|stage_type | | |colspan=2|stage_type |
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| *normal_stage (Default)
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| *final_stage (Ω)
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| *battle_stage (Battlefield)
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| |The stage variant.
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| |colspan=2|stage_additional_setting | | |colspan=2|stage_additional_setting |
| |Variable
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| |Controls various elements such as day/night variant, if time changes, if certain background characters appear, etc.
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| |colspan=2|stage_bgm | | |colspan=2|stage_bgm |
| |Variable
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| |The unique identifier for the music track.
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| |colspan=2|stage_gimmick | | |colspan=2|stage_gimmick |
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| *True
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| *False
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| |If False, stage hazards are disabled.
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| |colspan=2|stage_attr | | |colspan=2|stage_attr |
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| *no_stage_attr (None)
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| *sleep_floor (Slumber Floor)
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| *ice_floor (Ice Floor)
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| *poison_floor (Poison Floor)
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| *damage_floor (Lava Floor)
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| *elec_floor (Zap Floor)
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| *gum_floor (Sticky Floor)
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| *wind_area (Heavy Wind)
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| *mist_area (Fog)
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| *poison_area (Poison Cloud)
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| |Hazards.
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| |colspan=2|floor_place_id | | |colspan=2|floor_place_id |
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| *none
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| *preset1
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| *preset2
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| *preset3
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| |A predefined set of geometry that the floor hazard applies to.
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| |colspan=2|item_table | | |colspan=2|item_table |
| |Variable
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| |A predefined set of items that can spawn.
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| |colspan=2|item_level | | |colspan=2|item_level |
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| *no_item (None)
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| *few_level (Low; 1200-1500)
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| *normal_level (Med; 500-800)
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| *many_level (High; 300-500)
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| *most_level (200-300)
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| |The frequency that items can spawn.
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| |colspan=2|result_type | | |colspan=2|result_type |
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| *normal_rule (Defeat all)
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| *win_beat_main (Defeat main)
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| *lose_escort (Lose if ally is KO'd)
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| *win_alive (Survive the time limit)
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| |The clear condition. <code>win_alive</code> does not require <code>battle_type</code> to be <code>stock_time</code> or <code>hp_time</code>.
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| |colspan=1|event#_type||rowspan=6|3 | | |colspan=1|event#_type||rowspan=6|3 |
| |Variable
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| |The unique identifier for the type of event.
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| |colspan=1|event#_label | | |colspan=1|event#_label |
| |Variable
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| |The event specifier, determining the strength of the event, who it affects, what Assist Trophies are summoned, etc.
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| |colspan=1|event#_start_time | | |colspan=1|event#_start_time |
| |Variable
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| |The time (in seconds) that the event will start at or, if repeating, how long after the its previous occurrence to occur again.
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| |colspan=1|event#_range_time | | |colspan=1|event#_range_time |
| |Variable
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| |The duration (in seconds) of the event. A value of -1 means the event never ends. For Assist Trophies, a value of -1 means they will not disappear after a period of time.
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| |colspan=1|event#_count | | |colspan=1|event#_count |
| |Variable
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| |How many times the event will repeat. Many use a value of 200, making it unlikely to exhaust the event without intentionally trying to exhaust it.
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| |colspan=1|event#_damage | | |colspan=1|event#_damage |
| |Variable
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| |The damage percent or the percentage of stamina required to activate the event. Takes precedence over <code>event#_start_time</code>.
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| |colspan=1|hint#_visible||3 | | |colspan=1|hint#_visible||3 |
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| *True
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| *False
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| |Whether or not a particular condition is displayed.
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| |colspan=1|recommended_skill_fixed#||2 | | |colspan=1|recommended_skill_fixed#||2 |
| |Variable
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| |The unique identifier for a spirit ability that is highly recommended when using autopick.
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| |colspan=1|recommended_skill#||13 | | |colspan=1|recommended_skill#||13 |
| |Variable
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| |The unique identifier for a spirit ability that is recommended when using autopick.
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| |colspan=1|un_recommended_skill#||5 | | |colspan=1|un_recommended_skill#||5 |
| |Variable
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| |The unique identifier for a spirit ability that is discouraged when using autopick.
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| |colspan=2|ex_bad_table_id | | |colspan=2|ex_bad_table_id |
| |Variable
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| |The unique identifier for a predefined subset of spirit abilities that are discouraged when using autopick.
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| |colspan=2|battle_power | | |colspan=2|battle_power |
| |Variable
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| |The battle's power.
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| |} | | |} |
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