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- ID Type Parameter use
- 0x00 HP + p * 10 = amount
- 0x01 HP + % p = % amount
- 0x02 HP − p * 10 = amount
- 0x03 HP − % p = % amount
- 0x04 Normal Body p = MegaMan palette (use 0x04 for normal palette)
- 0x05 Fire Body p = MegaMan palette (use 0x05 for fire palette)
- 0x06 Aqua Body p = MegaMan palette (use 0x06 for aqua palette)
- 0x07 Elec Body p = MegaMan palette (use 0x07 for elec palette)
- 0x08 Wood Body p = MegaMan palette (use 0x08 for wood palette)
- 0x09 Attack + p = amount
- 0x0A Attack − p = amount
- 0x0B Attack × p = amount
- 0x0C Speed + p = amount
- 0x0D Speed − p = amount
- 0x0E Charge + p = amount
- 0x0F Charge − p = amount
- 0x10 Custom + p = amount
- 0x11 Custom − p = amount
- 0x12 Mega Folder + p = amount
- 0x13 Mega Folder − p = amount
- 0x14 Giga Folder + p = amount
- 0x15 Giga Folder − p = amount (unused)
- 0x16 Super Armor p = effect (0 = disabled, 1 = enabled)
- 0x17 Status Guard p = effect (0 = disabled, 1 = enabled)
- 0x18 Float Shoes p = effect (0 = disabled, 1 = enabled)
- 0x19 Air Shoes p = effect (0 = disabled, 1 = enabled)
- 0x1A Under Shirt p = effect (0 = disabled, 1 = enabled)
- 0x1B B-Shield p = must be 0x1B (unused)
- 0x1C B-Sword p = must be 0x1C
- 0x1D B-Mini Bomb p = must be 0x1D
- 0x1E B-Crack Shot p = must be 0x1E
- 0x1F B-Reflector p = must be 0x1F (unused)
- 0x20 TriBuster p = must be 0x20
- 0x21 B-Meteor1 p = must be 0x21
- 0x22 B-Buster p = must be 0x22 (just gives you normal buster)
- 0x23 Crack Buster p = must be 0x23
- 0x24 Ice Buster p = must be 0x24
- 0x25 Grass Buster p = must be 0x25
- 0x26 Swamp Buster p = must be 0x26
- 0x27 Add Buster p = must be 0x27 (disables buster add-on)
- 0x28 Push 1 Buster p = must be 0x28 (buster pushes 1 panel)
- 0x29 Push Buster p = must be 0x29 (buster pushes to back)
- 0x2A B↓ Invis p = must be 0x2A
- 0x2B B↓ Long Sword p = must be 0x2B
- 0x2C B↓ M-Cannon p = must be 0x2C
- 0x2D B↓ Ice Cube p = must be 0x2D
- 0x2E B↓ Grass Seed p = must be 0x2E
- 0x2F B↓ Panel Grab p = must be 0x2F
- 0x30 B↓ Black Bomb p = must be 0x30
- 0x31 B↓ Fire Burner p = must be 0x31
- 0x32 B↓ Flash Bomb p = must be 0x32
- 0x33 B↓ Doll Thunder p = must be 0x33
- 0x34 B↓ Spreader p = must be 0x34
- 0x35 B↓ Ice Seed p = must be 0x35
- 0x36 B↓ YoYo p = must be 0x36
- 0x37 B↓ Step Sword p = must be 0x37
- 0x38 B↓ Blizzard Ball p = must be 0x38
- 0x39 B↓ Wide Sword p = must be 0x39
- 0x3A B↓ Drill Arm p = must be 0x3A
- 0x3B B↓ Time Bomb 1 p = must be 0x3B
- 0x3C B↓ Bubble Spread p = must be 0x3C
- 0x3D B↓ Lance p = must be 0x3D
- 0x3E B↓ Cannon p = must be 0x3E
- 0x3F B↓ Charge Shot p = must be 0x3F
- 0x40 B↓ Machine Gun p = must be 0x40
- 0x41 B↓ Elec Pulse p = must be 0x41
- 0x42 B↓ Crack Shot p = must be 0x42
- 0x43 B↓ Sand Worm p = must be 0x43
- 0x44 B↓ Tornado p = must be 0x44
- 0x45 B↓ Elec Sword p = must be 0x45
- 0x46 B↓ Big Bomb p = must be 0x46
- 0x47 B↓ Vulcan p = must be 0x47
- 0x48 B↓ V Doll p = must be 0x48
- 0x49 B↓ Bamboo Sword p = must be 0x49
- 0x4A B↓ Circle Gun p = must be 0x4A
- 0x4B B↓ Thunder p = must be 0x4B
- 0x4C B↓ Wind Rack p = must be 0x4C
- 0x4D B↓ Wide Shot p = must be 0x4D
- 0x4E B↓ Grab Banish p = must be 0x4E
- 0x4F B↓ Dark Sword p = must be 0x4F
- 0x50 B↓ Super Vulcan p = must be 0x50
- 0x51 B↓ Shooting Buster p = must be 0x51
- 0x52 B↓ Gun Del Sol p = must be 0x52
- 0x53 B↓ Blood Rain p = must be 0x53
- 0x54 B↓ Z-Saber p = must be 0x54
- 0x55 B↓ Hellz Rolling p = must be 0x55
- 0x56 B↓ Buster p = must be 0x56 (disables charge shot) (unused)
- 0x57 CS Confuse p = must be 0x57
- 0x58 CS Stun p = must be 0x58
- 0x59 CS Chip Destroy p = must be 0x59
- 0x5A CS Break p = must be 0x5A
- 0x5B CS Blind p = must be 0x5B (unused)
- 0x5C CS Crack p = must be 0x5C (unused)
- 0x5D CS Hole p = must be 0x5D (unused)
- 0x5E CS Magma p = must be 0x5E (unused, produces volcano panels)
- 0x5F CS Swamp p = must be 0x5F (unused)
- 0x60 CS Barrier Delete p = must be 0x60 (unused)
- 0x61 CS Reset p = must be 0x61 (unused)
- 0x62 CS HP Bug p = must be 0x62
- 0x63 CS Magnet p = must be 0x63
- 0x64 CS Bubble p = must be 0x64
- 0x65 CS Coming Road p = must be 0x65
- 0x66 CS Delete p = must be 0x66
- 0x67 CS Going Road p = must be 0x67
- 0x68 CS Grass p = must be 0x68
- 0x69 CS Freeze p = must be 0x69
- 0x6A CS Ice p = must be 0x6A
- 0x6B CS Effect p = must be 0x6B (disables CS effects)
- 0x6C First Barrier p = must be 0x6C
- 0x6D First Barrier 100 p = must be 0x6D
- 0x6E First Barrier 200 p = must be 0x6E
- 0x6F First Bubble Wrap p = must be 0x6F
- 0x70 First Life Aura p = must be 0x70
- 0x71 First Nothing p = must be 0x71 (disables first barriers)
- 0x72 B+← Shield p = must be 0x72
- 0x73 B+← Reflector p = must be 0x73
- 0x74 B+← Anti Damage p = must be 0x74
- 0x75 B+← Magnet Field p = must be 0x75
- 0x76 B+← Fan p = must be 0x76
- 0x77 B+← Meteor 3 p = must be 0x77
- 0x78 B+← Risky Honey p = must be 0x78
- 0x79 B+← Machine Sword p = must be 0x79
- 0x7A B+← Nothing p = must be 0x7A (disables B+←)
- 0x7B Chip Recover p = amount of HP to heal
- 0x7C Chip Recover p = amount of HP to heal (unused, seems to be the same as 0x7B)
- 0x7D Fast Gauge p = must be 0x7D
- 0x7E Slow Gauge p = must be 0x7E
- 0x7F Normal Gauge p = must be 0x7F
- 0x80 Rush p = effect (0 = disabled, 1 = enabled)
- 0x81 Beat p = effect (0 = disabled, 1 = enabled)
- 0x82 Tango p = effect (0 = disabled, 1 = enabled)
- 0x83 Movement Bug p = effect (0 = disabled, 1 = enabled)
- 0x84 Move Crack p = must be 0x00 + probability (increments of 1/8; 0x00 = 0%, 0x08 = 100%)
- 0x85 Move Hole p = must be 0x10 + probability (increments of 1/8; 0x10 = 0%, 0x18 = 100%) (unused)
- 0x86 Move Water p = must be 0x20 + probability (increments of 1/8; 0x20 = 0%, 0x28 = 100%) (unused, produces normal panels)
- 0x87 Move Ice p = must be 0x30 + probability (increments of 1/8; 0x30 = 0%, 0x38 = 100%)
- 0x88 Move Grass p = must be 0x40 + probability (increments of 1/8; 0x40 = 0%, 0x48 = 100%)
- 0x89 Move Magnet p = must be 0x50 + probability (increments of 1/8; 0x50 = 0%, 0x58 = 100%) (unused, produces normal panels)
- 0x8A Move Holy p = must be 0x60 + probability (increments of 1/8; 0x60 = 0%, 0x68 = 100%) (unused)
- 0x8B Move Swamp p = must be 0x70 + probability (increments of 1/8; 0x70 = 0%, 0x78 = 100%) (unused)
- 0x8C Move Normal p = must be 0x80 + probability (increments of 1/8; 0x80 = 0%, 0x88 = 100%) (unused)
- 0x8D Panel Bug p = must be 0x90 (fixes panel movement bug; if you add probability then you will permanently erase panels by moving)
- 0x8E Buster Blank p = probabilities (0x?0 = buster jam probability, 0x0? = super shot probability (increments of 1/16; 0x00 = 0% for both, 0xF0 = 93.75% buster jam, 0x0F = 93.75% super shots, 0x88 = 50%/50% for both))
- 0x8F Charge Blank p = probability (0x?0 = super shot probability, increments of 1/16; 0x00 = 0%, 0xF0 = 93.75%) (unused)
- 0x90 Damage Blind p = must be 0x90 (unused)
- 0x91 Damage Confuse p = must be 0x91
- 0x92 Damage HP Bug p = must be 0x92
- 0x93 Damage Bug p = must be 0x93 (disables damage bugs)
- 0x94 Custom Damage p = amount
- 0x95 Emotion Bug p = effect (0 = disabled, 1 = enabled)
- 0x96 Battle HP Bug p = HP loss per second (max 7)
- 0x97 Custom HP Bug p = HP loss per second (max 7)
- 0x98 Status Bug p = level
- 0x99 Bug Stop p = effect (0 = disabled, 1 = enabled) (unused)
- 0x9A Chip Shuffle p = effect (0 = disabled, 1 = enabled)
- 0x9B Oil Body p = unused (unused, doesn't work)
- 0x9C Fish p = unused (unused, doesn't work)
- 0x9D Battery p = unused (unused, doesn't work)
- 0x9E Jungle p = unused (unused, doesn't work)
- 0x9F Search p = unused (unused, doesn't work)
- 0xA0 Heat Cross p = unused (unused, doesn't work)
- 0xA1 Elec Cross p = unused (unused, doesn't work)
- 0xA2 Slash Cross p = unused (unused, doesn't work)
- 0xA3 Erase Cross p = unused (unused, doesn't work)
- 0xA4 Charge Cross p = unused (unused, doesn't work)
- 0xA5 Spout Cross p = unused (unused, doesn't work)
- 0xA6 Tomahawk Cross p = unused (unused, doesn't work)
- 0xA7 Tengu Cross p = unused (unused, doesn't work)
- 0xA8 Ground Cross p = unused (unused, doesn't work)
- 0xA9 Dust Cross p = unused (unused, doesn't work)
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