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Zero-Spark JSON Fields

The document outlines a series of functions for character customization in a game, including creating characters, setting transformations, and customizing costumes. It details various field types such as ID, Enum, Bool, String, Integer, Float, and Path, which are used to input specific data for each function. Each function has defined parameters that dictate how characters and their attributes can be modified within the game environment.

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Arjuna VR
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0% found this document useful (1 vote)
221 views6 pages

Zero-Spark JSON Fields

The document outlines a series of functions for character customization in a game, including creating characters, setting transformations, and customizing costumes. It details various field types such as ID, Enum, Bool, String, Integer, Float, and Path, which are used to input specific data for each function. Each function has defined parameters that dictate how characters and their attributes can be modified within the game environment.

Uploaded by

Arjuna VR
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CreateCharacter

CustomizeCharacter
SetTransformation
SetCostume
SetUIData
SetFateData
SetLevelSequence
SetCombinationLevelSequence
SetAdditionalBlast
SetAccesory
SetAudioFiles
ReplaceAction
RemoveAction
ReplacePatternSubtitleCall
SetEffects add

Field types :
ID : In this kind of field you have to type Character IDs, example “0000_11” (Goku Mid Super
Saiyan ID), with quotation marks. Character IDs are found here.
Enum : In this kind of field you must type a string out of a list of available options, the options
are listed next to the field in the list below, with quotation marks.
Bool : In this field the two valid contents are true and false, without quotation marks.
String : Here you input a string, be it to be used as text or as a key, with quotation marks.
Integer : In this kind of field you input whole numbers, without quotation marks.
Float : In this kind of field you input decimals, without quotation marks.
Path : In this kind of field you input object paths, with quotation marks.

CreateCharacter
NewCharacterID - ID Field
BaseCharacterID - ID Field
UnlockType - Enum Field // (“Defaut”, “Non”, “Shop”, “Dlc”, “Battle”)
CloneCostumes - Bool Field
CloneItems - Bool Field
CopyName - ID Field
UseShortNameForCopy - Bool Field
Name - String Field
CopyFormName - ID Field
FormName - String Field
CopyRosterPosition - ID Field
RosterPosition - Integer Field
DP - Integer Field
SamePerson - ID Field
Filters - ID Field

CustomizeCharacter
TargetCharacterID - ID Field
IntroAnimation - ID Field
IdleMovement - ID Field
ChargeAnimation - ID Field
AuraFX - ID Field
KaiokenAura - ID Field
Throw - ID Field
Blast1 - ID Field
Blast2 - ID Field
Skill1 - ID Field
Skill2 - ID Field
Ultimate - ID Field
WinAnimation - ID Field
BattleAlwaysAuraKey - String Field // Keys are found here.
AlwaysAuraKey - String Field // Keys are found here.
NumericStats - ID Field

SetTransformation
TargetCharacterID - ID Field
AddTransformationInsteadOfReplace - Bool Field
SlotNumber - Integer Field
Panel - Integer Field
SelectAnimationToCopy - Integer Field // 0 = “Powering Up 1”, 1 = “Powering Up 2”, 2 =
“Powering Up 3”, 3 = “Powering Down”, 4 = “Fusion”, 5 = “Potara”, 6 = “Powering Up 2 (Alt)”, 7 =
“Powering Up 3 (Alt)”
CopyPart1TransformationAnimationFrom - ID Field
CopyPart2TransformationAnimationFrom - ID Field
AnimationSlotToOverwrite - Integer Field // 0 = “Powering Up 1”, 1 = “Powering Up 2”, 2 =
“Powering Up 3”, 3 = “Powering Down”, 4 = “Powering Down (Alt) (Use this if you’re placing a
Powering Up animation)”
SupportCharacter - ID Field
ResultingCharacter - ID Field
ConsumeBlastStock - Integer Field
HPRecovery - Float Field

Example below.

SetCostume
TargetCharacterID - ID Field
AddAsNewItem - Bool Field
AddInEmptySlot - Bool Field
SortID - Integer Field
IconPath - Path Field // Path to Texture goes here (ex. below)
BPCHRPath - Path Field // Path to BPCHR BP goes here
BPCHRPathDamage - Path Field // Path to BPCHR BP goes here
BPCHRPathDamage2 - Path Field // Path to BPCHR BP goes here
OutfitDescription - String Field
UnlockType - Enum Field // (“Defaut”, “Non”, “Shop”, “Dlc”, “Battle”)

Example below.

SetUIData
TargetCharacterID - ID Field
FaceChip1P - Path Field // Path to Texture goes here
FaceChip2P - Path Field // Path to Texture goes here
FaceChipCharacterSelect1P - Path Field // Path to Texture goes here
FaceChipCharacterSelect2P - Path Field // Path to Texture goes here
FaceChipTransformation - Path Field // Path to Texture goes here
CharacterSelectAnimation - ID Field

SetFateData
TargetCharacterID - ID Field
CopyInteractionsFrom - ID Field
CopySpecialInteractions - Bool Field
MoraleType - Enum Field // (“Justice”, “Evil”, “Neither”)
TurnNoneTo - Enum Field // (“None”, “Friend”, “Enemy”, “Unknown”, “Rival”, “Great Ape”, “Mirror”,
“Max”)
TurnFriendTo - Enum Field // (“None”, “Friend”, “Enemy”, “Unknown”, “Rival”, “Great Ape”, “Mirror”,
“Max”)
TurnEnemyTo - Enum Field // (“None”, “Friend”, “Enemy”, “Unknown”, “Rival”, “Great Ape”, “Mirror”,
“Max”)
TurnUnknownTo - Enum Field // (“None”, “Friend”, “Enemy”, “Unknown”, “Rival”, “Great Ape”, “Mirror”,
“Max”)
TurnRivalTo - Enum Field // (“None”, “Friend”, “Enemy”, “Unknown”, “Rival”, “Great Ape”,
“Mirror”, “Max”)
TurnGreatApeTo - Enum Field // (“None”, “Friend”, “Enemy”, “Unknown”, “Rival”, “Great Ape”, “Mirror”,
“Max”)
TurnMirrorTo - Enum Field // (“None”, “Friend”, “Enemy”, “Unknown”, “Rival”, “Great Ape”, “Mirror”,
“Max”)
TurnMaxTo - Enum Field // (“None”, “Friend”, “Enemy”, “Unknown”, “Rival”, “Great Ape”, “Mirror”, “Max”)

SetLevelSequence
TargetCharacterID - ID Field
ActionKey - String Field
AnimMontage - Path Field
LevelSequence - Path Field

SetCombinationLevelSequence
TargetCharacterID - ID Field
ActionKey - String Field
AnimMontage - Path Field
LevelSequence - Path Field

SetAdditionalBlast
TargetCharacterID - ID Field
AbilityToSwap - Enum Field // (“Skill 1”, “Skill 2”, “Blast 1”, “Blast 2”, “Ultimate”)
SourceCharacterID - ID Field
UseModifiedBulletVisual - Bool Field

SetAccesory
TargetCharacterID - ID Field
AccesoryCall - String Field
SortID - Integer Field
IconPath - Path Field
Name - String Field
OutfitDescription - String Field
ItemID - String Field

SetAudioFiles
TargetCharacterID - ID Field
Japanese - Path Field // Path to ACB goes here
English - Path Field // Path to ACB goes here
SFX - Path Field // Path to ACB goes here

ReplaceAction
TargetCharacterID - ID Field
SourceCharacterID - Array Field
ArrayOfActionsToReplace - Fill this field with an Array of Action Keys, the ones you wanna
swap

RemoveAction
TargetCharacterID - ID Field
ArrayOfActionsToRemove - Fill this field with an Array of Action Keys, the ones you wanna
remove

ReplacePatternSubtitleCall
TargetCharacterID - ID Field
StringToBeReplaced - Array Field // Input the number as a string of exactly 4 character, use 0s in front if
needed.
StringToBeReplacedBy- Array Field // Input the number as a string of exactly 4 character, use 0s in front if
needed.
HiddenSubtitles- Bool Field

Example below.

SetEffects
TargetCharacterID - ID Field
EffectsToReplace - Array of path fields, format below.

Example below.

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