Zero-Spark JSON Fields
Zero-Spark JSON Fields
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.