Used to create full screen effects like flashes on kunai slashes
2A003F00 00000000 26000000 000D0009 00000001 00000033 00000000 00000001 40000000 00000002
Above creates screen effect type 9 on hit
Types with one extra word
0x08
0x0A
0x0E
0x1B
- One extra word - Aura ball in front of opponent0x1D
-0x1E
-0x23
- One extra word - Aura ball on opponent0x25
-0x26
- One extra word - Aura ball in front of opponent0x2C
- One extra word - Summon asuma?0x31
- One extra word - Twinkle and sparkle0x32
- One extra word - Aura ball in front of opponent0x35
- One extra word - Aura beam0x3B
-0x4A
-0x4C
- One extra word - Aura beam0x4E
-0x50
-0x54
-0x68
- One extra word - Summon asuma?0x6A
- One extra word0x76
- One extra word - Summon asuma?0x94
- One extra word - Summon asuma?0xC9
- One extra word - Aura beam0x144
- One extra word - Crash the game?
Types with two extra words
0x3A
- Aura ball on self
Used to create effects located on a character
Get operands by calling SEQ_RegCMD2, all versions seem to call with chr_p and seq_p_sp->field_0x24 The higher two bytes of the first word after the SEQ_RegCMD2 operands have been decoded decide which type of effect is created, the lower 2 should be either 0 or 1, 0 need different parameters, as of now all assumptions are for value 1
Third last word seems to always be 0
Second to last word is number of frames before the effect shows up
Last word is number of frames the effect is active
Example
2A012621 00060001 00031340 00000000 00000006 0000000A
Above creates character effect type 6 with data stored at offset 0x31340 in the seq file, it starts showing 6 frames after the function is called, and stays for 10 frames.
Example data being loaded
02040085 00000002 0000000A 00000004 00000000 00000000 00000000 00000008 0000000A 00000000 0000000E 41100000 C2280000 3F800000 FFFF80FF 0000000E 41100000 C0C00000 3F800000 FFC00028
Type 2
Used in Naruto Activated 3-Man X #52A012621
0002 (This type, 2 bytes)
0001
Data offset (4 bytes, offset in seq file)
00031480
00000804
00000010
00000001
3F866666
3F866666
FFFFFFFF
1414FF00
00000050
00000000
00000000
00000000
00000000
00000000
00000000
0000000A
41200000
00000000
C1700000
00000001
42700000
Type 5 glowing hands
Type 6 color trail
2A012621
0006 (This type, 2 bytes)
0001
Data offset (4 bytes, offset in seq file)
00000000
Starting frame (4 bytes)
Number of active frames (4 bytes)
(Used to instantiate struct)
02040085 //Header
00000002 //Number of loops in init
0000000A //This multiplied with value below stored as i16
00000004 //This stored as i16
(Values written to struct)
00000000
00000000
00000000
00000008
0000000A
00000000
(Split here)
0000000E
41100000
C2280000 //Size
3F800000
FFFF80FF //Color
(Second loop)
0000000E
41100000
C0C00000 //Size
3F800000
FFC00028 //Color
Type 7 claws
2A012621
0007 (This type, 2 bytes)
0001
Data offset (4 bytes, offset in seq file)
Bone to attach effect to (4 bytes)
00000000 (Unknown use, always 0)
Starting frame (4 bytes)
Number of active frames (4 bytes)
(Header)
00020085
(Used to initiate struct)
00000003 //Num loops in instantiation
00000008 //This multiplied with value below is stored twice in the new struct as i16 once and i32 once
00000003
(Written into struct)
00000000 //Stored as i16
00000008 //Stored as i16
0000000A //Stored as i32
(Alignment)
00000000
(Float point numbers below, looped in batches of four)
41800000
40C00000
00000000
41C00000
41900000
00000000
00000000
41F00000
41800000
C0C00000
00000000
41C00000