1,668 action scripts decoded from btlact.dat (TDAB chunk-stream). Each action is a sequence of typed parts — discrete trigger frames for animation, sound, visual effect, or movement. The format is Namco's frame-by-frame event-track model.
Each card is one combat script. The horizontal bars are parts — discrete frame-track events for animation, sound, effect, or movement — placed on a frame timeline (30-frame ticks; the engine runs the game world at 60 fps so a tick ≈ 0.5 s). Trigger relationships between parts are resolved transitively: a part that "starts when part 0 ends" is positioned accordingly. The text rows below each timeline show every part's named payload.
action 1flag=0 · 1 part
move
030
animsoundeffectmoveframes →
move(no payload)
action 2flag=1 · 1 part
B_DAMAGE
03060
animsoundeffectmoveframes →
animanim_name=B_DAMAGE · end_time=40
action 3flag=1 · 1 part
B_DEAD
030
animsoundeffectmoveframes →
animanim_name=B_DEAD
action 4flag=0 · 2 parts
B_SPELLCAST
effect#400200
030
animsoundeffectmoveframes →
animanim_name=B_SPELLCAST
effecteffect_id=400200
action 5flag=0 · 2 parts
B_SUMMONS
SE_USE_ITEM
030
animsoundeffectmoveframes →
animanim_name=B_SUMMONS
soundsound_name=SE_USE_ITEM
action 6flag=1 · 2 parts
move(-4,0)
B_DAMAGE
030
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DAMAGE · end_time=30
action 7flag=1 · 2 parts
move(-2,0)
B_PIYORI
0306090120150180
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_PIYORI · end_time=180
action 8flag=1 · 2 parts
move(-2,0)
B_DEAD
0306090120150180
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DEAD · end_time=180
action 9flag=0 · 1 part
B_WIN_A
030
animsoundeffectmoveframes →
animanim_name=B_WIN_A
action 10flag=1 · 4 parts
move(-3,-10)
B_DAMAGE
B_DEAD
effect#200000
0306090120
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DAMAGE
animanim_name=B_DEAD · end_time=120
effecteffect_id=200000
action 11flag=1 · 3 parts
move(-7,0)
B_DEAD
effect#200000
0306090120
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DEAD · end_time=120
effecteffect_id=200000
action 12flag=1 · 2 parts
move(0,-10)
B_DAMAGE
03060
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DAMAGE · end_time=40
action 13flag=1 · 4 parts
move(0,-15)
B_DAMAGE
B_DEAD
effect#200000
0306090120
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DAMAGE
animanim_name=B_DEAD · end_time=120
effecteffect_id=200000
action 14flag=1 · 2 parts
B_DAMAGE
move(-2,-6)
030
animsoundeffectmoveframes →
animanim_name=B_DAMAGE
move(no payload)
action 15flag=0 · 2 parts
B_WAIT
effect#400000
030
animsoundeffectmoveframes →
animanim_name=B_WAIT
effecteffect_id=400000
action 16flag=0 · 6 parts
move(1,-10)
B_JUMP_ATTACK
move
B_JUMP_DOWN
B_WAIT
SE_SLASH1
030
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_JUMP_ATTACK
move(no payload)
animanim_name=B_JUMP_DOWN
animanim_name=B_WAIT · end_time=1
soundsound_name=SE_SLASH1
action 17flag=0 · 2 parts
B_SPELLCAST
effect#400000
030
animsoundeffectmoveframes →
animanim_name=B_SPELLCAST
effecteffect_id=400000
action 18flag=0 · 2 parts
B_SPELLCAST
effect#400100
030
animsoundeffectmoveframes →
animanim_name=B_SPELLCAST
effecteffect_id=400100
action 19flag=0 · 2 parts
B_SPELLCAST
effect#400200
030
animsoundeffectmoveframes →
animanim_name=B_SPELLCAST
effecteffect_id=400200
action 20flag=0 · 2 parts
B_SPELLCAST
effect#400300
030
animsoundeffectmoveframes →
animanim_name=B_SPELLCAST
effecteffect_id=400300
action 21flag=0 · 2 parts
B_SPELLCAST
effect#400400
030
animsoundeffectmoveframes →
animanim_name=B_SPELLCAST
effecteffect_id=400400
action 22flag=0 · 2 parts
B_SPELLCAST
effect#400500
030
animsoundeffectmoveframes →
animanim_name=B_SPELLCAST
effecteffect_id=400500
action 23flag=0 · 2 parts
B_SPELLCAST
effect#400000
030
animsoundeffectmoveframes →
animanim_name=B_SPELLCAST
effecteffect_id=400000
action 24flag=1 · 4 parts
move(-3,-10)
B_DAMAGE
B_DEAD
effect#200000
0306090120150180210240
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DAMAGE
animanim_name=B_DEAD · end_time=240
effecteffect_id=200000
action 25flag=1 · 3 parts
move(-7,0)
B_DEAD
effect#200000
0306090120150180210240
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DEAD · end_time=240
effecteffect_id=200000
action 26flag=1 · 4 parts
move(0,-15)
B_DAMAGE
B_DEAD
effect#200000
0306090120150180210240
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DAMAGE
animanim_name=B_DEAD · end_time=240
effecteffect_id=200000
action 27flag=1 · 2 parts
move(-3,0)
B_DAMAGE
030
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DAMAGE · end_time=25
action 28flag=1 · 2 parts
move(-2,0)
B_DAMAGE
030
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DAMAGE · end_time=20
action 29flag=1 · 2 parts
move(-2,0)
B_DAMAGE
030
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DAMAGE · end_time=15
action 30flag=1 · 2 parts
move(-2,0)
B_DAMAGE
030
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DAMAGE · end_time=15
action 31flag=1 · 4 parts
move(-3,-8)
B_DAMAGE
B_DEAD
effect#200000
0306090120
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DAMAGE
animanim_name=B_DEAD · end_time=120
effecteffect_id=200000
action 32flag=1 · 4 parts
move(-4,-3)
B_DAMAGE
effect#200000
move
030
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DAMAGE · end_time=25
effecteffect_id=200000
moveend_time=20
action 33flag=0 · 2 parts
B_SPELLCAST
effect#944
030
animsoundeffectmoveframes →
animanim_name=B_SPELLCAST
effecteffect_id=944
action 34flag=0 · 1 part
B_DAMAGE
030
animsoundeffectmoveframes →
animanim_name=B_DAMAGE · end_time=17
action 35flag=1 · 2 parts
move(-2,-2)
B_DEAD
0306090
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DEAD · end_time=75
action 36flag=1 · 2 parts
move(-2,-2)
B_DEAD
0306090
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_DEAD · end_time=75
action 37flag=1 · 4 parts
B_DAMAGE
move(-2,-6)
B_DEAD
effect#3001
0306090120
animsoundeffectmoveframes →
animanim_name=B_DAMAGE · end_time=60
moveend_time=30
animanim_name=B_DEAD · end_time=120
effecteffect_id=3001
action 38flag=1 · 4 parts
B_DAMAGE
move(-2,-6)
B_DEAD
effect#200000
0306090120
animsoundeffectmoveframes →
animanim_name=B_DAMAGE · end_time=60
moveend_time=30
animanim_name=B_DEAD · end_time=120
effecteffect_id=200000
action 41flag=0 · 2 parts
B_SPELLCAST
effect#400600
030
animsoundeffectmoveframes →
animanim_name=B_SPELLCAST
effecteffect_id=400600
action 10002flag=0 · 1 part
B_RUN
030
animsoundeffectmoveframes →
animanim_name=B_RUN
action 10003flag=1 · 6 parts
move(1,-10)
B_JUMP_ATTACK
move
B_JUMP_DOWN
B_WAIT
SE_SLASH1
030
animsoundeffectmoveframes →
move(no payload)
animanim_name=B_JUMP_ATTACK
move(no payload)
animanim_name=B_JUMP_DOWN
animanim_name=B_WAIT · end_time=1
soundsound_name=SE_SLASH1
action 10004flag=0 · 2 parts
B_ATTACK1_A
SE_SLASH1
030
animsoundeffectmoveframes →
animanim_name=B_ATTACK1_A
soundsound_name=SE_SLASH1
action 10005flag=0 · 2 parts
B_ATTACK1_B
SE_SLASH1
030
animsoundeffectmoveframes →
animanim_name=B_ATTACK1_B
soundsound_name=SE_SLASH1
action 10006flag=0 · 2 parts
B_ATTACK1_C
SE_SLASH1
030
animsoundeffectmoveframes →
animanim_name=B_ATTACK1_C
soundsound_name=SE_SLASH1
action 10007flag=0 · 2 parts
B_ATTACK1_D
SE_SLASH1
030
animsoundeffectmoveframes →
animanim_name=B_ATTACK1_D
soundsound_name=SE_SLASH1
action 10008flag=0 · 2 parts
B_ATTACK2_A
SE_SLASH1
030
animsoundeffectmoveframes →
animanim_name=B_ATTACK2_A
soundsound_name=SE_SLASH1
action 10009flag=0 · 2 parts
B_ATTACK2_B
SE_SLASH1
030
animsoundeffectmoveframes →
animanim_name=B_ATTACK2_B
soundsound_name=SE_SLASH1
action 10010flag=0 · 2 parts
B_ATTACK2_C
SE_SLASH1
030
animsoundeffectmoveframes →
animanim_name=B_ATTACK2_C
soundsound_name=SE_SLASH1
action 10011flag=0 · 2 parts
B_ATTACK2_D
SE_SLASH1
030
animsoundeffectmoveframes →
animanim_name=B_ATTACK2_D
soundsound_name=SE_SLASH1
action 10012flag=0 · 3 parts
B_CHIRISAZAME
effect#600500
effect#707000
0306090
animsoundeffectmoveframes →
animanim_name=B_CHIRISAZAME
effecteffect_id=600500 · end_time=80
effecteffect_id=707000
action 10013flag=0 · 1 part
B_GUARD
0306090120150180
animsoundeffectmoveframes →
animanim_name=B_GUARD · end_time=180
action 10014flag=0 · 2 parts
B_WIN_A
effect#800000
0306090
animsoundeffectmoveframes →
animanim_name=B_WIN_A · end_time=70
effecteffect_id=800000
action 10015flag=0 · 1 part
B_CHIRISAZAME
030
animsoundeffectmoveframes →
animanim_name=B_CHIRISAZAME
action 10016flag=0 · 3 parts
B_WIN_B
effect#917000
SE_RECOVER
03060
animsoundeffectmoveframes →
animanim_name=B_WIN_B · end_time=60
effecteffect_id=917000
soundsound_name=SE_RECOVER
action 10017flag=0 · 2 parts
B_WIN_B
SE_FREEZE2
030
animsoundeffectmoveframes →
animanim_name=B_WIN_B
soundsound_name=SE_FREEZE2
action 10018flag=0 · 2 parts
B_WIN_B
SE_FREEZE2
030
animsoundeffectmoveframes →
animanim_name=B_WIN_B
soundsound_name=SE_FREEZE2
action 10019flag=0 · 9 parts
B_WIN_B
SE_FREEZE2
effect#1032100
effect#1032101
move
effect#1032101
move
effect#1032101
move
03060
animsoundeffectmoveframes →
animanim_name=B_WIN_B
soundsound_name=SE_FREEZE2
effecteffect_id=1032100
effecteffect_id=1032101 · end_time=30
moveend_time=33
effecteffect_id=1032101 · end_time=30
moveend_time=13
effecteffect_id=1032101 · end_time=30
moveend_time=13
action 10020flag=0 · 2 parts
B_WIN_B
SE_FREEZE2
030
animsoundeffectmoveframes →
animanim_name=B_WIN_B
soundsound_name=SE_FREEZE2
action 10021flag=0 · 5 parts
B_WIN_B
SE_BAZOOKA1
effect#1025000
SE_EXPLOSION2
move
0306090120150
animsoundeffectmoveframes →
animanim_name=B_WIN_B
soundsound_name=SE_BAZOOKA1
effecteffect_id=1025000
soundsound_name=SE_EXPLOSION2
moveend_time=130
action 20001flag=0 · 2 parts
B_ATTACK1_A
effect#10005701
030
animsoundeffectmoveframes →
animanim_name=B_ATTACK1_A
effecteffect_id=10005701
action 310001flag=0 · 2 parts
B_ATTACK1_A
effect#600500
030
animsoundeffectmoveframes →
animanim_name=B_ATTACK1_A
effecteffect_id=600500
action 310005flag=0 · 1 part
B_DAMAGE
0306090120150180210240270300
animsoundeffectmoveframes →
animanim_name=B_DAMAGE · end_time=300
action 310006flag=0 · 2 parts
B_SPECIAL_28
effect#703001
03060
animsoundeffectmoveframes →
animanim_name=B_SPECIAL_28 · end_time=60
effecteffect_id=703001
action 310007flag=0 · 2 parts
B_SPECIAL_26
effect#703001
03060
animsoundeffectmoveframes →
animanim_name=B_SPECIAL_26 · end_time=60
effecteffect_id=703001
action 500001flag=0 · 7 parts
B_SPECIAL_09
effect#803000
move
move(4,0)
effect#600500
move(4,0)
effect#1806014
03060
animsoundeffectmoveframes →
animanim_name=B_SPECIAL_09
effecteffect_id=803000
moveend_time=50
moveend_time=30
effecteffect_id=600500
moveend_time=30
effecteffect_id=1806014
action 500002flag=0 · 5 parts
B_SPECIAL_19
effect#802000
move(4,0)
effect#600500
effect#1806014
030
animsoundeffectmoveframes →
animanim_name=B_SPECIAL_19
effecteffect_id=802000
moveend_time=30
effecteffect_id=600500
effecteffect_id=1806014
action 500003flag=0 · 6 parts
B_SPECIAL_07
move
effect#804000
move(3,-7)
effect#600500
effect#1806014
03060
animsoundeffectmoveframes →
animanim_name=B_SPECIAL_07
moveend_time=10
effecteffect_id=804000
moveend_time=40
effecteffect_id=600500
effecteffect_id=1806014
action 500004flag=0 · 3 parts
B_SUMMONS
effect#819000
effect#600500
030
animsoundeffectmoveframes →
animanim_name=B_SUMMONS
effecteffect_id=819000
effecteffect_id=600500
action 500005flag=0 · 6 parts
B_SPECIAL_20
move
effect#705000
move(4,-8)
effect#600500
effect#1806014
03060
animsoundeffectmoveframes →
animanim_name=B_SPECIAL_20
moveend_time=10
effecteffect_id=705000
moveend_time=50
effecteffect_id=600500
effecteffect_id=1806014
action 500006flag=0 · 8 parts
B_SPECIAL_02
B_SPECIAL_21
effect#805000
move
move(0,-11)
move(6,0)
effect#600500
effect#1806014
030
animsoundeffectmoveframes →
animanim_name=B_SPECIAL_02 · end_time=15
animanim_name=B_SPECIAL_21
effecteffect_id=805000
moveend_time=10
moveend_time=25
moveend_time=30
effecteffect_id=600500
effecteffect_id=1806014
action 500007flag=0 · 3 parts
B_WIN_B
effect#819100
effect#600500
03060
animsoundeffectmoveframes →
animanim_name=B_WIN_B · end_time=45
effecteffect_id=819100
effecteffect_id=600500
action 500008flag=0 · 3 parts
B_SUMMONS
effect#819200
effect#600500
030
animsoundeffectmoveframes →
animanim_name=B_SUMMONS
effecteffect_id=819200
effecteffect_id=600500
action 500009flag=0 · 5 parts
B_ATTACK2_C
effect#806000
move(4,0)
effect#600500
effect#1806014
030
animsoundeffectmoveframes →
animanim_name=B_ATTACK2_C
effecteffect_id=806000
moveend_time=30
effecteffect_id=600500
effecteffect_id=1806014
action 500010flag=0 · 7 parts
B_SPECIAL_10
effect#807000
move
move(2,-8)
move(0,-6)
effect#600500
effect#1806014
03060
animsoundeffectmoveframes →
animanim_name=B_SPECIAL_10
effecteffect_id=807000
moveend_time=10
moveend_time=40
moveend_time=30
effecteffect_id=600500
effecteffect_id=1806014
action 500011flag=0 · 7 parts
B_SPECIAL_05
effect#808000
B_WAIT
move(3,0)
move(3,-8)
effect#600500
effect#1806014
0306090120
animsoundeffectmoveframes →
animanim_name=B_SPECIAL_05 · end_time=105
effecteffect_id=808000
animanim_name=B_WAIT · end_time=10
moveend_time=60
moveend_time=10
effecteffect_id=600500
effecteffect_id=1806014
action 500012flag=0 · 8 parts
B_SPECIAL_00
move
move(0,-8)
move(0,-10)
B_JUMP_DOWN
effect#814000
B_LANDING
effect#1806014
03060
animsoundeffectmoveframes →
animanim_name=B_SPECIAL_00 · end_time=60
moveend_time=10
move(no payload)
move(no payload)
animanim_name=B_JUMP_DOWN · end_time=30
effecteffect_id=814000
animanim_name=B_LANDING · end_time=30
effecteffect_id=1806014
action 500013flag=0 · 15 parts
B_SPECIAL_22
move(3,0)
move(3,0)
move(3,0)
move(3,0)
move(2,-9)
effect#817000
effect#817002
effect#817002
effect#817002
effect#817002
effect#817001
effect#600500
effect#1806014
effect#1806014
03060
animsoundeffectmoveframes →
animanim_name=B_SPECIAL_22
moveend_time=40
moveend_time=30
moveend_time=30
moveend_time=15
moveend_time=45
effecteffect_id=817000
effecteffect_id=817002
effecteffect_id=817002
effecteffect_id=817002
effecteffect_id=817002
effecteffect_id=817001
effecteffect_id=600500
effecteffect_id=1806014
effecteffect_id=1806014
action 500014flag=0 · 6 parts
B_SPECIAL_23
move
move(3,-7)
move(5,0)
effect#809000
effect#1806014
03060
animsoundeffectmoveframes →
animanim_name=B_SPECIAL_23 · end_time=60
moveend_time=10
moveend_time=45
moveend_time=30
effecteffect_id=809000
effecteffect_id=1806014
action 500015flag=0 · 11 parts
effect#810000
move
B_SPECIAL_02
B_SPECIAL_26
move
move(0,-9)
move(3,0)
move(-3,-9)
move(5,0)
effect#600500
effect#1806014
0306090120150180
animsoundeffectmoveframes →
effecteffect_id=810000
moveend_time=30
animanim_name=B_SPECIAL_02 · end_time=10
animanim_name=B_SPECIAL_26 · end_time=120
moveend_time=40
moveend_time=35
moveend_time=25
moveend_time=30
moveend_time=10
effecteffect_id=600500 · end_time=160
effecteffect_id=1806014
action 500016flag=0 · 3 parts
B_WIN_B
effect#819100
effect#600500
03060
animsoundeffectmoveframes →
animanim_name=B_WIN_B · end_time=45
effecteffect_id=819100
effecteffect_id=600500
Action IDs span 1..90 001 610 in clusters: 39 generic baseline actions (1–99), 277 NPC/enemy combat scripts (100k–1M), and a 1 325-action main-character combo bank in the 90001xxx namespace (matches the B_ATTACK1_* / B_SPECIAL_* animation vocabulary). The equipment ↔ action JOIN — which weapon plays which combo — is not in CRSD (we checked); it likely lives inside TDAB itself as an unsurfaced per-action owner field, or in a .cpd manifest of the right row count.