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== Column layout (16 comma-separated ints) == {| class="wikitable" ! # !! Name !! Meaning |- | 1 || layer / kind || <code>0</code> β ground tree, <code>β 0</code> β air tree. In practice always β₯ 1 (no row is 0), so every row goes to the air tree β the gated-off path. |- | 2 || week || in-game week (1-based). <code>99</code> = recurring/any week β selects a separate keyframe layout. |- | 3 || day || in-game day (1-based). |- | 4 || hour || 0β23. |- | 5 || minute || 0β59. |- | 6 || second || 0β59. |- | 7 || aux param A || effect payload; only used when week β 99 (one-shot events). |- | 8 || aux param B || effect payload. |- | 9 || keyframe_count || <code>Effect_Def.keyframe_count</code> (struct off 40). |- | 10 || keyframe_start || <code>Effect_Def.keyframe_start</code> (struct off 44). |- | 11 || keyframe_end || <code>Effect_Def.keyframe_end</code> (struct off 48). |- | 12 || target id || object/node/zone the action runs on: <code>< 10000</code> β world object; <code>>= 10001</code> β map-area node = <code>world.wlist</code> record <code>id β 10001</code>; <code>11190</code> β zone. If <code>< 10000</code> it's decremented to a 0-based index. (struct off 56) |- | 13 || mode / action || which <code>Event_Dispatch</code> action runs (state change / sound / lighting+transition). Values 0, 1, 3 get special count handling (col 14). (struct off 60) |- | 14 || count / repeat || if <code>modeβ{1,3}</code> and <code>β 99</code> β <code>β1</code>; if <code>mode==0</code> and <code>==0</code> β <code>β1</code>. <code>99</code> kept as "infinite/any". (struct off 64) |- | 15 || aux param C || action payload (e.g. sound id / state value). (struct off 68) |- | 16 || aux param D || action payload. (struct off 52) |} Cols 9/10/11/13/14 map to named <code>Effect_Def</code> fields and col 12 is the dispatch target id. Cols 7/8/15/16 land in currently-unnamed <code>Effect_Def</code> offsets (32/36/52/68) and carry the per-action payload β treat these column-to-payload bindings as provisional.
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