I don't know if this has been discussed already, but there are a lot of pages in this thread and I can't find this anywhere - how does the hitbox property mod data work? That is, what parts of the hex bytes are the characters, which parts are the move being modified, damage, etc.?
Edit:
I found it, but I'm not sure how you know which action id goes to what move...
Hitbox Property Mod Engine V1.1 [Phantom Wings, spunit262]
C2744930 00000017
3CA08180 80FC0028
81070008 8108FFFC
7C082800 40800098
81080030 80DE0020
5106C00E 80BE0000
50A6821E 80BE0018
50A6442E 80E7007C
80E70038 813E0030
5127C0CE 80BE0014
50A76226 390204CC
85480014 81680004
7D455B79 41820050
7C0A3000 4082FFEC
7C0B3800 4082FFE4
88A80008 90BE0000
88A80009 90BE0018
88A8000A 90BE0020
88A8000B 50A906FE
913E0030 A0A8000C
90BE0014 80A80010
2C05FFFF 41820008
90BE0034 7F66DB78
60000000 00000000
Hitbox Property Mod Data [Phantom Wings, spunit262]
065A9800 00000014
GGHHIIJJ KKLLLMMM
NNOOPPQQ RRRR0000
SSSSSSSS 00000000
GG character id
HH original damage
II original KB gain
JJ original Base KB
KK original Element
LLL original launch angle
MMM action id
NN new damage
OO new KB gain
PP new Base KB
QQ new Element
RRRR new launch angle
SSSSSSSS new SFX
Launch angle is in degree and some values over 360 have special
meaning (361=20, 362=0, 363=270, 364=10? 365=no launch)