Check the .rel file for the hitboxes.
Thanks. I'll look in to that over the next few days while I'm off from work.
Larger values (usually 420 and up) seem to be time in milliseconds (or maybe time in frame rate). Either way 600 = ~10 sec and so on.
Using BrawlBox, here are the lines I've gotten results changing:
1] 0.01
changing to 0 freezes the 2 moving platforms. Will test other values soon.
7] 600
8] 1800
How long the floor stays broken. These two are tied together. It seems to generate a random value between the two numbers regardless of which is higher. Setting both to 0 makes the floor break and restore instantly, causing no fall through.
Haven't tested if this interrupts ledge hanging or grabs.
I assume there's still a chance that players can fall through the stage in the quick transition, but it hasn't happened to me yet.
Still need to test negative numbers.
15] 900
The amount of time Dialga spends away from the stage. The timer starts at 0 at the beginning of the match and begins again every time Dialga disappears. Lowering this makes him appear more often (0 meaning a near instant return upon leaving). Increasing it of course makes it take longer for him to show up.
Still need to test negative numbers. It may turn him off completely.
16] 1200
The delay between Dialga's attacks. Setting this to 0 makes him attack constantly. Pretty cool to watch, actually.
Still need to test negative numbers.
17] 5400
18] 7200
The amount of time Dialga stays on the stages. Just like the breaking floor, it seems to pick a random value between these two variables. Setting both to 0 will make him leave after doing 1 attack. He will -always- do 1 attack before disappearing again.
Still need to test negative numbers.
48] 420
49] 720
How long time slow lasts. Again, it's a range between the two for how long it lasts. The amount of time the slow down lasts will always be double the value you put in. 720 should be ~12 seconds, but on average it lasts 15-24 seconds in game. This also effects the breaking floor if Dialga does it while slow time is in effect, which can mean falling through it.
Still need to test negative numbers.
59] 420
60] 600
61] 420
62] 600
63] 420
64] 600
I -think- these are the timer values for how long the 3 emotion pokemon will stay on the stage if they show up. Hopefully they'll show up while I have these values set high... or better yet maybe I'll find the random chance modifiers for stuff like that in the STDT values.
I'll post more if I find anything new.