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Documentation:Script Tags

From LMHack

Author(s)

weirdboo, opeyx, ShaneMGD, CyrusHedgehog

Description

A list describing every event script tag in the game, including their syntax.

Master Actor Tags

Tags that can affect all actors at once.

Tag Syntax Description
ALLNOCONTROL <ALLNOCONTROL> Freezes all actors in place but allows all current actor animations to play out before freezing. Animations that are set to loop will continue looping indefinitely while this tag is active.
ALLCONTROL <ALLCONTROL> Frees all actors from <ALLNOCONTROL>. This tag can also free all actors from <STOP> and Luigi from <LUIGISTOP>.
ALLSTOP <ALLSTOP> Completely freezes all actors in place.
ALLSTART <ALLSTART> Frees all actors from <ALLSTOP>.
CANCEL <CANCEL> Prevents all actors' form shadows from resetting once the event ends.

Actor Tags

These tags can only be used on one actor at a time. If you want to use any of these on Luigi, be sure to use demo_luigi as the CodeName.

Tag Syntax Description
ACT <ACTOR>"CodeName"
<ACT>"AnimationName"
Tells the actor to use a KEY animation from the key folder of its model archive. If using this tag on Luigi, the <LUIGISTOP> or <STOP> tag must be used beforehand. Note that the animation name specified must match the internal name of the animation in Start.dol. If an internal name doesn't exist, the animation can't be called.
ACTIVE <ACTOR>"CodeName"
<ACTIVE>
Frees the actor from the effects of <ALLSTOP>.
ALPHA <ACTOR>"CodeName"
<ALPHA>(#)
Slowly fades the actor's alpha (transparency) to the value (#) specified. A value of 255 is completely solid, while a value of 0 is completely invisible.
ALPHAF <ACTOR>"CodeName"
<ALPHAF>(#)
Instantly sets the actor's alpha (transparency) to the value (#) specified. A value of 255 is completely solid, while a value of 0 is completely invisible.
SETCLEANER <ACTOR>"CodeName"
<SETCLEANER>"vhead""vbody"
Attaches the Poltergust to the actor. Both the vhead and vbody actors must be spawned via characterinfo prior to the execution of this tag. This must be done since the Poltergust that gets attached to an actor via <SETCLEANER> cannot be Luigi's.
BEAM <ACTOR>"CodeName"
<BEAM>
Attaches a vacuum suction beam to the specified actor. This beam will come from the Poltergust given to an actor with <SETCLEANER>.
BEAMCUT <ACTOR>"CodeName"
<BEAMCUT>
Disables the vacuum suction beam previously attached with <BEAM>.
BODYOFF <ACTOR>"CodeName"
<BODYOFF>
Disables visibility of the MDL model for the actor only if it has a GEB (ambient glow) file in its model archive. If used with any actors that don't have a GEB file, this tag will do nothing. If used with Luigi, he and his equipment will become invisible.
BODYON <ACTOR>"CodeName"
<BODYON>
(UNUSED) Enables visibility of the MDL model for the actor. If Luigi was previously made invisible, this tag will make him visible again, but his equipment (GBH, flashlight, and Poltergust) will stay invisible.
COLOFF <ACTOR>"CodeName"
<COLOFF>
Disables collision detection for the actor.
COLON <ACTOR>"CodeName"
<COLON>
Enables collision detection for the actor.
DISPOFF <ACTOR>"CodeName"
<DISPOFF>
Makes the actor invisible. If used with Luigi, he and his equipment will become invisible.
DISPON <ACTOR>"CodeName"
<DISPON>
Makes the actor visible. If Luigi was previously made invisible, this tag will make him and his equipment visible again.
FREE <ACTOR>"CodeName"
<FREE>
Unfreezes the actor if it was previously frozen with <STOP> or <ALLNOCONTROL>. This tag can also free Luigi from <LUIGISTOP>.
HP <ACTOR>"CodeName"
<HP>(#)
Sets the actor's HP value to this number (#). This value ignores the actor's max HP amount listed in its PRM file. If the number given is 0, the actor will be killed, and if used on Luigi, a game over will occur. If used on an actor with no HP stat, nothing will happen.
KILL <ACTOR>"CodeName"
<KILL>
Kills the actor. If the actor's render type is an odd number (eg: Neville), it will be killed permanently. Tags will no longer work with this actor. <KILL> can also be used on Luigi to cause a game over.
LOOK <ACTOR>"CodeName"
<LOOK>"CodeName2"
Makes the actor turn to look in the direction of another actor.
MASKOFF <ACTOR>"CodeName"
<MASKOFF>
Disables the actor's cast shadow (the shadow the actor creates when lightning hits).
MASKON <ACTOR>"CodeName"
<MASKON>
Enables the actor's cast shadow (the shadow the actor creates when lightning hits).
PATH <ACTOR>"CodeName"
<PATH>"PathName"
Tells the actor to follow a path from the path folder of the actor's model archive.
POS <ACTOR>"CodeName"
<POS>(x)(y)(z)
Instantly moves the actor to the position specified.
SHADOWOFF <ACTOR>"CodeName"
<SHADOWOFF>
Disables the actor's form shadows (the shadows on the model itself).
SHADOWON <ACTOR>"CodeName"
<SHADOWON>
Enables the actor's form shadows (the shadows on the model itself).
STOP <ACTOR>"CodeName"
<STOP>
Completely freezes the actor in place, disabling all interactions with other actors.

Luigi Tags

These tags only act on Luigi and cannot be used with any other actors.

Tag Syntax Description
FORCEMOVE <FORCEMOVE>(x)(y)(z)(#) Forces Luigi to walk to the position specified in the number of frames (#) specified. The speed at which Luigi walks will be calculated by this simple formula: n = w ÷ f, where "w" is the number of units Luigi needs to walk, and "f" is the number of frames Luigi has to walk there, yielding a walking speed of "n" units per frame. This tag will not work if Luigi is currently under the effects of <ALLSTOP>, <ALLNOCONTROL>, <STOP>, or <LUIGISTOP>. This tag can NOT move Luigi in the positive direction on the Z axis (towards the screen).
GAMEBOYOFF <GAMEBOYOFF> Hides the GBH model in Luigi's hand.
GAMEBOYON <GAMEBOYON> Shows the GBH model in Luigi's hand.
HLIGHTOFF <HLIGHTOFF> Makes Luigi pull the flashlight out and turn it on.
HLIGHTON <HLIGHTON> Makes Luigi put the flashlight on his back.
HPMAX <HPMAX>(#) (UNUSED) Sets Luigi's maximum HP value (#). It also changes the size and speed of the light pink heart (behind the main red heart) on the HUD. Luigi will be unable to gain any more health than this new value until the effects are reversed back to default with <HPMAX>(100); the effects of the tag will be saved. If <HPMAX>(0) is used, a game over will occur.
LUIGISTOP <LUIGISTOP> Disables Luigi's movement (including the idle "look around" animation), prevents him from responding to interactions with other actors, turns off the flashlight, and allows the <ACT> tag to call animations on him. If Luigi interacts with another actor in any way while stopped under this tag, his response will be delayed until he's freed with <LUIGIFREE>, <FREE>, or <ALLCONTROL>. Note that if Luigi is vacuuming when this tag is activated, the vacuum beam will get stuck on the screen.
LUIGISTOP2 <LUIGISTOP2> Disables Luigi's movement (but allows the idle "look around" animation), permits him to interact with other actors, but doesn't allow the <ACT> tag to call animations on him. Unlike <LUIGISTOP> though, this tag prevents the vacuum suction beam from getting stuck in place.
LUIGISTOP3 <LUIGISTOP3> Clone of <LUIGISTOP2>.
LUIGIFREE <LUIGIFREE> Enables movement after Luigi has been stopped with <LUIGISTOP>, <STOP>, and/or <ALLNOCONTROL>.
LUIGIFREE2 <LUIGIFREE2> Enables movement after Luigi has been stopped with <LUIGISTOP2>, <LUIGISTOP3>, and/or <TIMERSTOP>.
LLIGHTOFF <LLIGHTOFF> Turns Luigi's flashlight off and disables the light cone. This tag will only work if Luigi's flashlight is currently out and in his hand.
LLIGHTON <LLIGHTON> Turns Luigi's flashlight on and enables the light cone. This tag will only work if Luigi's flashlight is currently out and in his hand.
LUIGELTON <LUIGELTON> Disables the lighting effect on Luigi, causing him to lose his bright appearance and blend in with the ambient light. If the current room's lights are off, this tag also puts Luigi's flashlight on his back and renders it unusable.
LUIGELTOFF <LUIGELTOFF> (UNUSED) Reverses the effects of <LUIGELTON>.
MENUOFF <MENUOFF> Disables all actions Luigi can perform with the X, Y, Z, and start buttons. Soft-resetting by holding X+B+Start is still allowed.
MENUON <MENUON> Enables all actions Luigi can perform with the X, Y, Z, and start buttons.
NECKOFF <NECKOFF> Disables Luigi's neck bone. This makes Luigi's body movement less fluid and more snappy in all of his animations.
NECKON <NECKON> Enables Luigi's neck bone.
TIMERSTOP <TIMERSTOP>(#) Stops Luigi with <LUIGISTOP2> for the specified amount (#) of frames. Just like <LUIGISTOP2>, Luigi can only be freed from <TIMERSTOP> with <LUIGIFREE2>.
WEAPON <WEAPON> Equips Luigi with the Poltergust.
NOWEAPON <NOWEAPON> Unequips Luigi with the Poltergust.

Dialogue Tags

These tags can display text to the player.

Tag Syntax Description
WINDOW <WINDOW>(#) Displays a dialogue window with the type (#) specified. <WINDOW>(0) will open a dialogue window at the top of the screen and <WINDOW>(2) will open one at the bottom of the screen. It's possible to have both types of windows open at the same time. Note that the number used will be needed for <CLOSEWINDOW> and that the color of the window itself is determined with <COLOR>.
COLOR <COLOR>(#) When used after the <WINDOW> tag, the color value (#) will determine the type of dialogue window displayed. When used after the <SAY> tag or in the event's CSV file, the color value will determine the color of the text itself, with a value of 0 being default white.
SPEAK <SPEAK>(#) Displays the specified line (#) of text from the event's CSV dialogue file. The game will use <WINDOW> type 0 and <COLOR> type 0 if not specified before this tag.
SAY <SAY>Hello\nWorld! (UNUSED) Displays the rest of the text on the line in a dialogue window. New lines can be made by typing the \n escape sequence. The game will use <WINDOW> type 0 and <COLOR> type 0 if not specified before this tag.
CHOICE <CHOICE>"choice1"(a)"choice2"(b)"choice3"(c)"choice4"(d)<LISTEND> Displays a choice box with up to four choices. Once a choice is selected, the event will jump to the case matching the choice. The text for each choice will come from a line number (a, b, c ,d) in the event's CSV file. Up to four choices are supported, and the last choice must be followed with <LISTEND> or the game will crash. This choice box will not disappear until a choice is selected with the A button.
CLOSEWINDOW <CLOSEWINDOW>(#) Closes a dialogue window with the type (#) specified. Type 0 is for the top of the screen and type 2 is for the bottom of the screen. Using <CLOSEWINDOW> by itself will close a window of type 0.

HUD Tags

These tags act on the HUD (heads-up display) that shows Luigi's heart, health amount, boo amount, element meter, GBH screen, and Hidden Mansion star.

Tag Syntax Description
FULLSCREEN <FULLSCREEN> Hides the HUD. The only HUD element that will not be hidden is the Hidden Mansion star.
NORMALSCREEN <NORMALSCREEN> Shows the HUD.
PDEMO <PDEMO>"gb_endcall" Can load one of three E. Gadd call sequences onto the GBH. "gb_call01" is the normal E. Gadd call sequence used frequently throughout the Mansion. "gb_endcall" is the Fire Medal version of the E. Gadd call sequence where E. Gadd ducks under the camera until Flag 85 is turned on. "gb_minigame1" is the Training Room version of the E. Gadd call sequence where turning Flag 85 on for the first time makes E. Gadd dance, the second time it makes him transition to pumping his fist, and the third time it makes him transition back to talking normally again.

Event Language Tags

These tags act in the background, providing logic to an event. Make sure to define all cases properly and use " (quotation marks) in the exact ways specified below, or your game will more than likely crash.

Tag Syntax Description
ANYKEY <ANYKEY> Halts the progression of an event until the player presses A or B. This tag will only work while a dialogue window is open, otherwise it is ignored.
CASE <CASE>"CaseName" Defines a case. These can be jumped to using <CHECKFLAG>, <CHOICE>, <COUNTJMP>, <COUNTJMP2>, <GHOSTTOTAL>, and <RAMDOMJMP>. If any of these tags try to jump to a case that doesn't exist, the game will crash.
CHECKFLAG <CHECKFLAG>(#)"ON""OFF" Checks the state of the flag with the ID (#) specified, then jumps to the first case if the flag is ON and the second case if the flag is OFF.
CHECKTELESA <CHECKTELESA>(a)(b)(c)(d)(e) This tag will yield a total of six cases to be used with <COUNTJMP>. Values a, b, c, d, and e are 5 possible amounts of boos that Luigi can have, where a < b < c < d < e. This tag will test which of these six cases Luigi's current amount of boos collected (n) falls under:
Case 1: n < a. (Returns a counter value of 0)
Case 2: a ≤ n < b (Returns a counter value of 1)
Case 3: b ≤ n < c (Returns a counter value of 2)
Case 4: c ≤ n < d (Returns a counter value of 3)
Case 5: d ≤ n < e (Returns a counter value of 4)
Case 6: n ≥ e (Returns a counter value of 5)
CLEARCOUNT <CLEARCOUNT> Resets the value of the counter variable to 0.
COUNTJMP <COUNTJMP>"0""1""2""3""4""5" Jumps to the case matching the value of the counter variable. The first case will always be for a value of 0, the second case will always be for a value of 1, the third case will always be for a value of 2, etc. There can be as many cases as you want.
COUNTJMP2 <COUNTJMP2>(#)"0""1""2""3""4""5" If the number specified (#) is 0, this tag jumps to the case matching the value of the counter variable returned by ASM. This value will correspond to the counter property in furnitureinfo, the message property in characterinfo, or a specific Boo's ID number. The case structure is very similar to <COUNTJMP>, but <CLEARCOUNT> should not be used with this tag since ASM handles changing the values of the counter variable.
If the number specified (#) is 1, this tag jumps to the case matching the value of a specific Boo's spawn_counter variable returned by ASM. This value will be iterated up by 1 every time Luigi spawns a certain Boo so that the Boo can have up to 4 different spawn messages.
COUNTUP <COUNTUP> Increases the value of the counter variable by 1.
END <END> Ends the event. All dialogue windows will be closed in the process, but script tags that aren't related to event language will continue to take effect. If this tag isn't present at the end of an event, the game will crash. This tag can also be used multiple times to end an event when desired.
ENDLESS <ENDLESS> Makes the event last forever. This is normally used after the <ACCOUNT> tag.
EVENTWAIT <EVENTWAIT>(#) Delays script execution based on the value (#) entered. If <EVENTWAIT>(87) is used, the event will wait until all currently active Training Room ghosts are cleared before continuing. If <EVENTWAIT>(255) is used, the event will wait until an action of the Portrificationizer machine is finished before continuing. It is unknown if this value is a flag or not.
FRAMESTART <FRAMESTART> Marks the beginning of 1 frame execution mode. When an event enters this state, all script tags between <FRAMESTART> and <FRAMEEND> will execute on the same frame and in the timespan of 1 frame.
FRAMEEND <FRAMEEND> Marks the end of 1 frame execution mode. Script tags will now execute one after another and have varying frame lengths like normal.
GHOSTTOTAL <GHOSTTOTAL>(#)"true""false" Compares the value of the total_ghosts_captured variable with the value (#) specified. This tag will jump to the first case if total_ghosts_captured matches the value specified, otherwise it will jump to the second case.
GHOSTRESET <GHOSTRESET> Resets the value of the total_ghosts_captured variable to 0.
RAMDOMJMP <RAMDOMJMP>"case0""case1""case2" Randomly jumps to one of the specified cases. If there's only one case, it will always jump to that case. There can be as many cases as you want. Yes, this is the correct spelling: <RAMDOMJMP>.
WAIT <WAIT>(#) Delays script execution for a specified amount (#) of frames (NTSC: 30 = one second, PAL: 25 = one second).
CAMERAWAIT <CAMERAWAIT> (UNUSED) Works the same way as <WAIT> but only while a CMN camera file is currently playing.

Game Setting Tags

These tags can alter or save settings for the file currently being played.

Tag Syntax Description
FLAGOFF <FLAGOFF>(#) Turns OFF the flag number (#) specified. (1-255)
FLAGON <FLAGON>(#) Turns ON the flag number (#) specified. (1-255)
KEYLOCK <KEYLOCK>(#) Locks the door number (#) specified.
KEYUNLOCK <KEYUNLOCK>(#) (UNUSED) Unlocks the door number (#) specified.
HSAVE <HSAVE> Opens the save menu with E. Gadd's picture.
SAVE <SAVE> Opens the save menu with Toad's picture.
OMOTELUIGI <OMOTELUIGI> Enables the Normal Mansion game mode.
URALUIGI <URALUIGI> Enables the Hidden Mansion game mode. Luigi will take twice the damage, less hearts will drop, and his vacuum will be 1.5x stronger than normal. The PAL version expands the functionality of this tag: the screen will be mirrored horizontally, the game will use map2u instead of map2, the Mansion will get darker, Luigi will ride his Poltergust during the Boolossus fight, and all other bosses will use harder AI.
TURNOFF <TURNOFF> Enables the Blackout and turns Flag 61 ON. Rooms won't light up after they're cleared, Boos won't spawn, and the game will now use teidencharacterinfo, teidenenemyinfo, teidenkeyinfo, and teidenobserverinfo. This tag will deactivate if Luigi is warped to a new map. Note that Flag 61 is used to activate event92, which then activates the first Blackout phone call in the Telephone Room with Flag 11.
TURNON <TURNON> Disables the Blackout and turns Flag 61 OFF. Rooms will light up after they're cleared, Boos can spawn, and the game will go back to using characterinfo, enemyinfo, keyinfo, and observerinfo.

Warping Tags

These tags are capable of warping Luigi to different areas.

Tag Syntax Description
SETLUIGI <SETLUIGI>(#) Used before the <WARP> tag to specify an appear_point (#) besides 0. The number specified will match an appear_point value of a luige entry in the map's characterinfo file.
WIPEKIND <WIPEKIND>(#) Sets the transition type (#) when used together with <WARP>. <WIPEKIND>(1) and <WIPEKIND>(2) fade to black, while <WIPEKIND>(3) fades to white. <WIPETIME> is used to set the length of this transition.
WIPETIME <WIPETIME>(#) Sets the duration of a <WIPEKIND> tag transition by the specified amount (#) of frames (NTSC: 30 = one second, PAL: 25 = one second).
WARP <WARP>(#) Warps Luigi to the map (#) specified. This tag will use the coordinates of the luige entry in the map's characterinfo file with appear_point set to 0. <SETLUIGI> must be used before this tag in order for Luigi to be warped to a different appear_point. If <WARP> is used to warp Luigi to the same map he's already in, the map will be reloaded.
WARPMOVE <WARPMOVE>(#) Warps Luigi to the coordinates of an appear point (#). This appear point must be in the same map Luigi is currently in. Appear points are characterinfo entries called luige that use the appear_point property. This tag will not reload the current map when used. Also note that this tag will ignore the dir_x, dir_y, and dir_z values of the luige entry, meaning the direction Luigi is facing when this tag activates is the direction he will face when warped.
TITLE <TITLE> (UNUSED) Warps to the title screen without saving any progress.
OPENING <OPENING> Plays an abridged version of the "Walk to the Mansion" cutscene, then warps Luigi to map2. This tag will use the coordinates of the luige entry in map2's characterinfo file with appear_point set to 0. The cutscene itself can be skipped with the A button.
ENDING <ENDING> Warps to the credits.

Audio Tags

These tags can play/loop sound effects and BGM.

Tag Syntax Description
BGM <BGM>(#) Plays the BGM with the ID (#) specified.
BGMSTOP <BGMSTOP> Stops the currently playing BGM.
SE <SE>(#) Plays the sound effect with the ID (#) specified.
LEVSE <LEVSE>(#) Loops the sound effect with the ID (#) specified. This sound effect must already be configured to loop, otherwise this tag will play the sound effect just like <SE> would.
LEVSTOP <LEVSTOP>(#) Stops playing a currently looping sound effect with the ID (#) specified.

Camera Tags

These tags act on the game's camera.

Tag Syntax Description
GCAMERA <GCAMERA>"Camera_File_Name.cmn" Tells the game's camera to play a global camera file. This CMN file must be inside of the same event folder as the event itself.
CAMERA <CAMERA>"Camera_File_Name.cmn" Tells the game's camera to play a camera file. This CMN file must be inside of the same event folder as the event itself.
CAMERAEND <CAMERAEND> Smoothly returns the game camera back to its default position.
CAMENDFAST <CAMENDFAST> Snaps the game camera back to its default position in one frame.
CAMMODEON <CAMMODEON>(#) Enables the camera mode (#) specified. This mode will stay active until Luigi enters a new room/map, or it is disabled with <CAMMODEOFF>.
CAMMODEOFF <CAMMODEOFF>(#) Disables the camera mode (#) specified.
CAMSHAKE <CAMSHAKE> Shakes the game camera and plays a rumbling sound effect. This effect will last for 15 frames in total.
CAMTARGET <CAMTARGET>"CodeName"(#) Makes the game's camera target the actor and zooms in the specified amount of units (#) at a straight angle. If the actor specified isn't Luigi, the camera will zoom in just enough for Luigi to still be on screen.
CAMTARGET2 <CAMTARGET2>"CodeName"(#) Works the same way as <CAMTARGET>. However, <CAMTARGET2> will rotate the camera at an angle if Luigi is standing directly in front of the actor specified.

Lighting Tags

These tags act on the game's lighting.

Tag Syntax Description
GPATHLIGHT <GPATHLIGHT>"Lighting_File_Name.lig" Tells the game to load a global lighting animation file. This LIG file must be inside of the same event folder as the event itself.
PATHLIGHT <PATHLIGHT>"Lighting_File_Name.lig" (UNUSED) Tells the game to load a lighting animation file. This LIG file must be inside of the same event folder as the event itself.
PATHLIGHTEND <PATHLIGHTEND> (UNUSED) Disables the lighting effects that were loaded with <GPATHLIGHT> or <PATHLIGHT>.
LIGHT <LIGHT> (UNUSED) Changes all lighting in the current map to the alpha lighting seen in early screenshots and videos of Luigi's Mansion, mostly around 2000 to early 2001. This lighting could've been used to create the picture quality desired for magazines and websites at the time, or it could've simply been temporary lighting.
PLIGHT <PLIGHT>(#) Turns the current room's lights ON/OFF based on the number (#) given. <PLIGHT>(0) will make the room dark and <PLIGHT>(1) will make the room bright. Note that Portrait Ghosts are immune to bright rooms.

Miscellaneous Tags

Various tags that have niche purposes.

Tag Syntax Description
ACCOUNT <ACCOUNT> Loads the cutscene which counts Portrait Ghosts collected in each Area, totals Luigi's money, saves the game, and warps Luigi to the Lab. This tag must be followed with <ENDLESS> to ensure no issues occur. It also disables all objinfo entries, forces a brightly rendered Poltergust onto Luigi, and makes Luigi invisible. This tag is incredibly important since it sets the "area sequence" for the game, letting the game know what area you are in based on the last boss defeated. The value of this "area sequence": 1, 2, 3, or 4, is responsible for allowing boss door vines to be removed, Boos to spawn, and hallways to be lit up.
After Area 4 is cleared, this tag warps Luigi to the second version of the Portrificationizer Room, map12. However, using this tag after defeating Area 4 in any map besides the original Portrificationizer Room, map4, will result in a crash.
MANLIGHT <MANLIGHT> Replaces the Poltergust vhead model with the flashlight. This tag does not work on Luigi's Poltergust. It instead acts on the vhead model given to an actor with <SETCLEANER>. This tag is normally used to make dluige03 hold the flashlight during the <ACCOUNT> cutscene.
CONTEXP <CONTEXP> Opens the Training Room controls menu. Here, the player will be able to choose between Sidestep or Standard control styles until they press A or B.
GALLERY <GALLERY> Displays a painting from the Gallery until the player presses B. This tag will only work together with an eventinfo entry with the event_parameter value equal to the number of the Portrait Ghost desired. This tag will also not work in any other map besides the Gallery, map6.
EFFECT <EFFECT>"CodeName""PCR_Name" Attaches the chosen PCR effect onto an actor. This actor must specifically be an objinfo entry, or this tag will not work. PCR effects are located in kh_effect in game_usa.
GENOFF <GENOFF>"CodeName" Disables the generator.
GENON <GENON>"CodeName" Enables the generator.
OVERLAP <OVERLAP> Slowly fades Bowser in front of Mario in the Secret Altar painting.
THUNDERN <THUNDERN>(x)(y)(z) A single lightning bolt will strike at the position specified.
THUNDERN2 <THUNDERN2>(x)(y)(z)(#) A collection of lightning bolts will converge and strike at the position specified. The larger the value (#) you put in, the more massive in size the lightning bolt will be.

Beta Tags

These tags only work if the beta GBH timer has been enabled via AR codes or Start.dol hex injection. Otherwise they're useless.

Tag Syntax Description
TIMESTOP <TIMESTOP> Stops the beta GBH timer.
TIMEACTIVE <TIMEACTIVE> Resumes the beta GBH timer.

Broken Tags

These tags just don't work.

Tag Syntax Description
BEAMON <BEAMON> (UNUSED) Runs no-op (NOP) code. Does nothing.
BEAMOFF <BEAMOFF> (UNUSED) Runs no-op (NOP) code. Does nothing.
REPLACE <REPLACE> (UNUSED) Seems to be a leftover tag for switching portraits out via event during the Portrificationizer Room cutscenes. If used during that event, the cutscene will desync and portraits will no longer come out correctly. At this point, if the <ACCOUNT> tag is activated, the game will crash.