If the data gathered in this thread are 100% proven, then they might be added to a separate wiki page later to be used as quick references. This list will be constantly updated in future. The values are based on the official UA.exe in the final release. Boolean functions are not included. Overflow functions will have the sign (*) next to them.

I will list down a few items that I can think of at the moment here:

General

Total functional faction numbers: 8 (0-7; 0 works to an extent but not fully, anything above 7 is 'broken'.)

Total functional level numbers: 255 (L0101.ldf ~ L255255.ldf; for both SINGLE and MULTI level folders.)

*.SCR

Code: Select all

`dest_fx = 16`

Code: Select all

`kamikaze = 2147483647`

Code: Select all

`new_building = 127`

Code: Select all

`new_vehicle = 255`

Code: Select all

`new_vehicle; energy = 2147483647`

Code: Select all

`new_weapon = 127`

Code: Select all

`new_weapon; energy = 2147483647`

Code: Select all

`power = 255 (*)`

Code: Select all

`robo_coll_num = 16`

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`robo_num_guns = 8`

Code: Select all

`sbact_act = 8`

Code: Select all

`sec_type = 255 (*)`

Code: Select all

`shield = 255 (*)`

Code: Select all

`vo_type = 16 (0-9; A-F)`

Code: Select all

`weapon = 127`

*.LDF

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`begin_gate = 8`

Code: Select all

`begin_gem = 8`

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`begin_item = 8`

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`begin_robo = 8`

Code: Select all

`begin_robo; energy = 2147483647`

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`begin_squad = 96`

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`begin_squad; num = 32`

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`reload_const = 2147483647`

Code: Select all

```
typ/own/hgt/blg_map =
64 64
```

*SGM

Code: Select all

`Placeholder`

Please report any errors or mistakes, and if I have some time later I could look into the original UA source code or Zidane's decompiled UA:Source files which will certainly provide the entirety of concrete answers!

UPDATE: Added some new info, thanks to Ormu & medicineman!

NEW UPDATE: Added a bit more info, rearranged parameters in alphabetical order, overflow functions now have the sign (*) next to them.