This document explains everything concerning "*-s" files, the character sheets.

-First comes the Height, Attacks, Body Points and Tactics/Luck Points (the
 later aren't used)

-After that, the name of the weapons and shield appear (usually, in the
 order: Weapon, Weapon2, Shield, Weapon3 and Weapon4, if available), if any
 of the weapons' names has an asterisk at the end, that means they're
 unused at the start of the match (for characters that can switch weapons)

-Then, there may appear a list of traits, that determine the character's
 body armor, strengths and weaknesses:

-> Metal Armor: Receives more damage from Nyx's piercing attacks
-> Cloth Armor: Receives more damage from Nyx's fire attacks
-> Metal Weapon: Receives more damage from Claudette's thunder attacks
   if they're wielding a weapon, and receive the effect from Eilee's
   charm
-> Metal Weapon First: only if the character is wielding their first
   weapon, receives more damage from Claudette's thunder attacks, and
   receive the effect from Eilee's charm
-> Metal Weapon Always: for characters that are made of metal or
   attract thunder, always receive more damage from Claudette's thunder
   attacks [Melona, Huit & Vingt]
-> Edged Weapon: for characters with metal weapons that aren't affected
   by thunder, they still receive the effect from Eilee's charm [Nanael]
-> Not Edged Weapon: for characters with metallic but not slashing
   weapons, they're free from Eilee's charm [Thorgal]
-> Helmet: Is protected from Tomoe's head-targetting attacks
-> Undead: Receives more damage from Melpha's holy attacks, is protected
   from Airi's Drain attacks and poisons
-> Fearless/Fearless Mother: Isn't affected by "Fear"-based restrictions
-> Not Two-legged: Is protected from Echidna's attack to the legs that
   make the enemy jump for many turns [Cold Drake]
-> Dragon: Allows Thorgal to use special dragon-slaying attacks against
   the character
-> Beard: Allows Brimstone to grab the character by the beard
-> Secondary Body Points = X: if the character has a secondary set of
   body points, this makes the BP display split to show both [Katja]
-> Venom Points = X: for characters with cumulative poison, assigns the
   quantity of venom points (note that, unlike the common traits like
   height or weapons, this one has an "equal" sign) [Manticore]
-> Fire Resistance = X: the player takes -X damage from fire attacks
   [Brimstone]
-> Initial Energy = X: if the player has energy points, this sets the
   initial available energy points [Katja, Gunslinger]
-> Maximum Energy = X: if the player has energy points, this sets the
   maximum available energy points [Katja]
-> Special Name = Name1: if the player has special points, this sets
   the name it should appear under [Katja, Gunslinger]
-> Favor Points = X: for characters who depend on an "audience" for
   the result of some attacks [Secutor]
-> Not Disarmed: even if the player has a weapon and uses it in attacks,
   he doesn't get disarmed, and is inmune to forced disarmings [Tanyan &
   Sainyan, Huit & Vingt]
-> Boost Type: the character has maneuvers that boost the height for
   one turn [Alice]
-> Restrict move "move_name" trait "trait_name": the player can only use
   that certain move if the character has a certain trait [Brimstone,
   Thorgal]
-> Always [restriction]: for characters that follow a specific restriction
   each turn, it can be noted here to avoid having to write it repeatedly in
   the restrictions file. Up to 5 of these can be specified [Tanyan & Sainyan, Katja]
-> Aftercheck [restriction]: for characters that follow a specific restriction
   each turn, it can be noted here to avoid having to write it repeatedly in
   the restrictions file. Up to 5 of these can be specified. These take effect
   after the normal restrictions [Griffon, Locust]
-> Style Choices: A | B: for characters that have to decide choices
   in the middle of a fight, this sets the text for the "styles"
   to select and auto-answer them
-> States = A / B: if the player can change between a diversity of inherent
   states (independent of the weapons), you enter their names here [Balrog]
-> Breastplate, etc: Flavor traits that have no impact in the battle

-Aditionally, there's special traits that depict how they handle their
 weapons, important for when the player loses or gains weapons, to
 decide whether some maneuvers become available or not:

-> Weapon System = Choose Main-Second-Shield         [Echidna, Flaming Cherry]
-> Weapon System = Dual Pistols and Third                              [Alice]
-> Weapon System = Activate Unarmed                [Tanyan & Sainyan, Unicorn]
-> Weapon System = Main-Activate                [Nanael, Eirin & Ymir, Hathor]
-> Weapon System = Switch First-Second                     [Cattleya, MacAber]
   (see below for a descripion of the Weapon Systems)

-> Various Second Weapons: the character has more than one secondary
   weapon for when one of them is thrown/dislodged [Cattleya]
-> Attack Modifier Change: the character's attacks vary in strength
   depending on the weapon equipped [Irma, Echidna]
-> Not Dual Modifier Change: the character's attacks vary in strength
   if they don't have both weapons equipped [Elektra, Jubei Yagyu]
-> Second Weapon Artifact: for characters that wield a weapon and an
   artifact, it ensures that this second "weapon" isn't considered
   when the weapons get damaged, like with Melona's slime [Alleyne]

-Finally, after the delimiter "--", a series of lines describe each attack's
 parameters, separated by commas. For example, one line might read like this:

Side Swing,High,10,64,1,D,1

-> First parameter: type of the attack. That's just how it appears in the
   character sheet, but note that all Extended Range maneuvers must have
   the type as "Extended Range", and the four last maneuvers in close
   range (usually "Up", "Dodge", "Duck" and "Away") must be type "Jump"

-> Second parameter: name of the attack, self explanatory

-> Third parameter: even page number you must turn to if you select it.
   Attacks with similar characteristics share similar page numbers, the
   descriptions in the Glossary file being heavily based on this fact

-> Fourth parameter: equivalent page for Extended Range if you're in a
   multiplayer battle. As with the previous number, allows you to figure
   the characteristics of a Extended Range attack seeing the equivalence
   in close range

-> Fifth parameter: modifier for the attack (the attack's strength). May
   appear as "X/Y" if the character's attacks change depending on the
   weapon equipped (usually, sword and dagger)

-> Sixth parameter: color of the attack. The 10 possible letters are:
   O (Orange), D (Red), U (Blue), G (Green), Y (Yellow), P (Purple),
   A (Gray), W (White), K (Black) and B (Brown)

-> Seventh parameter: availability of the move. This parameter doesn't
   really appear in the character sheet, but it's invaluable for
   determining when the character is able to use the move

-> Eighth parameter: only for characters that have "energy points",
   shows how many of these points the selected maneuver will consume
   [Katja, Gunslinger, Ryu]


   Availability of the move for most of the characters:

(Default Weapon System)

0 = available even when unarmed
S = available even when unarmed (uses shield or projectile, doesn't
    touch the opponent directly)
R = available only when some action has enabled it
1 = available only when the first weapon is ready
2 = available only when the second weapon is ready
3 = available only when the first or second weapon are ready
4 = available only when both weapons are ready
5 = available only when the first or third weapon are ready
6 = available only when the third weapon is ready or unused

*When writing the AI file for these characters, 1st state = unarmed,
 2nd state = only first weapon, 3rd state = only second weapon,
 4th state = both weapons

   Special cases for some weapon systems:

Weapon System = Dual Pistols and Third
           0 = available when unarmed
           1 = available with any of the pistols and no bullets
           2 = available with any of the pistols and bullets
           3 = available with both pistols and bullets in both
           4 = available only with third weapon

Weapon System = Choose Main-Second-Shield
           0 = available when unarmed
           1 = available with shield
           2 = available with second weapon
           3 = available with main or second weapon
           4 = available with main and second weapon
           5 = available with one of the weapons and shield

*When translating this to the AI file, 0 = unarmed, 1 = only shield,
 2 = only second weapon (may have shield), 3 = only first weapon
 (may have shield), 4 = both weapons, 5 = only first weapon and shield

Weapon System = Main-Activate
           0 = available always
           1 = available only when the main weapon is ready
           2 = available only when restricted moves become enabled
           3 = available only when the main weapon is ready and the
               restricted moves are enabled
           4 = available only when the main weapon is ready and the
               restricted moves aren't enabled
           5 = available only when the restricted moves aren't enabled

*When writing the AI file for these characters, 1st state = unarmed,
 2nd state = only with main weapon, 3rd state = unarmed and with
 restricted moves, 4th state = armed and with restricted moves

Weapon System = Switch First-Second
           0 = available even when unarmed
           1 = available only when the first weapon is ready
           2 = available only when the second weapon is ready
           3 = available only when the first or second weapon are ready

Weapon System = Three Weapons
           0 = available even when unarmed
           1 = available only when the first weapon is ready
           2 = available only when the second weapon is ready
           3 = available only when the third weapon is ready
           4 = available only when the first or third weapon are ready