Oh, no rush; if I get these values in 20 minutes versus in a few days, it's all about the same. I suppose I should tell what it's for though.
So, shanus knows but maybe not many others do. I have a working ledgegrab code (which hilariously shanus and I already have what are probably permanently divergent versions of it!). I won't describe the behavior in-depth, but it's a fairly clean and rigorous solution to planking that involves a variable reset that works on the principle of "it only resets when they "get" you, as in you get hit or die (or transform into another character, edge case I can't prevent). I can accept hits that don't inflict hitstun (Fox laser, Mario Cape, etc.) not toggling it, but Thinkaman did some testing that revealed that many of the weird hits don't trigger it (our list is freezing, tripping, grounding, sleep, and Yoshi's Egg for sure, I think Snake dthrow too). I already have the action IDs involved with tripping and sleep from earlier work, and I plan to just make getting grabbed at all a reset condition which indirectly handles the Snake dthrow case (and prevents grab release silliness). That leaves, that I can think up, freezing, grounding, and Yoshi's Egg though maybe there are weird cases involving some other special grabs that we just didn't explore (by the way, the code natively works well with ZSS stun and Deku Nuts so don't worry about those).
The existence of this code is highly confidential; I'm just assuming no one back here is going to leak this fact, but I figure thinking back that asking for help and not giving such a detail is bad form. As per the release, it's being released with the next standard release of Balanced Brawl which I personally estimate to be about 2 weeks away, maybe closer maybe farther. I, of course, have always been a big believer in openness so any projects interested will be free to use it; if anything I feel kinda bad holding something like this back for so long but at least I'm not gaining any benefit from it right now.
Thanks to whoever lends a hand in finding these tricky action IDs.