    var who      := parameters[1]; //Attacker
    var mov      := parameters[2]; //Move instance from the movelist
    var moveData := parameters[3]; //Generic data for this move
    var data     := parameters[4]; //Combat data for 'who'
    var opponent := parameters[5]; //Opponent of 'who'
    var weapons  := parameters[6]; //Valid weapons equipped by 'who'
    
    
    
    who = mobileref (attacker)
    
    mov = struct
      .name		string (move name from moves.cfg)
      .target		string (unused at the moment)
      .weapon		integer (weapon constant from mcweapon.inc)
                            Const WEAPON_BASE := 0; 
                            Const WEAPON_PRIMARY := 1; 
                            Const WEAPON_SECONDARY := 2; 
                            Const WEAPON_WRESTLING := 3; 
      .timer		string (timer that this move uses, default is "t*global")
      .override		dictionary (unused at the moment)
    
    moveData = dictionary (with all the properties from moves.cfg)
    
    data = dictionary (combat data CProp)
      ["gump"] = dictionary
        ["x"] = x position of gump
        ["y"] = y position of gump
      ["moveLists"] = array (length is 8)
        [1-8] = struct
          .display = string (display name for this movelist on the gump)
          .list = array (list of move instances)
            [int] = struct (move instance)
              .name = string (move name from moves.cfg)
              .target = string (unused)
              .weapon = integer (weapon constant from mcweapon.inc)
              .override = dictionary (unused at the moment)
          .current = integer (index of current move in 'list' array)
      ["currentMoveList"] = integer (index of current movelist in "moveLists" array. 1 to 8)
      ["weapons"] = dictionary
        [0-2] = array (weapon sets. default, wp1, wp2)
          [1] = primary weapon serial
          [2] = secondary weapon serial
      ["currentWeaponSet"] = integer (index of current weapon set)
      [timer_type] = integer (gameclock time when this timer will be ready again)
                     note: timer_type comes from the "timer" property of a moves instance (ie. 'mov.timer')
    
    opponent = mobileref (defender)
    
    weapons = dictionary (integer->itemref pairs)
      [WEAPON_BASE]      = basically unused (returns the first existant from right->left->wrestling)
      [WEAPON_RIGHT]     = returns an itemref for valid weapon in right hand, or 0 if it doesn't exist / is invalid
      [WEAPON_LEFT]      = returns an itemref for valid weapon in left hand, or 0 if it doesn't exist / is invalid
      [WEAPON_WRESTLING] = returns an itemref to the intrinsic "wrestling" weapon
      
      note: WEAPON_RIGHT == WEAPON_PRIMARY
            WEAPON_LEFT  == WEAPON_SECONDARY