| Field | Type | Offset | Description | Notes |
|---|---|---|---|---|
| variationId | s32 | 0x0 | Used when calculating the ID for attack parameters. It is not used directly on the actual machine. | |
| behaviorJudgeId | s32 | 0x4 | Used when calculating the ID for attack parameters. This ID matches the action judgment ID entered in TimeActEditor. It is not used directly on the actual machine. | This field uses the following enum: AttackType |
| ezStateBehaviorType_old | u8 | 0x8 | For ID calculation rules | This field uses the following enum: STATE_BEHAVIOR_TYPE |
| refType | u8 | 0x9 | Specify the reference ID so that it is correct. | This field uses the following enum: BEHAVIOR_REF_TYPE |
| pad0 | dummy8 | 0xa | This field is padding. | |
| refId | s32 | 0xc | It can be used properly according to the attack power, missile, ID of special effect parameter, and refType. | This field refers to the following params: AtkParam_Pc, AtkParam_Npc, Bullet, SpEffectParam |
| sfxVariationId | s32 | 0x10 | SFX used for multiplayer session actions | |
| stamina | s32 | 0x14 | Set the amount of stamina consumed during action. | |
| mp | s32 | 0x18 | Set the durability of weapons consumed during action. | |
| category | u8 | 0x1c | Since there are effects (enchantment weapons, etc.) whose parameters fluctuate depending on skills, magic, items, etc., set each action so that the determined effect can correspond to the effect such as power up only weapon attack. Set None for items that do not need to be set, such as varistor. | This field uses the following enum: BEHAVIOR_CATEGORY |
| heroPoint | u8 | 0x1d | Set the amount of humanity consumed during action | |
| pad1 | dummy8 | 0x1e | This field is padding. |
| Option | Description | Notes |
|---|---|---|
0 | Attack | |
1 | Bullet | |
2 | SpEffect |
| Option | Description | Notes |
|---|---|---|
0 | 1H Light #1 or Bullet or Other | |
1 | 1H Light #1 +1 | |
2 | 1H Light #1 +2 | |
3 | 1H Light #1 +3 | |
4 | 1H Light #1 +4 | |
10 | 1H Light #2 | |
20 | 1H Light #3 | |
30 | 1H Jump | |
40 | 1H Fall Loop or Kick? | |
50 | 1H Fall Landing | |
100 | 1H Heavy #1 | |
105 | 1H Heavy #1 Charged | |
110 | 1H Heavy #2 | |
115 | 1H Heavy #2 Charged | |
200 | 2H Light #1 | |
210 | 2H Light #2 | |
220 | 2H Light #3 | |
230 | 2H Jump | |
240 | 2H Fall Loop | |
250 | 2H Fall Land | |
300 | 2H Heavy #1 | |
305 | 2H Heavy #1 Charged | |
310 | 2H Heavy #2 | |
315 | 2H Heavy #2 Charged | |
400 | Offhand | |
401 | Offhand +1 | |
402 | Offhand +2 | |
404 | Offhand +4 | |
410 | 1H Kick | |
420 | 2H Kick | |
430 | 1H Guard | |
440 | 2H Guard | |
450 | Offhand Parry | |
451 | Offhand Parry +1 | |
560 | Guard during Attack | |
470 | Large Throw | |
490 | Falling Throw | |
500 | Backstab | |
501 | Backstab +1 | |
505 | Backstab Hornet | |
506 | Backstab Hornet +1 | |
510 | Riposte | |
511 | Riposte +1 | |
515 | Riposte Hornet | |
516 | Riposte Hornet +1 | |
517 | Riposte Hornet +2 | |
520 | 1H Rolling | |
530 | 2H Rolling | |
540 | 1H Backstep | |
580 | 2H Backstep | |
600 | Standard Parry | |
610 | Backstab Transition | |
615 | Missed Backstab Transition | |
620 | 2H L1 #1 | |
621 | 2H L1 #1 +1 | |
622 | 2H L1 #1 +2 | |
630 | 2H L1 #2 | |
631 | 2H L1 #2 +1 | |
640 | 2H L1 #3 | |
641 | 2H L1 #3 +1 | |
642 | 2H L1 #3 +2 | |
643 | 2H L1 #3 +3 | |
699 | WA -1 | |
700 | WA | |
701 | WA +1 | |
702 | WA +2 | |
703 | WA +3 | |
704 | WA +4 | |
705 | WA +5 | |
706 | WA +5 +1 | |
710 | WA +10 | |
711 | WA +10 +1 | |
715 | WA +10 +5 | |
716 | WA +10 +5 +1 | |
720 | WA +20 | |
721 | WA +20 +1 | |
722 | WA +20 +2 | |
723 | WA +20 +3 | |
725 | WA +20 +5 | |
726 | WA +20 +5 +1 | |
730 | WA +30 | |
731 | WA +30 +1 | |
732 | WA +30 +2 | |
735 | WA +30 +5 | |
736 | WA +30 +5 +1 | |
740 | WA +40 | |
741 | WA +40 +1 | |
742 | WA +40 +2 | |
743 | WA +40 +3 | |
744 | WA +40 +4 | |
745 | WA +40 +5 | |
746 | WA +40 +5 +1 | |
747 | WA +40 +5 +2 | |
750 | WA +50 | |
751 | WA +50 +1 | |
755 | WA +50 +5 | |
760 | WA +60 | |
761 | WA +60 +1 | |
770 | WA +70 | |
780 | WA +80 | |
800 | Alt State 1H Heavy #1 | |
801 | Alt State 1H Heavy #1 +1 | |
805 | Alt State 1H Heavy #1 Charged | |
806 | Alt State 1H Heavy #1 Charged +1 | |
807 | Alt State 1H Heavy #1 Charged +2 | |
810 | Alt State 1H Heavy #2 | |
811 | Alt State 1H Heavy #2 +1 | |
815 | Alt State 1H Heavy #2 Charged | |
816 | Alt State 1H Heavy #2 Charged +1 | |
820 | Alt State +20 | |
821 | Alt State +20 +1 | |
830 | Alt State +30 | |
840 | Alt State +40 | |
900 | Alt State 2H Heavy #1 | |
905 | Alt State 2H Heavy #1 Charged | |
906 | Alt State 2H Heavy #1 Charged +1 | |
907 | Alt State 2H Heavy #1 Charged +2 | |
910 | Alt State 2H Heavy #2 | |
911 | Alt State 2H Heavy #2 +1 | |
915 | Alt State 2H Heavy #2 Charged | |
916 | Alt State 2H Heavy #2 Charged +1 | |
920 | Unknown A | |
921 | Unknown B |
| Option | Description | Notes |
|---|---|---|
0 | No Category | |
1 | PC - Right-Hand | |
2 | PC - Left-hand | |
3 | Sorcery | |
4 | Miracle | |
5 | Basic | |
6 | NPC - Right-hand | |
7 | NPC - Left-hand | |
9 | Kick | |
10 | Pyromancy | |
11 | PC - Both-hand | |
12 | PC - Right-hand |
| Option | Description | Notes |
|---|---|---|
0 | None | |
1 | Player | |
2 | NPC | |
3 | NPC |