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ac6-refmat:param:atkparam

AtkParam

Fields

Field Type Offset Description Notes
disableParam_NT u8 0x0 [0] Exclude from the NT version or mark the ones to be excluded. This field is a boolean.
disableParam_Product u8 0x0 [1] Exclude from the product version or mark the items to be excluded. This field is a boolean.
disableParamReserve1 dummy8 0x0 [2-7] This field is padding.
disableParamReserve2 dummy8 0x1 This field is padding.
hit0_Radius f32 0x4 Determines the radius of the hitbox (sphere/capsule).
hit1_Radius f32 0x8 Determines the radius of the hitbox (sphere/capsule).
hit2_Radius f32 0xc Determines the radius of the hitbox (sphere/capsule).
hit3_Radius f32 0x10 Determines the radius of the hitbox (sphere/capsule).
knockbackMPS f32 0x14 Determines the distance the victim is knocked back by. In metres per second.
hitStopTime f32 0x18 The duration that the victim's animations are paused for when hit. In seconds.
spEffectId0 s32 0x1c SpEffect ID applied to victim by this attack. This field refers to the following params: SpEffectParam
spEffectId1 s32 0x20 SpEffect ID applied to victim by this attack. This field refers to the following params: SpEffectParam
spEffectId2 s32 0x24 SpEffect ID applied to victim by this attack. This field refers to the following params: SpEffectParam
spEffectId3 s32 0x28 SpEffect ID applied to victim by this attack. This field refers to the following params: SpEffectParam
spEffectId4 s32 0x2c SpEffect ID applied to victim by this attack. This field refers to the following params: SpEffectParam
hit0_DmyPoly1 s16 0x30 The dummy polygon ID to place the sphere hitbox, or the tip of the capsule hitbox, for this hit.
hit1_DmyPoly1 s16 0x32 The dummy polygon ID to place the sphere hitbox, or the tip of the capsule hitbox, for this hit.
hit2_DmyPoly1 s16 0x34 The dummy polygon ID to place the sphere hitbox, or the tip of the capsule hitbox, for this hit.
hit3_DmyPoly1 s16 0x36 The dummy polygon ID to place the sphere hitbox, or the tip of the capsule hitbox, for this hit.
hit0_DmyPoly2 s16 0x38 The dummy polygon ID to place the sphere hitbox, or the tail of the capsule hitbox, for this hit.
hit1_DmyPoly2 s16 0x3a The dummy polygon ID to place the sphere hitbox, or the tail of the capsule hitbox, for this hit.
hit2_DmyPoly2 s16 0x3c The dummy polygon ID to place the sphere hitbox, or the tail of the capsule hitbox, for this hit.
hit3_DmyPoly2 s16 0x3e The dummy polygon ID to place the sphere hitbox, or the tail of the capsule hitbox, for this hit.
blowingCorrection u16 0x40 The multiplier to apply to the base blow-off value.
atkPhysCorrection u16 0x42 The multiplier to apply to the base Kinetic attack value.
atkMagCorrection u16 0x44 The multiplier to apply to the base Energy attack value.
atkFireCorrection u16 0x46 The multiplier to apply to the base Explosive attack value.
atkThunCorrection u16 0x48 The multiplier to apply to the base Coral attack value.
atkStamCorrection u16 0x4a The multiplier to apply to the base stamina attack value.
guardAtkRateCorrection u16 0x4c The multiplier to apply to the base guard attack value. Compared against the guard defense value to determine if the attack will bounce.
guardBreakCorrection u16 0x4e Player only. The multiplier to the base guard defense value. Compared against the guard attack value to determine if the attack will bounce.
atkThrowEscapeCorrection u16 0x50 The multiplier to apply to the base throw attack value.
atkSuperArmorCorrection u16 0x52 Player only. The multiplier to apply to the base poise attack value.
atkPhys u16 0x54 The base Kinetic attack value. Used primarily for NPC attacks.
atkMag u16 0x56 The base Energy attack value. Used primarily for NPC attacks.
atkFire u16 0x58 The base Explosive attack value. Used primarily for NPC attacks.
atkThun u16 0x5a The base Coral attack value. Used primarily for NPC attacks.
atkStam u16 0x5c The base stamina attack value.
guardAtkRate u16 0x5e The base guard attack value. Compared against the guard defense value to determine if the attack will bounce.
guardBreakRate u16 0x60 The base guard defense value. Compared against the guard attack value to determine if the attack will bounce.
atkSuperArmor u16 0x62 The base poise attack value.
atkThrowEscape u16 0x64 The base throw attack value.
atkObj u16 0x66 The base object destruction value. Applied to the object's HP.
guardStaminaCutRate s16 0x68 The multiplier to apply to the reduction of stamina damage when guarding. Positive values increase guard stability, negative values decrease it.
guardRate s16 0x6a The multiplier to apply to the guard absorption value from the weapon. 0, 1x / 100, 2x / -100, guard multiplier = (guard multiplier / 100) to increase / decrease the parameter to 0. + 1)
throwTypeId u16 0x6c The throw type ID to use with this attack against the victim.
hit0_hitType u8 0x6e The hit collision type for this hit slot. This field uses the following enum: ATK_PARAM_HIT_TYPE
hit1_hitType u8 0x6f The hit collision type for this hit slot. This field uses the following enum: ATK_PARAM_HIT_TYPE
hit2_hitType u8 0x70 The hit collision type for this hit slot. This field uses the following enum: ATK_PARAM_HIT_TYPE
hit3_hitType u8 0x71 The hit collision type for this hit slot. This field uses the following enum: ATK_PARAM_HIT_TYPE
hti0_Priority u8 0x72 The priority for this hit slot. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti1_Priority u8 0x73 The priority for this hit slot. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti2_Priority u8 0x74 The priority for this hit slot. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti3_Priority u8 0x75 The priority for this hit slot. If there are two or more hits at the same time, the one with the higher priority will be adopted.
dmgLevel u8 0x76 The damage animation to apply to the victim of this attack.
mapHitType u8 0x77 Which map do you see around the attack? The set This field uses the following enum: ATK_PARAM_MAP_HIT
guardCutCancelRate s8 0x78 Guard cut rate invalidation ratio (-100 to 100) Normal at 0 / Completely invalidated at -100 / Doubles the defense effect of the opponent at 100 -50, 100% cut shield becomes 50% cut Become
atkAttribute u8 0x79 Live bullet attribute to set for attack This field uses the following enum: ATKPARAM_ATKATTR_TYPE
spAttribute u8 0x7a Special attributes to set for attacks This field uses the following enum: ATKPARAM_SPATTR_TYPE
atkType u8 0x7b Specify particles and sounds at the time of attack (1 set by attribute, material, size) This field uses the following enum: BEHAVIOR_ATK_TYPE
atkMaterial u8 0x7c Specify particles and sounds at the time of attack (1 set by attribute, material, size) This field uses the following enum: WEP_MATERIAL_ATK
atkSize u8 0x7d Specify particles and sounds at the time of attack (Although it is reserved, it is used, so be sure to set it blank or small) This field uses the following enum: BEHAVIOR_ATK_SIZE
defSeMaterial1 u16 0x7e The sounds to use when guarding against this attack. This field uses the following enum: WEP_MATERIAL_DEF
hitSourceType u8 0x80 The source of the dummy Polygon ID to use for this attack. This field uses the following enum: ATK_PARAM_HIT_SOURCE
throwFlag u8 0x81 Flag used for throwing information This field uses the following enum: ATK_PATAM_THROWFLAG_TYPE
disableGuard u8 0x82 [0] If ON, then this attack ignores the victim's guard and applies the damage animation automatically. This field is a boolean.
disableStaminaAttack u8 0x82 [1] If ON, then this attack will not reduce the victim's stamina as a result of them guarding the attack. This field is a boolean.
disableHitSpEffect u8 0x82 [2] If ON, then this attack will not apply on-hit SpEffects to the victim. This field is a boolean.
IgnoreNotifyMissSwingForAI u8 0x82 [3] If ON, then the enemy AI is not given notification of a missed attack. This field is a boolean.
repeatHitSfx u8 0x82 [4] If ON, does the on-hit SFX for this attack repeat forever upon collision. This field is a boolean.
isArrowAtk u8 0x82 [5] If ON, then this attack will count as damage to a destructable enemy part. This field is a boolean.
isGhostAtk u8 0x82 [6] If ON, then this attack will count as damage to a ghost enemy. This field is a boolean.
isDisableNoDamage u8 0x82 [7] If ON, then invulnerability frames (such as roll frames) are ignored by this attack. Complete invulnerability is NOT ignored however. This field is a boolean.
atkPow_forSfx s8 0x83 Attack strength [SFX] This field uses the following enum: ATKPARAM_SFX_ATK_POW
atkDir_forSfx s8 0x84 Attack direction [SFX] This field uses the following enum: ATKPARAM_SFX_ATK_DIR
hideHitFe u8 0x85 [0] When hit, HUD will not display Hit or Guard, so only special effects will be applied. This field is a boolean.
isDisableDmgLvReplaceAddLv u8 0x85 [1] Do you want to disable the function that replaces the damage with additional damage when receiving continuous damage? This field is a boolean.
isDamageReactionCancelInertia u8 0x85 [2] Can you eliminate inertia with damage reactions? This field is a boolean.
isCheckDoorPenetration u8 0x85 [3] Whether to perform occlusion checks. If it is ○, it will be determined whether it is possible to attack the target through the shield. This field is a boolean.
atkBehaviorId u8 0x86 Behavior identification value: Causes a specific enemy to have a special reaction when hit by a specific attack. This field uses the following enum: ATKPARAM_BEHAVIOR_ID
atkPow_forSe s8 0x87 Attack strength [SE] This field uses the following enum: ATKPARAM_SE_ATK_POW
rigidImpulse f32 0x88 Impulse applied to the rigid body hit by the attack
decalId1 s32 0x8c Decal ID 1 (directly specified) This field refers to the following params: DecalParam
decalId2 s32 0x90 Decal ID 2 (directly specified) This field refers to the following params: DecalParam
AppearAiSoundId s32 0x94 ID of AI sound generated when an attack occurs This field refers to the following params: AiSoundParam
HitAiSoundId s32 0x98 ID of AI sound generated at the time of hit This field refers to the following params: AiSoundParam
HitRumbleId s32 0x9c Vibration ID on hit (-1 disabled). This is the vibration ID when none of the following three apply.
HitRumbleIdByNormal s32 0xa0 Hit vibration ID when hitting the tip of the dummy polygon (-1 disabled)
HitRumbleIdByMiddle s32 0xa4 Hit vibration ID when hitting the center of the dummy polygon (-1 disabled)
HitRumbleIdByRoot s32 0xa8 Hit vibration ID when hitting the root of the dummy polygon (-1 disabled)
traceSfxId0 s32 0xac Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead0 s32 0xb0 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail0 s32 0xb4 The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId1 s32 0xb8 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead1 s32 0xbc The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail1 s32 0xc0
traceSfxId2 s32 0xc4 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead2 s32 0xc8
traceDmyIdTail2 s32 0xcc
traceSfxId3 s32 0xd0 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead3 s32 0xd4 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail3 s32 0xd8 The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId4 s32 0xdc Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead4 s32 0xe0 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail4 s32 0xe4 The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId5 s32 0xe8 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead5 s32 0xec The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail5 s32 0xf0 The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId6 s32 0xf4 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead6 s32 0xf8 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail6 s32 0xfc The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId7 s32 0x100 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead7 s32 0x104 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail7 s32 0x108 The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
hit4_Radius f32 0x10c Sphere, capsule radius
hit5_Radius f32 0x110 Sphere, capsule radius
hit6_Radius f32 0x114 Sphere, capsule radius
hit7_Radius f32 0x118 Sphere, capsule radius
hit8_Radius f32 0x11c Sphere, capsule radius
hit9_Radius f32 0x120 Sphere, capsule radius
hit10_Radius f32 0x124 Sphere, capsule radius
hit11_Radius f32 0x128 Sphere, capsule radius
hit12_Radius f32 0x12c Sphere, capsule radius
hit13_Radius f32 0x130 Sphere, capsule radius
hit14_Radius f32 0x134 Sphere, capsule radius
hit15_Radius f32 0x138 Sphere, capsule radius
hit4_DmyPoly1 s16 0x13c Dummy Polygon in sphere, capsule position
hit5_DmyPoly1 s16 0x13e Dummy Polygon in sphere, capsule position
hit6_DmyPoly1 s16 0x140 Dummy Polygon in sphere, capsule position
hit7_DmyPoly1 s16 0x142 Dummy Polygon in sphere, capsule position
hit8_DmyPoly1 s16 0x144 Dummy Polygon in sphere, capsule position
hit9_DmyPoly1 s16 0x146 Dummy Polygon in sphere, capsule position
hit10_DmyPoly1 s16 0x148 Dummy Polygon in sphere, capsule position
hit11_DmyPoly1 s16 0x14a Dummy Polygon in sphere, capsule position
hit12_DmyPoly1 s16 0x14c Dummy Polygon in sphere, capsule position
hit13_DmyPoly1 s16 0x14e Dummy Polygon in sphere, capsule position
hit14_DmyPoly1 s16 0x150 Dummy Polygon in sphere, capsule position
hit15_DmyPoly1 s16 0x152 Dummy Polygon in sphere, capsule position
hit4_DmyPoly2 s16 0x154 The position of another point on the capsule Dummy Polygon. -1 makes it a sphere
hit5_DmyPoly2 s16 0x156 The position of another point on the capsule Dummy Polygon. -1 makes it a sphere
hit6_DmyPoly2 s16 0x158 The position of another point on the capsule Dummy Polygon. -1 makes it a sphere
hit7_DmyPoly2 s16 0x15a The position of another point on the capsule Dummy Polygon. -1 makes it a sphere
hit8_DmyPoly2 s16 0x15c The position of another point on the capsule Dummy Polygon. -1 makes it a sphere
hit9_DmyPoly2 s16 0x15e The position of another point on the capsule Dummy Polygon. -1 makes it a sphere
hit10_DmyPoly2 s16 0x160 The position of another point on the capsule Dummy Polygon. -1 makes it a sphere
hit11_DmyPoly2 s16 0x162 The position of another point on the capsule Dummy Polygon. -1 makes it a sphere
hit12_DmyPoly2 s16 0x164 The position of another point on the capsule Dummy Polygon. -1 makes it a sphere
hit13_DmyPoly2 s16 0x166 The position of another point on the capsule Dummy Polygon. -1 makes it a sphere
hit14_DmyPoly2 s16 0x168 The position of another point on the capsule Dummy Polygon. -1 makes it a sphere
hit15_DmyPoly2 s16 0x16a The position of another point on the capsule Dummy Polygon. -1 makes it a sphere
hit4_hitType u8 0x16c Hit part This field uses the following enum: ATK_PARAM_HIT_TYPE
hit5_hitType u8 0x16d Hit part This field uses the following enum: ATK_PARAM_HIT_TYPE
hit6_hitType u8 0x16e Hit part This field uses the following enum: ATK_PARAM_HIT_TYPE
hit7_hitType u8 0x16f Hit part This field uses the following enum: ATK_PARAM_HIT_TYPE
hit8_hitType u8 0x170 Hit part This field uses the following enum: ATK_PARAM_HIT_TYPE
hit9_hitType u8 0x171 Hit part This field uses the following enum: ATK_PARAM_HIT_TYPE
hit10_hitType u8 0x172 Hit part This field uses the following enum: ATK_PARAM_HIT_TYPE
hit11_hitType u8 0x173 Hit part This field uses the following enum: ATK_PARAM_HIT_TYPE
hit12_hitType u8 0x174 Hit part This field uses the following enum: ATK_PARAM_HIT_TYPE
hit13_hitType u8 0x175 Hit part This field uses the following enum: ATK_PARAM_HIT_TYPE
hit14_hitType u8 0x176 Hit part This field uses the following enum: ATK_PARAM_HIT_TYPE
hit15_hitType u8 0x177 Hit part This field uses the following enum: ATK_PARAM_HIT_TYPE
hti4_Priority u8 0x178 Hit priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti5_Priority u8 0x179 Hit priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti6_Priority u8 0x17a Hit priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti7_Priority u8 0x17b Hit priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti8_Priority u8 0x17c Hit priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti9_Priority u8 0x17d Hit priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti10_Priority u8 0x17e Hit priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti11_Priority u8 0x17f Hit priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti12_Priority u8 0x180 Hit priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti13_Priority u8 0x181 Hit priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti14_Priority u8 0x182 Hit priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
hti15_Priority u8 0x183 Hit priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
defSfxMaterial1 u16 0x184 The particles used when guarding. This field uses the following enum: WEP_MATERIAL_DEF_SFX
defSeMaterial2 u16 0x186 The sound used when guarding. This field uses the following enum: WEP_MATERIAL_DEF
defSfxMaterial2 u16 0x188 The particles used when guarding. This field uses the following enum: WEP_MATERIAL_DEF_SFX
bEnableSaBreak u8 0x18a Is it possible to break poise? This field is a boolean.
assetBreakActionType u8 0x18b TAE action type played when an asset is destroyed by this attack This field uses the following enum: ATKPARAM_ASSET_BREAK_ACTION_TYPE
cameraRumbleID s32 0x18c ID of camera vibration upon hit This field refers to the following params: CameraRumbleParam
cameraRumbleDefenseID s32 0x190 ID of camera vibration upon guarded hit This field refers to the following params: CameraRumbleParam
dmgHitRecordLifeTime f32 0x194 The interval at which damage is taken. It only hits once at 0.0f or less.
knockbackAtkSpdScaleMinSpeedKmh u16 0x198 Minimum speed to determine the magnification that increases the speed of the person attacking with knockback. In kilometres per hour.
knockbackAtkSpdScaleMaxSpeedKmh u16 0x19a Maximum speed to determine the magnification that increases the speed of the person attacking with knockback. In kilometres per hour.
knockbackAtkSpdScaleMinScale f32 0x19c Multiplier to increase the speed of the person attacking with knockback (this multiplier when the speed is below the minimum speed)
knockbackAtkSpdScaleMaxScale f32 0x1a0 Multiplier to increase the speed of the person attacking with knockback (this multiplier when the speed is below the maximum speed)
shooterKnockbackMPS f32 0x1a4 Recoil (knockback) speed received when shooting. In metres per second.
behaviorOnHitOppose u8 0x1a8 Behavior on enemy hit. This field uses the following enum: ATKPARAM_BEHAVIOR_ON_HIT_TYPE
behaviorOnHitFriendly u8 0x1a9 Behavior on friendly hit. This field uses the following enum: ATKPARAM_BEHAVIOR_ON_HIT_TYPE
behaviorOnHitSelf u8 0x1aa Behavior on self hit. This field uses the following enum: ATKPARAM_BEHAVIOR_ON_HIT_TYPE
deadAnimType u8 0x1ab Determines the opponent's animation when the opponent dies from this attack. This field uses the following enum: ATKPARAM_DEAD_ANIM_TYPE
cameraRumbleMapID s32 0x1ac ID of camera vibration when hitting the map This field refers to the following params: CameraRumbleParam
cameraRumbleMapEnableDistance f32 0x1b0 Distance at which camera vibration is effective when hitting the map. In metres.
shooterKnockbackDirType u8 0x1b4 Direction that serves as a basis for calculating recoil knockback This field uses the following enum: ATKPARAM_SHOOTER_KNOCKBACK_DIR_TYPE
dmgLevel_Friendly u8 0x1b5 Damage level when hit by an ally including yourself
atkDarkCorrection u16 0x1b6 Player only. Multiplier to the base Dark attack power
grabFlag u8 0x1b8 Flag used for grab information This field uses the following enum: ATK_PATAM_GRABFLAG_TYPE
grabEnableDmgLevel u8 0x1b9 You can grab it if it is above this damage level.
grabAttachDirType u8 0x1ba Attach correction method when grabbing This field uses the following enum: ATKPARAM_GRAB_ATTACH_DIR_TYPE
guardJudgeType u8 0x1bb Attack position type used when determining guard/barrier This field uses the following enum: ATKPARAM_GUARD_JUDGE_TYPE
hit0_Length f32 0x1bc Starting length of the hit capsule, in metres.
hit0_MaxLength f32 0x1c0 Maxmimum length of the hit capsule, in metres.
hit0_LengthExpandTime f32 0x1c4 Stretch the length in the direction of secondary dummy poly for this amount of time. In seconds.
hit0_MaxRadius f32 0x1c8 Maxmimum radius of the hit capsule, in metres.
hit0_ThicknessExpandTime f32 0x1cc The thickness of the area increases linearly from the radius to the maximum radius over this time.
hit0_KeepInitTime f32 0x1d0 Change the shape of the area after this amount of time has passed. In seconds.
hit0_SfxId s32 0x1d4 The SFX ID used by this hit capsule. This field takes an Particle ID.
hit0_SfxDeleteType s8 0x1d8 The deletion type for the SFX used by this hit capsule. This field uses the following enum: BULLET_SFX_DELETE_TYPE
hit0_hitCreateType u8 0x1d9 The creation type used by this hit capsule. This field uses the following enum: ATKPARAM_HIT_CREATE_TYPE
isHitFpsBarrier u8 0x1da [0] Will it hit the FPS barrier? This field is a boolean.
isHit0_ExpandPenetrateChr u8 0x1da [1] Will it penetrate the character when expanding or contracting? This field is a boolean.
isHit0_ExpandPenetrateMap u8 0x1da [2] Will it pass through map hits when expanding or contracting? This field is a boolean.
isHit0_ExpandSfxHitPos u8 0x1da [3] Should the SFX during expansion and contraction be based on the hit location? This field is a boolean.
isUseknockbackBladeAddDmg u8 0x1da [4] Should the additional damage knockback power for the blade be used This field is a boolean.
isHitSfxPosCorrection u8 0x1da [5] Should the hit SFX generation position be corrected to the position between the lock dummy polys? This field is a boolean.
isUseHitSfxHitVel u8 0x1da [6] Should the hit SFX be issued according to the direction of bullet flight? This field is a boolean.
isAtkTotalWeightCorrectionRate_forPc u8 0x1da [7] If 1, refer to the correction calculation graph parameter 'Total weight correction coefficient: attack power multiplier' This field is a boolean.
isChrAttachGeomSkip u8 0x1db [0] As a performance measure, do you want to avoid hitting assets attached to characters when expanding or contracting? This field is a boolean.
isInsFirstHitCheckOnly u8 0x1db [1] To improve performance, avoid checking multiple hits on the same character or asset, and be careful as the SFX generation position may shift (multiple hits are excluded after they hit, but this is excluded before they hit) This field is a boolean.
isFSDP u8 0x1db [2] Use FSDP (clog occurs when packet loss occurs instead of guaranteeing delivery) This field is a boolean.
isDisableSpEffectNoDead u8 0x1db [3] Ignore immortality special effects such as emergency PA This field is a boolean.
isMultiHitDisableMap u8 0x1db [4] Exclude the map with multiple hits? This field is a boolean.
isAssaultBoostBonusAttack u8 0x1db [5] This field is a boolean.
isDefMaterialIgnore u8 0x1db [6] Do you want to disable the SFX defense material change on the impact side? This field is a boolean.
isDisableBulletGeneration u8 0x1db [7] Should multi-hit information be shared while ignoring generations when the attack ID is the same? This field is a boolean.
combatIncreasePoint u16 0x1dc The amount of engagement level that increases each time you are hit. Linked to AI detection
knockbackStartPointType u8 0x1de Knockback direction determination type This field uses the following enum: ATKPARAM_KNOCKBACK_STARTPOINT_TYPE
shootSeCategory s8 0x1df ID for identifying SE to be played by association with attack material and attack strength This field uses the following enum: ATKPARAM_SHOOT_SE_CATEGORY
id_forSe u32 0x1e0 Identification ID for determining the SE to play
se_reflectLv s8 0x1e4 The level of reverb for the sound This field uses the following enum: SOUND_REFLECT_LEVEL
HitHDRumbleSlotIdx u8 0x1e5 HD pad vibration playback slot (0-3)
dmgCalcSide u8 0x1e6 Damage Judgment Side: Which side decides the hit judgment of the attack? This field uses the following enum: DMG_CALC_SIDE_TYPE
pad4 dummy8 0x1e7 This field is padding.
shooterKnockbackMoveTimeSec f32 0x1e8 The time it takes to start slowing down due to the recoil (knockback) you receive when shooting. In seconds.
shooterKnockbackBrakeTimeSec f32 0x1ec The time from when you start decelerating due to the recoil (knockback) you receive when shooting until you stop. In seconds.
shooterKnockbackDecayRate f32 0x1f0 Deceleration speed curve coefficient due to the recoil (knockback) received when shooting (the larger the value, the stronger the brake will be at the end)
shooterFlyKnockbackMPS f32 0x1f4 Recoil (knockback) speed received when shooting. In metres per second.
shooterFlyKnockbackMoveTimeSec f32 0x1f8 The time it takes to start slowing down due to the recoil (knockback) you receive when shooting. In seconds.
shooterFlyKnockbackBrakeTimeSec f32 0x1fc The time from when you start decelerating due to the recoil (knockback) you receive when shooting until you stop. In seconds.
shooterFlyKnockbackDecayRate f32 0x200 Deceleration speed curve coefficient due to the recoil (knockback) received when shooting (the larger the value, the stronger the brake will be at the end)
statusAilmentAtkPowerCorrectRate u16 0x204 Multiplying the special effect's status abnormality attack power.
statusAilmentAtkPowerCorrectRate_byPoint u16 0x206 A multiplier correction will be applied to the special effect 'Do you apply the abnormal status attack power multiplier correction?'
spEffectAtkPowerCorrectRate_byPoint u16 0x208 A multiplier correction is applied to the attack power [point] of the special effect.
spEffectAtkPowerCorrectRate_byRate u16 0x20a Multiplier correction is applied to the attack power multiplier of special effects.
spEffectAtkPowerCorrectRate_byDmg u16 0x20c Attacker side of special effects: Performs multiplier correction for damage multiplier.
atkPa u16 0x20e The base Pulse Armor attack power.
impactPower s32 0x210 The base Impact attack power.
damageLevelConvId u32 0x214 ID of damage level conversion parameter This field refers to the following params: DamageLevelConvParam
damageLevelConvId_Friend u32 0x218 ID of damage level conversion parameter This field refers to the following params: DamageLevelConvParam
bodyTrunkAttakcPower s32 0x21c Damage applied to the core.
bBodyTrunkBreakEnable u8 0x220 Can you do a core break? This field is a boolean.
addDamageAnimType u8 0x221 Additive damage animation type that the opponent regenerates This field uses the following enum: ATKPARAM_ADD_DAMAGE_ANIM_TYPE
addEndPermanentStunValue u16 0x222
paPenetrationPower s32 0x224 Weapon para/NPC para: Used in conjunction with PA output to calculate PA cut rate.
hit0_Fan_Radius s16 0x228 In metres
hit1_Fan_Radius s16 0x22a In metres
hit2_Fan_Radius s16 0x22c In metres
hit3_Fan_Radius s16 0x22e In metres
hit4_Fan_Radius s16 0x230 In metres
hit5_Fan_Radius s16 0x232 In metres
hit6_Fan_Radius s16 0x234 In metres
hit7_Fan_Radius s16 0x236 In metres
hit8_Fan_Radius s16 0x238 In metres
hit9_Fan_Radius s16 0x23a In metres
hit10_Fan_Radius s16 0x23c In metres
hit11_Fan_Radius s16 0x23e In metres
hit12_Fan_Radius s16 0x240 In metres
hit13_Fan_Radius s16 0x242 In metres
hit14_Fan_Radius s16 0x244 In metres
hit15_Fan_Radius s16 0x246 In metres
hit0_Fan_RotY s16 0x248 Fan shape determination Y-axis rotation. In degrees.
hit1_Fan_RotY s16 0x24a Fan shape determination Y-axis rotation. In degrees.
hit2_Fan_RotY s16 0x24c Fan shape determination Y-axis rotation. In degrees.
hit3_Fan_RotY s16 0x24e Fan shape determination Y-axis rotation. In degrees.
hit4_Fan_RotY s16 0x250 Fan shape determination Y-axis rotation. In degrees.
hit5_Fan_RotY s16 0x252 Fan shape determination Y-axis rotation. In degrees.
hit6_Fan_RotY s16 0x254 Fan shape determination Y-axis rotation. In degrees.
hit7_Fan_RotY s16 0x256 Fan shape determination Y-axis rotation. In degrees.
hit8_Fan_RotY s16 0x258 Fan shape determination Y-axis rotation. In degrees.
hit9_Fan_RotY s16 0x25a Fan shape determination Y-axis rotation. In degrees.
hit10_Fan_RotY s16 0x25c Fan shape determination Y-axis rotation. In degrees.
hit11_Fan_RotY s16 0x25e Fan shape determination Y-axis rotation. In degrees.
hit12_Fan_RotY s16 0x260 Fan shape determination Y-axis rotation. In degrees.
hit13_Fan_RotY s16 0x262 Fan shape determination Y-axis rotation. In degrees.
hit14_Fan_RotY s16 0x264 Fan shape determination Y-axis rotation. In degrees.
hit15_Fan_RotY s16 0x266 Fan shape determination Y-axis rotation. In degrees.
hit0_Fan_RotZ s16 0x268 Fan shape determination Z-Axis rotation. In degrees.
hit1_Fan_RotZ s16 0x26a Fan shape determination Z-Axis rotation. In degrees.
hit2_Fan_RotZ s16 0x26c Fan shape determination Z-Axis rotation. In degrees.
hit3_Fan_RotZ s16 0x26e Fan shape determination Z-Axis rotation. In degrees.
hit4_Fan_RotZ s16 0x270 Fan shape determination Z-Axis rotation. In degrees.
hit5_Fan_RotZ s16 0x272 Fan shape determination Z-Axis rotation. In degrees.
hit6_Fan_RotZ s16 0x274 Fan shape determination Z-Axis rotation. In degrees.
hit7_Fan_RotZ s16 0x276 Fan shape determination Z-Axis rotation. In degrees.
hit8_Fan_RotZ s16 0x278 Fan shape determination Z-Axis rotation. In degrees.
hit9_Fan_RotZ s16 0x27a Fan shape determination Z-Axis rotation. In degrees.
hit10_Fan_RotZ s16 0x27c Fan shape determination Z-Axis rotation. In degrees.
hit11_Fan_RotZ s16 0x27e Fan shape determination Z-Axis rotation. In degrees.
hit12_Fan_RotZ s16 0x280 Fan shape determination Z-Axis rotation. In degrees.
hit13_Fan_RotZ s16 0x282 Fan shape determination Z-Axis rotation. In degrees.
hit14_Fan_RotZ s16 0x284 Fan shape determination Z-Axis rotation. In degrees.
hit15_Fan_RotZ s16 0x286 Fan shape determination Z-Axis rotation. In degrees.
hit0_Fan_UpOffset f32 0x288 Fan shape determination Upward Offset. In metres.
hit1_Fan_UpOffset f32 0x28c Fan shape determination Upward Offset. In metres.
hit2_Fan_UpOffset f32 0x290 Fan shape determination Upward Offset. In metres.
hit3_Fan_UpOffset f32 0x294 Fan shape determination Upward Offset. In metres.
hit4_Fan_UpOffset f32 0x298 Fan shape determination Upward Offset. In metres.
hit5_Fan_UpOffset f32 0x29c Fan shape determination Upward Offset. In metres.
hit6_Fan_UpOffset f32 0x2a0 Fan shape determination Upward Offset. In metres.
hit7_Fan_UpOffset f32 0x2a4 Fan shape determination Upward Offset. In metres.
hit8_Fan_UpOffset f32 0x2a8 Fan shape determination Upward Offset. In metres.
hit9_Fan_UpOffset f32 0x2ac Fan shape determination Upward Offset. In metres.
hit10_Fan_UpOffset f32 0x2b0 Fan shape determination Upward Offset. In metres.
hit11_Fan_UpOffset f32 0x2b4 Fan shape determination Upward Offset. In metres.
hit12_Fan_UpOffset f32 0x2b8 Fan shape determination Upward Offset. In metres.
hit13_Fan_UpOffset f32 0x2bc Fan shape determination Upward Offset. In metres.
hit14_Fan_UpOffset f32 0x2c0 Fan shape determination Upward Offset. In metres.
hit15_Fan_UpOffset f32 0x2c4 Fan shape determination Upward Offset. In metres.
hit0_Fan_DownOffset f32 0x2c8 Fan shape determination Downward Offset. In metres.
hit1_Fan_DownOffset f32 0x2cc Fan shape determination Downward Offset. In metres.
hit2_Fan_DownOffset f32 0x2d0 Fan shape determination Downward Offset. In metres.
hit3_Fan_DownOffset f32 0x2d4 Fan shape determination Downward Offset. In metres.
hit4_Fan_DownOffset f32 0x2d8 Fan shape determination Downward Offset. In metres.
hit5_Fan_DownOffset f32 0x2dc Fan shape determination Downward Offset. In metres.
hit6_Fan_DownOffset f32 0x2e0 Fan shape determination Downward Offset. In metres.
hit7_Fan_DownOffset f32 0x2e4 Fan shape determination Downward Offset. In metres.
hit8_Fan_DownOffset f32 0x2e8 Fan shape determination Downward Offset. In metres.
hit9_Fan_DownOffset f32 0x2ec Fan shape determination Downward Offset. In metres.
hit10_Fan_DownOffset f32 0x2f0 Fan shape determination Downward Offset. In metres.
hit11_Fan_DownOffset f32 0x2f4 Fan shape determination Downward Offset. In metres.
hit12_Fan_DownOffset f32 0x2f8 Fan shape determination Downward Offset. In metres.
hit13_Fan_DownOffset f32 0x2fc Fan shape determination Downward Offset. In metres.
hit14_Fan_DownOffset f32 0x300 Fan shape determination Downward Offset. In metres.
hit15_Fan_DownOffset f32 0x304 Fan shape determination Downward Offset. In metres.
hit0_Fan_InternalAngle u8 0x308 Fan shape determination Attack Range Angle. In degrees.
hit1_Fan_InternalAngle u8 0x309 Fan shape determination Attack Range Angle. In degrees.
hit2_Fan_InternalAngle u8 0x30a Fan shape determination Attack Range Angle. In degrees.
hit3_Fan_InternalAngle u8 0x30b Fan shape determination Attack Range Angle. In degrees.
hit4_Fan_InternalAngle u8 0x30c Fan shape determination Attack Range Angle. In degrees.
hit5_Fan_InternalAngle u8 0x30d Fan shape determination Attack Range Angle. In degrees.
hit6_Fan_InternalAngle u8 0x30e Fan shape determination Attack Range Angle. In degrees.
hit7_Fan_InternalAngle u8 0x30f Fan shape determination Attack Range Angle. In degrees.
hit8_Fan_InternalAngle u8 0x310 Fan shape determination Attack Range Angle. In degrees.
hit9_Fan_InternalAngle u8 0x311 Fan shape determination Attack Range Angle. In degrees.
hit10_Fan_InternalAngle u8 0x312 Fan shape determination Attack Range Angle. In degrees.
hit11_Fan_InternalAngle u8 0x313 Fan shape determination Attack Range Angle. In degrees.
hit12_Fan_InternalAngle u8 0x314 Fan shape determination Attack Range Angle. In degrees.
hit13_Fan_InternalAngle u8 0x315 Fan shape determination Attack Range Angle. In degrees.
hit14_Fan_InternalAngle u8 0x316 Fan shape determination Attack Range Angle. In degrees.
hit15_Fan_InternalAngle u8 0x317 Fan shape determination Attack Range Angle. In degrees.
brokenPartsBlowAwayAngleVertical s16 0x318 The reference direction changes depending on the setting of 'Blow-off direction correction type at the time of damage', and the horizontal direction is 0.
brokenPartsBlowAwayAngleHorizontal s16 0x31a The reference direction changes depending on the setting of 'Blow-off direction correction type at the time of damage'
brokenPartsBlowAwayForce f32 0x31c In kilograms x metres per second
brokenPartsRotationAxisAngleVertical s16 0x320 Regarding the tilt of the rotation axis, always calculate it based on the master direction of the target (Y direction in world space) without making any corrections based on the position of the bullet, and the Y direction is 0. In degrees.
brokenPartsRotationAxisAngleHorizontal s16 0x322 Regarding the tilt of the rotation axis, always calculate it based on the master direction of the victim (Y direction in world space), without making any corrections based on the position of the victim.
brokenPartsRotationForce f32 0x324 In kilograms x degrees per second
partsBreakLotteryId s32 0x328 The damage lot to roll upon part destruction. This field refers to the following params: PartsBreakLotteryParam
brokenPartsBlowAwayDirectionCompensationType u8 0x32c Correction type applied to the blow-off direction. This field uses the following enum: ATK_PARAM_BROKEN_PARTS_BLOW_AWAY_DIRECTION_COMPENSATION_TYPE
damageAnimAtkDir u8 0x32d Values ​​referenced when playing damage animation This field uses the following enum: ATKPARAM_DAMAGE_ANIM_ATK_DIR
atkObjDamage_Hp u16 0x32e Damage to asset HP
knockbackDirType u8 0x330 This field uses the following enum: ATKPARAM_KNOCKBACK_DIR_TYPE
knockbackDirAngAxisX s8 0x331 Correction angle used in knockback direction correction type. In degrees.
knockbackDirAngAxisY s16 0x332 Correction angle used in knockback direction correction type. In degrees.
brokenPartsKnockbackRate f32 0x334 Applied speed multiplier due to knockback when damaged parts are blown away.
pad10 dummy8 0x338 This field is padding.
multiHit_MaxCountBehavior u8 0x33a Behavior when the number of multi-hit hits is at the upper limit This field uses the following enum: ATKPARAM_MULTI_HIT_MAX_BEH_TYPE
multiHit_MaxCount u8 0x33b Upper limit of number of multi-hits
multiHit_ShareId s32 0x33c Shared ID for multi-stage hit count
multiHit_ResetTimeSec f32 0x340 Time to reset multi-hit count. In seconds.
hitSfx_RotAngDegZ s16 0x344 Hit SFX Z-axis rotation angle
hitSfx_RandRotAngDegZ s16 0x346 Hit SFX Z-axis rotation angle, max random degree offset
staggerCriticalRate_Phys s16 0x348 Direct Hit multiplier for Kinetic damage.
staggerCriticalRate_Mag s16 0x34a Direct Hit multiplier for Energy damage.
staggerCriticalRate_Fire s16 0x34c Direct Hit multiplier for Explosive damage.
staggerCriticalRate_Thun s16 0x34e Direct Hit multiplier for Coral damage.
staggerCriticalRate_Dark s16 0x350 Direct Hit multiplier for Dark damage.
spEffectAddCondParts_0 u8 0x352 Adds a special effect when hitting the specified area This field uses the following enum: NPC_SP_EFFECT_ADD_COND_PARTS_TYPE
isAdfPartsGroupNoHit u8 0x353 [0] When ○, ignores hits to the specified part with the TAE flag 'Disable damage by specifying part (for ADF)' This field is a boolean.
isMultiHitArmorHit_DisableHitStop u8 0x353 [1] Do you want to prevent hit stop when armor hits? This field is a boolean.
unk353_2 u8 0x353 [2]
pad_11 dummy8 0x353 [3-7] This field is padding.
decalBaseId1 s32 0x354 Decal identifier 1 (5 digits) This field refers to the following params: DecalParam
decalBaseId2 s32 0x358 Decal identifier 2 (5 digits) This field refers to the following params: DecalParam
sfxId_Critical s32 0x35c SFXID on critical hit. -1 does not occur.
sfxId_CriticalSfxLevel u8 0x360 SFX strength on critical hit. does not occur without This field uses the following enum: ATKPARAM_CRITICAL_SFX_LEVEL_TYPE
HitRumblePriority u8 0x361 The higher the priority value during vibration playback, the higher the priority.
pad_12 dummy8 0x362 This field is padding.
hit0_Fan_RotX s16 0x364 Fan shape determination X-Axis rotation. In degrees.
hit1_Fan_RotX s16 0x366 Fan shape determination X-Axis rotation. In degrees.
hit2_Fan_RotX s16 0x368 Fan shape determination X-Axis rotation. In degrees.
hit3_Fan_RotX s16 0x36a Fan shape determination X-Axis rotation. In degrees.
hit4_Fan_RotX s16 0x36c Fan shape determination X-Axis rotation. In degrees.
hit5_Fan_RotX s16 0x36e Fan shape determination X-Axis rotation. In degrees.
hit6_Fan_RotX s16 0x370 Fan shape determination X-Axis rotation. In degrees.
hit7_Fan_RotX s16 0x372 Fan shape determination X-Axis rotation. In degrees.
hit8_Fan_RotX s16 0x374 Fan shape determination X-Axis rotation. In degrees.
hit9_Fan_RotX s16 0x376 Fan shape determination X-Axis rotation. In degrees.
hit10_Fan_RotX s16 0x378 Fan shape determination X-Axis rotation. In degrees.
hit11_Fan_RotX s16 0x37a Fan shape determination X-Axis rotation. In degrees.
hit12_Fan_RotX s16 0x37c Fan shape determination X-Axis rotation. In degrees.
hit13_Fan_RotX s16 0x37e Fan shape determination X-Axis rotation. In degrees.
hit14_Fan_RotX s16 0x380 Fan shape determination X-Axis rotation. In degrees.
hit15_Fan_RotX s16 0x382 Fan shape determination X-Axis rotation. In degrees.
hit0_MeleeKnockbackDmyPoly s16 0x384 The dummy polygon ID to use for melee attack knockback
hit1_MeleeKnockbackDmyPoly s16 0x386 The dummy polygon ID to use for melee attack knockback
hit2_MeleeKnockbackDmyPoly s16 0x388 The dummy polygon ID to use for melee attack knockback
hit3_MeleeKnockbackDmyPoly s16 0x38a The dummy polygon ID to use for melee attack knockback
hit4_MeleeKnockbackDmyPoly s16 0x38c The dummy polygon ID to use for melee attack knockback
hit5_MeleeKnockbackDmyPoly s16 0x38e The dummy polygon ID to use for melee attack knockback
hit6_MeleeKnockbackDmyPoly s16 0x390 The dummy polygon ID to use for melee attack knockback
hit7_MeleeKnockbackDmyPoly s16 0x392 The dummy polygon ID to use for melee attack knockback
hit8_MeleeKnockbackDmyPoly s16 0x394 The dummy polygon ID to use for melee attack knockback
hit9_MeleeKnockbackDmyPoly s16 0x396 The dummy polygon ID to use for melee attack knockback
hit10_MeleeKnockbackDmyPoly s16 0x398 The dummy polygon ID to use for melee attack knockback
hit11_MeleeKnockbackDmyPoly s16 0x39a The dummy polygon ID to use for melee attack knockback
hit12_MeleeKnockbackDmyPoly s16 0x39c The dummy polygon ID to use for melee attack knockback
hit13_MeleeKnockbackDmyPoly s16 0x39e The dummy polygon ID to use for melee attack knockback
hit14_MeleeKnockbackDmyPoly s16 0x3a0 The dummy polygon ID to use for melee attack knockback
hit15_MeleeKnockbackDmyPoly s16 0x3a2 The dummy polygon ID to use for melee attack knockback
HitHDRumbleId s32 0x3a4 Vibration ID on hit (-1 disabled). This is the vibration ID when none of the following three apply.
HitHDRumbleIdByNormal s32 0x3a8 Hit vibration ID when hitting the tip of the dummy polygon (-1 disabled)
HitHDRumbleIdByMiddle s32 0x3ac Hit vibration ID when hitting the center of the dummy polygon (-1 disabled)
HitHDRumbleIdByRoot s32 0x3b0 Hit vibration ID when hitting the root of the dummy polygon (-1 disabled)
padHDRumbleID s32 0x3b4 ID of pad HD vibration when hitting player
padHDRumbleDefenseID s32 0x3b8 ID of pad HD vibration upon guarded hit
soundRestrictionSec f32 0x3bc Regeneration thinning time of various SEs due to attacks. In seconds.
soundLandingRestrictionSec f32 0x3c0 Regeneration thinning time of various SEs due to impact. In seconds.
soundFlyRestrictionSec f32 0x3c4 Regeneration thinning time of various SEs due to impact. In seconds.
damageReactionDisableGravityTimeSec f32 0x3c8 Time to erase gravity with damage reaction
PulseSpAtkBonusImpact_Guard s32 0x3cc Pulse special attack bonus impact power
PulseSpAtkBonusImpact_JustGuard s32 0x3d0 Pulse special attack bonus impact power
PulseSpAtkImpactCutDown_Guard f32 0x3d4 Pulse special attack impact value cut rate nullification amount
PulseSpAtkImpactCutDown_JustGuard f32 0x3d8 Pulse special attack impact value cut rate nullification amount
residualImpactPower s32 0x3dc Residual impact force when not guarded
hit0_sfxmodelId s32 0x3e0 SFX model parameter ID for bending laser
knockbackBladeAddDmgMPS f32 0x3e4 Additional damage knockback power for blade (speed). In metres per second.
playerToEneHitCamRumbleId s32 0x3e8 The pad vibration ID (-1 disabled) becomes the dynamic ID when the player's attack hits the enemy. This field refers to the following params: CameraRumbleParam
criticalHitSfxRestrictionSec f32 0x3ec Critical hit SFX continuous occurrence suppression time. In seconds.
multiHitArmorHit_OneHitCount s8 0x3f0 How many times should the armor hit for multi-stage hit count +1?
pad_13 dummy8 0x3f1 This field is padding.
multiHitArmorHit_DamageRate f32 0x3f4 Damage multiplier on armor hit
pad_end dummy8 0x3f8 This field is padding.

Enums

ATKPARAM_HIT_CREATE_TYPE

Option Description Notes
0 Connect between DummyPolys
1 Extend same direction as DummyPoly 1
2 Fan

ATKPARAM_SHOOT_SE_CATEGORY

Option Description Notes
0 None
1 Handgun
2 Rifle
3 Cannon
4 Machinegun
5 AssaultRifle
6 Gatling
7 Shotgun
8 SniperRifle
9 HandGrenade
10 bazooka
11 GrenadeCannon
12 BombS
13 BombM
14 BombL
15 Missile
16 Rocket
17 PulseHandgun
18 PulseRifle
19 PulseCannon
20 PulseMachinegun
21 PulseShotgun
22 PulseBombS
23 PulseBombM
24 PulseBombL
25 LaserRifle
26 HighLaserRifle
27 LaserSniperRifle
28 LaserMachinegun
29 PlasmaRifle
30 PlasmaCannon
31 PlasmaBombS
32 PlasmaBombM
33 PlasmaBombL
34 Melee
100 SpWeapon

WEP_MATERIAL_ATK

Option Description Notes
0 Standard
1 Kinetic
2 Energy
3 Explosive
4 Ice
5 Green
6 None
7 Dmy1
8 Dmy2
9 Dmy3
10 Dmy4
11 Coral
12 Assault Armor
20 Pulse
21 Laser
22 Plasma
255 None

ATK_PATAM_THROWFLAG_TYPE

Option Description Notes
0 None
1 Throw transition
2 Throw
3 Throw transition (with dmgLevel)

ATKPARAM_SPATTR_TYPE

Option Description Notes
0 Do not overwrite
1 None
2 Flame
3 Magic
4 Poison
5 Egg
6 Electric Shock
7 Petrification
8 Crystallization
255 Material 1

ATKPARAM_SFX_ATK_POW

Option Description Notes
0 Small
1 Medium
2 Large
3 Extra Large
4 Very Large

ATKPARAM_SFX_ATK_DIR

Option Description Notes
0 Front
1 Top
2 Bottom
3 Left
4 Right

ATKPARAM_SE_ATK_POW

Option Description Notes
0 Small
1 Large
2 Extra Large

ATKPARAM_REP_DMGTYPE

Option Description Notes
0 Default
1 No Stagger
2 Unavailable
3 Addition
4 Hit Stop
5 Small Stagger
6 Unavailable
7 Large Stagger
8 Unavailable
9 Unavailable
10 Blown Away
11 Unavailable
12 Unavailable

ATKPARAM_ADD_DAMAGE_ANIM_TYPE

Option Description Notes
0 Step Addition
1 100% Addition
2 Great Addition

ATKPARAM_MULTI_HIT_MAX_BEH_TYPE

Option Description Notes
0 No Hit
1 Hit: Ignore Damage

ATK_PARAM_MAP_HIT

Option Description Notes
0 Normal
1 Precision
2 Not on the map
3 Map, not an asset

ATKPARAM_KNOCKBACK_STARTPOINT_TYPE

Option Description Notes
0 Default
1 Impact position
2 Character who attacked
3 Attack source

ATKPARAM_KNOCKBACK_DIR_TYPE

Option Description Notes
0 No correction
1 Corrected by angle of attacker and victim
2 Corrected by the angle of the attacker and victim in the horizontal direction only

ATK_PARAM_HIT_TYPE

Option Description Notes
0 Normal (tip)
1 Middle
2 Root
3 Map Collision Detection

ATK_PARAM_HIT_SOURCE

Option Description Notes
0 Weapon
1 Body
2 Part 0
3 Part 1
4 Part 2
5 Part 3
6 Part 4
7 Part 5
8 Part 6
9 Part 7
10 Part 8
11 Part 9
12 Part 10
13 Part 11
14 Part 12
15 Part 13
16 Part 14
17 Part 15
18 Part 16
19 Part 17
20 Part 18
21 Part 19
22 Part 20
23 Part 21
24 Part 22
25 Part 23
26 Part 24
27 Part 25
28 Part 26
29 Part 27
30 Part 28
31 Part 29
32 Part 30
33 Part 31

ATKPARAM_ASSET_BREAK_ACTION_TYPE

Option Description Notes
0 Normal
1 Explosion
2 Combustion
3 Laser
4 Ice Worm

ATKPARAM_ATKATTR_TYPE

Option Description Notes
0 Slash
1 Crush
2 Pierce
3 Push

BEHAVIOR_ATK_TYPE

Option Description Notes
0 Slash
1 Blow
2 Thrust
3 Explosion
4 Bullet

BEHAVIOR_ATK_SIZE

Option Description Notes
0 Small
1 Large

ATKPARAM_BEHAVIOR_ID

Option Description Notes
0 None
1 Continuous Attack
2 Super huge blowout
3 Delayed damage reaction
4 Damage only FE
5 [For AC only] Small stagger guarantee
10 Start Grab
11 Finish Grab
20 [AC] Start Grab
21 [AC] Midst Grab
22 [AC] Finish Grab

ATKPARAM_BEHAVIOR_ON_HIT_TYPE

Option Description Notes
0 Hit
1 No Hit
2 Hit: Ignore Damage

ATK_PARAM_BROKEN_PARTS_BLOW_AWAY_DIRECTION_COMPENSATION_TYPE

Option Description Notes
0 No correction
1 Corrected by angle of attacker and victim
2 Corrected by the angle of the attacker and victim in the horizontal direction only

ATKPARAM_CRITICAL_SFX_LEVEL_TYPE

Option Description Notes
0 None
1 Small
2 Medium
3 Large

ATKPARAM_DAMAGE_ANIM_ATK_DIR

Option Description Notes
0 None
1 Back
2 Front
3 Top
4 Bottom
5 Left
6 Right

ATKPARAM_DEAD_ANIM_TYPE

Option Description Notes
0 Normal death
10 Penetration death
20 Explosion death
30 Shattered death
40 Blade Death (Yokonagi)
45 Blade Death (Vertical Slash)
50 Rolling death

ATKPARAM_GRAB_ATTACH_DIR_TYPE

Option Description Notes
0 Always match the dummy poly
1 Correct before and after
2 Correct forward/backward/left/right

ATKPARAM_GUARD_JUDGE_TYPE

Option Description Notes
1 Character who attacked
2 Center of attack judgment
3 Bullet movement direction
4 Omnidirectional guard possible

ATK_PATAM_GRABFLAG_TYPE

Option Description Notes
0 None
1 Grab Start
2 Grab Finish

ATKPARAM_SHOOTER_KNOCKBACK_DIR_TYPE

Option Description Notes
0 Bullet Direction
1 Muzzle Direction

BULLET_SFX_DELETE_TYPE

Option Description Notes
0 Emitter Stop
1 Delete

SOUND_REFLECT_LEVEL

Option Description Notes
0 None
1 Level 1
2 Level 2
-1 Default

DMG_CALC_SIDE_TYPE

Option Description Notes
0 Giver
1 Receiver

NPC_SP_EFFECT_ADD_COND_PARTS_TYPE

Option Description Notes
0 None
1 Ice Worm Head

WEP_MATERIAL_DEF

Option Description Notes
0 None
100 Shield: Kinetic
101 Shield: Strong Kinetic
102 Shield: Energy
103 Body: Kinetic
104 Body: Strong Kinetic
105 Body: Flesh
106 Body: Cloth
107 Shield: Plamsa
108 Pulse Armor: Large Energy - White Hit Ripple
109 Generator: Normal
110 Generator: Coral
111 Pulse Armor: Extra-Large Enemy - Coral Hit Ripple
112 Shield: Coral
254 Reserve 3
255 Material 1

WEP_MATERIAL_DEF_SFX

Option Description Notes
0 None
100 Shield: Kinetic
101 Shield: Strong Kinetic
102 Shield: Energy
103 Body: Kinetic
104 Body: Strong Kinetic
105 Body: Flesh
106 Shield: Energy - Initial Guard
107 Shield: Coral - Initial; Guard
108 Pulse Armor: Large Energy - White Hit Ripple
109 Generator: Normal
110 Generator: Coral
111 Pulse Armor: Extra-Large Enemy - Coral Hit Ripple
112 Shield: Coral
254 Reserve 3
255 Material 1
ac6-refmat/param/atkparam.txt · Last modified: by admin