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ac6-refmat:param:equipparamweapon

EquipParamWeapon

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.
behaviorVariationId s32 0x4 Used to determine the action parameters to use for this weapon's attacks.
sortId s32 0x8 The ordering ID used to sort this equipment in the menu.
wanderingEquipId u32 0xc Replacement part ID for wandering ghosts.
weight f32 0x10 Weight [kg].
weaponWeightRate f32 0x14 Equipment weight ratio
fixPrice s32 0x18 The price required to repair this equipment. Repair cost is calculated using this and durabilityMax
reinforcePrice s32 0x1c The reinforcement price for this equipment.
sellValue s32 0x20 The sell value for this equipment.
correctStrength f32 0x24 The multiplier to the damage corrected by this specified stat.
correctAgility f32 0x28 The multiplier to the damage corrected by this specified stat.
correctMagic f32 0x2c The multiplier to the damage corrected by this specified stat.
correctFaith f32 0x30 The multiplier to the damage corrected by this specified stat.
physGuardCutRate f32 0x34 The absorption to apply to damage of the specified type when this weapon is guarding.
magGuardCutRate f32 0x38 The absorption to apply to damage of the specified type when this weapon is guarding.
fireGuardCutRate f32 0x3c The absorption to apply to damage of the specified type when this weapon is guarding.
thunGuardCutRate f32 0x40 The absorption to apply to damage of the specified type when this weapon is guarding.
spEffectBehaviorId0 s32 0x44 A SpEffect to apply to the victim when this weapon hits. This field refers to the following params: SpEffectParam
spEffectBehaviorId1 s32 0x48 A SpEffect to apply to the victim when this weapon hits. This field refers to the following params: SpEffectParam
spEffectBehaviorId2 s32 0x4c A SpEffect to apply to the victim when this weapon hits. This field refers to the following params: SpEffectParam
residentSpEffectId s32 0x50 A SpEffect to apply to the wielder of this weapon. This field refers to the following params: SpEffectParam
residentSpEffectId1 s32 0x54 A SpEffect to apply to the wielder of this weapon. This field refers to the following params: SpEffectParam
residentSpEffectId2 s32 0x58 A SpEffect to apply to the wielder of this weapon. This field refers to the following params: SpEffectParam
materialSetId s32 0x5c The material requirements for improving this equipment. This field refers to the following params: EquipMtrlSetParam
originEquipWep s32 0x60 The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep1 s32 0x64 The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep2 s32 0x68 The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep3 s32 0x6c The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep4 s32 0x70 The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep5 s32 0x74 The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep6 s32 0x78 The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep7 s32 0x7c The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep8 s32 0x80 The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep9 s32 0x84 The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep10 s32 0x88 The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep11 s32 0x8c The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep12 s32 0x90 The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep13 s32 0x94 The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep14 s32 0x98 The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep15 s32 0x9c The source ID when this equipment is reinforced to this level. This field refers to the following params: EquipParamWeapon
weakA_DamageRate f32 0xa0 Damage multiplier applied to targets that are classified as Type A.
weakB_DamageRate f32 0xa4 Damage multiplier applied to targets that are classified as Type B.
weakC_DamageRate f32 0xa8 Damage multiplier applied to targets that are classified as Type C.
weakD_DamageRate f32 0xac Damage multiplier applied to targets that are classified as Type D.
vagrantItemLotId s32 0xb0 -1 No vagrant 0 No lottery 1 With lottery
vagrantBonusEneDropItemLotId s32 0xb4 -1 No drop 0 No lottery 1 With lottery
vagrantItemEneDropItemLotId s32 0xb8 -1 No drop 0 No lottery 1 With lottery
equipModelId u16 0xbc The model ID to use for this equipment. Also determines the menu preview icon.
iconId u16 0xbe The icon ID to use for this equipment.
durability u16 0xc0 The initial durability of this equipment.
durabilityMax u16 0xc2 The maximum durability of this equipment.
attackThrowEscape u16 0xc4 The base damage for throw attack power
parryDamageLife s16 0xc6 The duration of parry damage. It is capped by the duration set in the TAE. In frames.
attackBasePhysics u16 0xc8 The base Kinetic attack power.
attackBaseMagic u16 0xca The base Energy attack power.
attackBaseFire u16 0xcc The base Explosive attack power.
attackBaseThunder u16 0xce The base Coral attack power.
attackBaseStamina u16 0xd0 The base stamina attack power.
saWeaponDamage u16 0xd2 The base poise attack power.
saDurability s16 0xd4 The additional poise to apply when using this weapon during attack animations.
horizontalGuardAngle s16 0xd6 Defense generation range angle when guarding with a weapon (horizontal direction). In degrees.
staminaGuardDef s16 0xd8 Defense power against stamina drain from enemy attacks when guarding correctly.
reinforceTypeId s16 0xda The reinforcement progression to use for this equipment. This field refers to the following params: ReinforceParamProtector
trophySGradeId s16 0xdc The achievement ID this equipment is associated with, if any.
trophySeqId s16 0xde The sequential achievement ID this equipment is associated with, if any.
throwAtkRate s16 0xe0 The multiplier to apply to critical hits.
bowDistRate s16 0xe2 Increase the attentuation range of ammunition by the specified multiplier.
equipModelCategory u8 0xe4 The equipment model category used by this equipment. This field uses the following enum: EQUIP_MODEL_CATEGORY
equipModelGender u8 0xe5 The equipment gender category used by this equipment. This field uses the following enum: EQUIP_MODEL_GENDER
weaponCategory u8 0xe6 The weapon category of this equipment. This field uses the following enum: WEAPON_CATEGORY
wepmotionCategory u8 0xe7 The weapon animation category. Determines the base animation set the weapon uses.
guardmotionCategory u8 0xe8 The weapon animation category used when guarding. Determines the animation set to overlap when guarding.
atkMaterial u8 0xe9 Specify the particles and sounds to apply to the victim at the time of attack. This field uses the following enum: WEP_MATERIAL_ATK
defSeMaterial1 u16 0xea Specify the sounds to apply when guarding against an attack. This field uses the following enum: WEP_MATERIAL_DEF
correctType_Physics u8 0xec Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
spAttribute u8 0xed Special attributes to set for attacks This field uses the following enum: ATKPARAM_SPATTR_TYPE
spAtkcategory u16 0xee The weapon override animation category. Determines the override animation set the weapon uses. This field uses the following enum: TAE_MOTION_CATEGORIES
wepmotionOneHandId u8 0xf0 The weapon idle animation category. Determines the idle animations used when held one-handed.
wepmotionBothHandId u8 0xf1 The weapon idle animation category. Determines the idle animations used when held two-handed.
properStrength u8 0xf2 The required level of the specified stat to properly wield this weapon.
properAgility u8 0xf3 The required level of the specified stat to properly wield this weapon.
properMagic u8 0xf4 The required level of the specified stat to properly wield this weapon.
properFaith u8 0xf5 The required level of the specified stat to properly wield this weapon.
overStrength u8 0xf6 Strength over start value
attackBaseParry u8 0xf7 The base parry attack damage value. Applied to the enemy parry defense value.
defenseBaseParry u8 0xf8 The base parry defense value. Compared against enemy parry attack value.
guardBaseRepel u8 0xf9 The base repel value when guarding. Compared against enemy repel attack value.
attackBaseRepel u8 0xfa The base repel value when attacking. Compared against enemy repel defense value.
guardCutCancelRate s8 0xfb 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
guardLevel s8 0xfc When guarding, the guard animation offset to use when being attacked.
slashGuardCutRate s8 0xfd The absorption to apply to damage of the specified type when guarding.
blowGuardCutRate s8 0xfe The absorption to apply to damage of the specified type when guarding.
thrustGuardCutRate s8 0xff The absorption to apply to damage of the specified type when guarding.
burnGuardResist s8 0x100 The absorption to apply to damage of the specified type when guarding.
stunGuardResist s8 0x101 The absorption to apply to damage of the specified type when guarding.
highPlasmaGuardResist s8 0x102 The absorption to apply to damage of the specified type when guarding.
curseGuardResist s8 0x103 The absorption to apply to damage of the specified type when guarding.
isDurabilityDivergence u8 0x104 The offset to apply to the animation set based on durability. This field uses the following enum: DURABILITY_DIVERGENCE_CATEGORY
rightHandEquipable u8 0x105 [0] If ON, this equipment can be equipped in the front right slot. This field is a boolean.
leftHandEquipable u8 0x105 [1] If ON, this equipment can be equipped in the front left slot. This field is a boolean.
bothHandEquipable u8 0x105 [2] If ON, this equipment can be equipped in either front slot. This field is a boolean.
rightBackEquipable u8 0x105 [3] If ON, this equipment can be equipped in the back right slot. This field is a boolean.
leftBackEquipable u8 0x105 [4] If ON, this equipment can be equipped in the back left slot. This field is a boolean.
enableGuard u8 0x105 [5] If ON, this weapon will guard with L1 when equipped with left hand. This field is a boolean.
enableParry u8 0x105 [6] If ON, this weapon will arry with L2 when equipped with left hand. This field is a boolean.
enableMagic u8 0x105 [7] If ON, this weapon will cast magic when attacking. This field is a boolean.
enableSorcery u8 0x106 [0] If ON, this weapon will cast sorcery when attacking. This field is a boolean.
enableMiracle u8 0x106 [1] If ON, this weapon will cast miracles when attacking. This field is a boolean.
enableVowMagic u8 0x106 [2] If ON, this weapon will cast vow magic when attacking. This field is a boolean.
isNormalAttackType u8 0x106 [3] The attack type for menu display. This field is a boolean.
isBlowAttackType u8 0x106 [4] The attack type for menu display. This field is a boolean.
isSlashAttackType u8 0x106 [5] The attack type for menu display. This field is a boolean.
isThrustAttackType u8 0x106 [6] The attack type for menu display. This field is a boolean.
isEnhance u8 0x106 [7] If ON, this weapon be buffed via a tool or spell. This field is a boolean.
isHeroPointCorrect u8 0x107 [0] If ON, applies attack correction based on humanity. This field is a boolean.
isCustom u8 0x107 [1] If ON, this weapon can be reinforced via the reinforcement mechanic. This field is a boolean.
disableBaseChangeReset u8 0x107 [2] If ON, prevents the weapon from being changed fundamentally via the ascension mechanic or infusion mechanic. This field is a boolean.
disableRepair u8 0x107 [3] If ON, this weapon cannot be repaired. This field is a boolean.
isDarkHand u8 0x107 [4] If ON, this weapon is considered a 'Dark Hand'. This field is a boolean.
simpleModelForDlc u8 0x107 [5] If ON, this weapon uses a simple model for the DLC. This field is a boolean.
lanternWep u8 0x107 [6] If ON, this weapon is considered a light source. This field is a boolean.
isVersusGhostWep u8 0x107 [7] If ON, this weapon can hit 'Ghost' characters. This field is a boolean.
baseChangeCategory u8 0x108 [0-5] The weapon job category (e.g. ascension or infusion). Used to display the attribute icon. This field uses the following enum: WEP_BASE_CHANGE_CATEGORY
isDragonSlayer u8 0x108 [6] If ON, is considered a 'dragon-hunter' weapon. This field is a boolean.
isDeposit u8 0x108 [7] If ON, this item can be deposited into the repository. This field is a boolean.
disableMultiDropShare u8 0x109 [0] If ON, this item cannot be dropped in a multiplayer session. This field is a boolean.
isDiscard u8 0x109 [1] If ON, this item can be discarded. This field is a boolean.
isDrop u8 0x109 [2] If ON, this item can be dropped. This field is a boolean.
isMissileLockNoRayCast u8 0x109 [3] If ON, and this weapon is a missle weapon, then lock-on will work through walls.
isPurgeEnable u8 0x109 [4] If ON, this weapon can be 'purged', e.g. dropped and no longer usable for the rest of the mission. This field is a boolean.
extensionEquipable u8 0x109 [5] If ON, this equipment can be equipped in the core expansion slot. This field is a boolean.
pad1 dummy8 0x109 [6-7] This field is padding.
defSfxMaterial1 u16 0x10a The particles used when guarding. This field uses the following enum: WEP_MATERIAL_DEF_SFX
wepCollidableType0 u8 0x10c The collidable type for this weapon. This field uses the following enum: WEP_COLLIDABLE_TYPE
wepCollidableType1 u8 0x10d The collidable type for this weapon. This field uses the following enum: WEP_COLLIDABLE_TYPE
wepCollidableType2 dummy8 0x10e This field is padding.
wepCollidableType3 dummy8 0x10f This field is padding.
traceSfxId0 s32 0x110 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead0 s32 0x114 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail0 s32 0x118 The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId1 s32 0x11c Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead1 s32 0x120 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail1 s32 0x124
traceSfxId2 s32 0x128 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead2 s32 0x12c
traceDmyIdTail2 s32 0x130
traceSfxId3 s32 0x134 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead3 s32 0x138 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail3 s32 0x13c The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId4 s32 0x140 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead4 s32 0x144 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail4 s32 0x148 The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId5 s32 0x14c Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead5 s32 0x150 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail5 s32 0x154 The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId6 s32 0x158 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead6 s32 0x15c The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail6 s32 0x160 The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId7 s32 0x164 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead7 s32 0x168 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail7 s32 0x16c The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
defSfxMaterial2 u16 0x170 The particles used when guarding. This field uses the following enum: WEP_MATERIAL_DEF_SFX
defSeMaterial2 u16 0x172 The sound used when guarding. This field uses the following enum: WEP_MATERIAL_DEF
absorpParamId s32 0x174 The weapon sheath position ID. This value determines the position where the weapon is attached. -1 is the default position. This field refers to the following params: WepAbsorpPosParam
toughnessCorrectRate f32 0x178 The multiplier to apply to the current toughness when this weapon is used.
isValidTough_ProtSADmg u8 0x17c [0] If ON, the toughness calculation is performed even if the current armor poise is the initial value. This field is a boolean.
isDualBlade u8 0x17c [1] If ON, this weapon is considered a 'duel blade'. This field is a boolean.
isAutoEquip u8 0x17c [2] If ON, this weapon is automatically equipped. Only valid for arrows and bolts. Requires the slot to be empty to equip. This field is a boolean.
isEnableEmergencyStep u8 0x17c [3] If ON, this weapon is handled as a quickstep weapon in the behavior scripts. This field is a boolean.
invisibleOnRemo u8 0x17c [4] If ON, this weapon is hidden during cutscenes. This field is a boolean.
guardBreakAtk_IgnoreProtect u8 0x17c [5] If ON, this weapon ignores defense after an enemy's guard break. This field is a boolean.
pad4 dummy8 0x17c [6-7] This field is padding.
correctType_Magic u8 0x17d Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
correctType_Fire u8 0x17e Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
correctType_Thunder u8 0x17f Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
weakE_DamageRate f32 0x180 Damage multiplier applied to targets that are classified as Type E.
weakF_DamageRate f32 0x184 Damage multiplier applied to targets that are classified as Type F.
darkGuardCutRate f32 0x188 The absorption to apply to damage of the specified type when this weapon is guarding.
attackBaseDark u16 0x18c The base Dark attack power.
correctType_Dark u8 0x18e Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
correctType_Burn u8 0x18f Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
swordArtsId s32 0x190 The Swords Arts ID to use for this weapon.
correctType_HighPlasma u8 0x194 Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
properLuck u8 0x195 The required level of the specified stat to properly wield this weapon.
pad5 dummy8 0x196 This field is padding.
autoReplenishType u8 0x197 The type of automatic replenishment available, and whether it is enabled or disabled by default. This field uses the following enum: AUTO_REPLENISH_TYPE
swordArtsParamId s32 0x198 The Swords Arts ID to use for this weapon.
correctLuck f32 0x19c Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
arrowBoltEquipId u32 0x1a0 The weapon ID of the ammunition display model.
DerivationLevelType u8 0x1a4 How to handle the reinforcement level when reducing or changing weapons. This field uses the following enum: WEAPON_DERIVATION_LEVEL_TYPE
enchantSfxSize u8 0x1a5 ID offset to enchantment SFX ID This field uses the following enum: WEP_ENCHANT_SFX_SIZE
wepTypeForText u16 0x1a6 The weapon type to display in the menu.
physGuardCutRate_StaminaShort s8 0x1a8 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
magGuardCutRate_StaminaShort s8 0x1a9 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
fireGuardCutRate_StaminaShort s8 0x1aa The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
thunGuardCutRate_StaminaShort s8 0x1ab The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
darkGuardCutRate_StaminaShort s8 0x1ac The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
burnGuardResist_StaminaShort s8 0x1ad The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
stunGuardResist_StaminaShort s8 0x1ae The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
highPlasmaGuardResist_StaminaShort s8 0x1af The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
curseGuardResist_StaminaShort s8 0x1b0 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
saGuardCutRate s8 0x1b1 The absorption to apply to damage of the specified type when this weapon is guarding.
saGuardCutRate_StaminaShort s8 0x1b2 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
staminaGuardCutRate s8 0x1b3 The absorption to apply to damage of the specified type when this weapon is guarding.
staminaGuardCutRate_StaminaShort s8 0x1b4 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
depletedUraniumToxicGuardResist_StaminaShort s8 0x1b5 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
depletedUraniumToxicGuardResist s8 0x1b6 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
shoulderEquipType u8 0x1b7 The equip type for a shoulder slot weapon. This field uses the following enum: SHOULDER_EQUIP_TYPE
staminaMax u16 0x1b8 The stamina capacity of this booster.
staminaRecoverPerSec u16 0x1ba The stamina recovery rate. In points per second.
recoverStaminaDelayTimeSec f32 0x1bc The delay before stamina recovery starts. In seconds.
guardBreakSelfAtk_AtkId s32 0x1c0 The attack ID To use during a self-induced guard break.
breakThrowTypeId s32 0x1c4 The throw type ID to use after a guard break. -1 disables, enemy ignores this.
stealthThrowTypeId s32 0x1c8 The throw type ID to use after a stealth attack. -1 disables, enemy ignores this.
thrustersParamIDForPC u32 0x1cc For player, specify the ID of the thruster parameter (0 means no thruster). This field refers to the following params: ThrusterParam_PC
pad4_2 dummy8 0x1d0 This field is padding.
residentSfxId_1 s32 0x1d4 The SFX ID to apply to this weapon. This field takes an Particle ID.
residentSfxId_2 s32 0x1d8 The SFX ID to apply to this weapon. This field takes an Particle ID.
residentSfxId_3 s32 0x1dc The SFX ID to apply to this weapon. This field takes an Particle ID.
residentSfxId_4 s32 0x1e0 The SFX ID to apply to this weapon. This field takes an Particle ID.
residentSfx_DmyId_1 s32 0x1e4 The dummy polygon that particle 1 spawns from.
residentSfx_DmyId_2 s32 0x1e8 The dummy polygon that particle 2 spawns from.
residentSfx_DmyId_3 s32 0x1ec The dummy polygon that particle 3 spawns from.
residentSfx_DmyId_4 s32 0x1f0 The dummy polygon that particle 4 spawns from.
staminaConsumptionRate f32 0x1f4 The multiplier to apply to stamina consumption for attacks from this weapon.
vsPlayerDmgCorrectRate_Physics f32 0x1f8 Player vs. player only. Multiplier to the base Kinetic attack power.
vsPlayerDmgCorrectRate_Magic f32 0x1fc Player vs. player only. Multiplier to the base Energy attack power.
vsPlayerDmgCorrectRate_Fire f32 0x200 Player vs. player only. Multiplier to the base Explosive attack power.
vsPlayerDmgCorrectRate_Thunder f32 0x204 Player vs. player only. Multiplier to the base Coral attack power.
vsPlayerDmgCorrectRate_Dark f32 0x208 Player vs. player only. Multiplier to the base Dark attack power.
vsPlayerDmgCorrectRate_Burn f32 0x20c Player vs. player only. Multiplier to the base ACS anomaly attack power.
vsPlayerDmgCorrectRate_HighPlasma f32 0x210 Player vs. player only. Multiplier to the base Plasma attack power.
vsPlayerDmgCorrectRate_DepletedUraniumToxic f32 0x214 Player vs. player only. Multiplier to the base Depleted Uranium attack power.
attainmentWepStatusStr s32 0x218 The STR requirement to change the heavy attack into a special heavy attack with this weapon.
attainmentWepStatusDex s32 0x21c The STR requirement to change the heavy attack into a special heavy attack with this weapon.
attainmentWepStatusMag s32 0x220 The STR requirement to change the heavy attack into a special heavy attack with this weapon.
attainmentWepStatusFai s32 0x224 The STR requirement to change the heavy attack into a special heavy attack with this weapon.
attainmentWepStatusLuc s32 0x228 The STR requirement to change the heavy attack into a special heavy attack with this weapon.
attackElementCorrectId s32 0x22c The attack attribute correction parameters to use when correcting this weapon's damage. This field refers to the following params: AttackElementCorrectParam
saleValue s32 0x230 Price the item is on sale for.
reinforceShopCategory u8 0x234 The reinforcement menu category this weapon uses. This field uses the following enum: REINFORCE_SHOP_CATEGORY
maxArrowQuantity u8 0x235 The maximum number of this weapon (ammunition) that can be held.
residentSfx_1_IsVisibleForHang u8 0x236 [0] If ON, then weapon particle 1 is hidden if the weapon is Sheathed. This field is a boolean.
residentSfx_2_IsVisibleForHang u8 0x236 [1] If ON, then weapon particle 2 is hidden if the weapon is Sheathed. This field is a boolean.
residentSfx_3_IsVisibleForHang u8 0x236 [2] If ON, then weapon particle 3 is hidden if the weapon is Sheathed. This field is a boolean.
residentSfx_4_IsVisibleForHang u8 0x236 [3] If ON, then weapon particle 4 is hidden if the weapon is Sheathed. This field is a boolean.
isSoulParamIdChange_model0 u8 0x236 [4] Whether the particle paramters for weapon 1 are applied. Typically this is the 'soul param id' and 'invisible weapon' paramters. This field is a boolean.
isSoulParamIdChange_model1 u8 0x236 [5] Whether the particle paramters for weapon 2 are applied. Typically this is the 'soul param id' and 'invisible weapon' paramters. This field is a boolean.
isSoulParamIdChange_model2 u8 0x236 [6] Whether the particle paramters for weapon 3 are applied. Typically this is the 'soul param id' and 'invisible weapon' paramters. This field is a boolean.
isSoulParamIdChange_model3 u8 0x236 [7] Whether the particle paramters for weapon 4 are applied. Typically this is the 'soul param id' and 'invisible weapon' paramters. This field is a boolean.
wepSeIdOffset s8 0x237 The sound offset ID to apply when this weapon is equipped.
baseChangePrice s32 0x238 The price to change the base weapon (e.g. ascension or infusion).
levelSyncCorrectId s16 0x23c The correction ID to use for level syncing.
atkStateId s16 0x23e The attack state ID for this weapon.
pad4_5 dummy8 0x240 This field is padding.
bulletNum s32 0x244 Number of rounds loaded per magazine.
magazineReload_InactiveSpeedScale f32 0x248 The magazine reload speed during storage.
vsPlayerImpactCorrectRate f32 0x24c Player vs. player only. Multiplier to the base Impact attack power.
pad4_4 dummy8 0x250 This field is padding.
connectPartsSlotIndex s8 0x254 Part number that works with this equipment when it is an enemy
isTaeShootTimingOnly u8 0x255 The bullet is actually fired only when a shooting request comes from TAE. This field is a boolean.
verticalGuardAngle s16 0x256 Defense generation range angle when guarding with a weapon (vertical direction). In degrees.
pad4_6 dummy8 0x258 This field is padding.
postureBothHandAnimeId s32 0x260 The additive animation ID applied to the current animation when this weapon is two-handed.
postureRightHandAnimeId s32 0x264 The additive animation ID applied to the current animation when this weapon is right-handed.
postureLeftHandAnimeId s32 0x268 The additive animation ID applied to the current animation when this weapon is left-handed.
changeWepParamId s32 0x26c The weapon ID to use when changing weapons whilst this weapon is the primary.
lookAtParamId s32 0x270 The LookAt param ID to use. This field refers to the following params: LookAtParam, LookAtParam_Npc
pad4_7 dummy8 0x274 This field is padding.
sfxIdAtBreak_0 s32 0x278 The SFX ID to play when the weapon is destroyed. This field takes an Particle ID.
sfxIdAtBreak_1 s32 0x27c The SFX ID to play when the weapon is destroyed. This field takes an Particle ID.
sfxIdAtBreak_2 s32 0x280 The SFX ID to play when the weapon is destroyed. This field takes an Particle ID.
padding3 dummy8 0x284 This field is padding.
sfxIdAtBreak_DmypolyId_0 s32 0x28c The dummy polygon ID that generates the particle upon the weapon being destoryed. -1 means no particle is generated.
sfxIdAtBreak_DmypolyId_1 s32 0x290 The dummy polygon ID that generates the particle upon the weapon being destoryed. -1 means no particle is generated.
sfxIdAtBreak_DmypolyId_2 s32 0x294 The dummy polygon ID that generates the particle upon the weapon being destoryed. -1 means no particle is generated.
padding4 dummy8 0x298 This field is padding.
lookAtDirType u8 0x2a0 Direction to point with LookAt This field uses the following enum: LOOK_AT_DIR_TYPE
bulletShootDirType u8 0x2a1 The direction to fire bullets in This field uses the following enum: BULLET_SHOOT_DIR_TYPE
behaviorJudgeId u16 0x2a2 ChrBehavior control program: If 'Use behavior judgment ID' is not checked for shooting, shoot using the set behavior judgment ID
pad9 dummy8 0x2a4 This field is padding.
totalBulletNum s32 0x2a8 Total number of rounds that can be fired. -1 means infinite.
shieldParamId s32 0x2ac The shield param ID to use when guarding with this weapon. -1 means the weapon's guard parameters are used. This field refers to the following params: ShieldParam
lockRange f32 0x2b0 The lock distance of the weapon. In metres.
meleeAbility f32 0x2b4 Determines the amount of angular velocity correction.
lockSightHeightScale f32 0x2b8 The vertical scale of the lock-on.
lockSightWidthScale f32 0x2bc The width scale of the lock-on.
lockTimeSec f32 0x2c0 The time to lock-on. In seconds.
bladeHomingParamId s32 0x2c4 The blade homing parameters to use for this weapon. This field refers to the following params: BladeHomingParam
assembleMenuCategory u8 0x2c8 The assembly menu category for this equipment. This field uses the following enum: ASSEMBLE_MENU_CATEGORY_WEAPON
weaponPoseTypeR u8 0x2c9 The weapon hold type in the right-hand. This field uses the following enum: WEAPON_RIGHT_POSE_TYPE
weaponPoseTypeL u8 0x2ca The weapon hold type in the left-hand. This field uses the following enum: WEAPON_LEFT_POSE_TYPE
equipPanelIconID u8 0x2cb The icon ID for the the weapon panel GUI. This field uses the following enum: FE_EQUIPPANEL_ICON_ID
consumeEN s32 0x2cc The energy consumption of this weapon.
categoryNameTextID s32 0x2d0 The text that appears for this category. This field refers to the following text files: Modern_Menu_Text
pairEquipWep s32 0x2d4 The weapon ID to use if two of these weapons are equipped. This field refers to the following params: EquipParamWeapon_PC
operationPartsId u16 0x2d8 The operation permissions for this weapon.
bulletCost u16 0x2da Cost per round fired. At the end of each mission, the total number of rounds fired is used to calculate ammunition expenses.
depletedUraniumToxicPaGuardResistRate f32 0x2dc The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
weaponAttachObjId s32 0x2e0 The ID of the attachment joint to use for this weapon.
pad10 dummy8 0x2e4 This field is padding.
triggerActionType_00 u8 0x2e8 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_01 u8 0x2e9 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_02 u8 0x2ea ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_03 u8 0x2eb ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_04 u8 0x2ec ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_05 u8 0x2ed ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_06 u8 0x2ee ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_07 u8 0x2ef ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_08 u8 0x2f0 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_09 u8 0x2f1 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_10 u8 0x2f2 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_11 u8 0x2f3 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_12 u8 0x2f4 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_13 u8 0x2f5 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_14 u8 0x2f6 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_15 u8 0x2f7 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_16 u8 0x2f8 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_17 u8 0x2f9 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_18 u8 0x2fa ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_19 u8 0x2fb ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_20 u8 0x2fc ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_21 u8 0x2fd ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_22 u8 0x2fe ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_23 u8 0x2ff ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_24 u8 0x300 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_25 u8 0x301 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_26 u8 0x302 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_27 u8 0x303 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_28 u8 0x304 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_29 u8 0x305 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_30 u8 0x306 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_31 u8 0x307 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
wepMotionCategoryIdSpecify s16 0x308 The weapon animation category. Determines the base animation set the weapon uses. This field uses the following enum: TAE_MOTION_CATEGORIES
pad01 dummy8 0x30a This field is padding.
pad6_3_bit dummy8 0x316 [0-7] This field is padding.
pad6_4 dummy8 0x317 This field is padding.
physicsPaGuardCutRate f32 0x318 The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
magicPaGuardCutRate f32 0x31c The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
firePaGuardCutRate f32 0x320 The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
thunderPaGuardCutRate f32 0x324 The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
darkPaGuardCutRate f32 0x328 The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
burnPaGuardResistRate f32 0x32c The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
stunPaGuardResistRate f32 0x330 The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
highPlasmaPaGuardResistRate f32 0x334 The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
cursePaGuardResistRate f32 0x338 The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
saPaGuardCutRate f32 0x33c The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
staminaPaGuardCutRate f32 0x340 The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
paPaGuardCutRate f32 0x344 The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
paGuardBaseDmypolyId s32 0x348 The dummy polygon ID to use when guarding for pulse armor.
paGuardDirectionHorizontalDeg s16 0x34c The horziontal direction of pulse armor. In degrees.
paGuardDirectionVerticalDeg s16 0x34e The vertical direction of pulse armor. In degrees.
paGuardRangeHorizontalDeg s16 0x350 The horziontal direction of pulse armor, centered on the guard direction. In degrees.
paGuardRangeVerticalDeg s16 0x352 The vertical direction of pulse armor, centered on the guard direction. In degrees.
paTurnOnSfxId s32 0x354 The SFX ID to use for Pulse Armor when deployed. This field takes an Particle ID.
paTurnOnSfxDmypoly s32 0x358 The dummy polygon ID to use for the particle for the Pulse Armor when deployed. This field takes an Particle ID.
paOnSfxId s32 0x35c The SFX ID to use for Pulse Armor when is active. This field takes an Particle ID.
paOnSfxDmypoly s32 0x360 The dummy polygon ID to use for the particle for the Pulse Armor when is active. This field takes an Particle ID.
paTurnOffSfxId s32 0x364 The SFX ID to use for Pulse Armor when is removed. This field takes an Particle ID.
paTurnOffSfxDmypoly s32 0x368 The dummy polygon ID to use for the particle for the Pulse Armor when is removed. This field takes an Particle ID.
paBreakdownSfxId s32 0x36c The SFX ID to use for Pulse Armor when is being destroyed. This field takes an Particle ID.
paBreakdownSfxDmypoly s32 0x370 The dummy polygon ID to use for the particle for the Pulse Armor when is being destroyed. This field takes an Particle ID.
paBrokenSfxId s32 0x374 The SFX ID to use for Pulse Armor when is destroyed. This field takes an Particle ID.
paBrokenSfxDmypoly s32 0x378 The dummy polygon ID to use for the particle for the Pulse Armor when is destroyed. This field takes an Particle ID.
paRecoverSfxId s32 0x37c The SFX ID to use for Pulse Armor when is healing. This field takes an Particle ID.
paRecoverSfxDmypoly s32 0x380 The dummy polygon ID to use for the particle for the Pulse Armor when is healing. This field takes an Particle ID.
paDefSeMaterial u16 0x384 Used for sounds when guarding with pulse armor. This field uses the following enum: WEP_MATERIAL_DEF
paDefSfxMaterial u16 0x386 The particles used when guarding with pulse armor. This field uses the following enum: WEP_MATERIAL_DEF_SFX
guardBaseDmypolyId s32 0x388 The dummy polygon ID used to determine the guard direction reference. -1 is the master position.
pad6_1 dummy8 0x38c [0] This field is padding.
isHandEquipForcePurgeEnable u8 0x38c [1] If ON, allowed forcef weapon purge for current weapon via TAE. This field is a boolean.
pad6_5_bit dummy8 0x38c [2-7] This field is padding.
pad6_6 dummy8 0x38d This field is padding.
guardDirectionHorizontalDeg s16 0x38e The horizontal angle of the guard action for this weapon. In degrees.
guardDirectionVerticalDeg s16 0x390 The vertical angle of the guard action for this weapon. In degrees.
guardRangeHorizontalDeg s16 0x392 The horizontal range of the guard action for this weapon. Range centered on the guard direction. In degrees.
guardRangeVerticalDeg s16 0x394 The vertical range of the guard action for this weapon. Range centered on the guard direction. In degrees.
pad05 dummy8 0x396 This field is padding.
attackActionParamId s32 0x398 The attack action parameters this weapon uses. This field refers to the following params: AttackActionParam_PC
magazineReloadTimeSec f32 0x39c The duration for a complete reload of a magazine. In seconds.
chargeEndTimeSec f32 0x3a0 The time it takes for the weapon's charge gauge to go from 0 to MAX. If it is 0, the charge gauge will reach MAX the moment the charge gauge starts increasing. In seconds
chargeReleaseStartTimeSec f32 0x3a4 The amount of time it takes from not being charged until the charge starts to decrease. -1 means it will not start decreasing no matter how long it takes. In seconds.
chargeReleaseEndTimeSec f32 0x3a8 The time it takes for the weapon's charge gauge to go from MAX to 0. If it is 0, the charge gauge will become 0 the moment the charge gauge starts decreasing. In seconds.
physicalShield_HP u32 0x3ac The HP value of the shield.
physicalShield_GuardBaseDmypoly s32 0x3b0 The base dummy polygon ID to use when guarding.
physicalShield_NeutralDamageCutRate f32 0x3b4 The absorption multiplier to apply to incoming damage of the specified type.
physicalShield_SlashDamageCutRate f32 0x3b8 The absorption multiplier to apply to incoming damage of the specified type.
physicalShield_BlowDamageCutRate f32 0x3bc The absorption multiplier to apply to incoming damage of the specified type.
physicalShield_ThrustDamageCutRate f32 0x3c0 The absorption multiplier to apply to incoming damage of the specified type.
physicalShield_MagicDamageCutRate f32 0x3c4 The absorption multiplier to apply to incoming damage of the specified type.
physicalShield_FireDamageCutRate f32 0x3c8 The absorption multiplier to apply to incoming damage of the specified type.
physicalShield_ThunderDamageCutRate f32 0x3cc The absorption multiplier to apply to incoming damage of the specified type.
physicalShield_DarkDamageCutRate f32 0x3d0 The absorption multiplier to apply to incoming damage of the specified type.
physicalShield_BurnGuardResist u8 0x3d4 The resistance value to use against incoming status damage of the specified type.
physicalShield_StunGuardResist u8 0x3d5 The resistance value to use against incoming status damage of the specified type.
physicalShield_HighPlasmaGuardResist u8 0x3d6 The resistance value to use against incoming status damage of the specified type.
physicalShield_CurseGuardResist u8 0x3d7 The resistance value to use against incoming status damage of the specified type.
physicalShield_DepletedUraniumToxicGuardResist u8 0x3d8 The resistance value to use against incoming status damage of the specified type.
pad15_1 dummy8 0x3d9 [0] This field is padding.
physicalShield_IsWeakA u8 0x3d9 [1] If ON, the shield is classified as 'Type A' with regards to the damage adjustment modifiers. This field is a boolean.
physicalShield_IsWeakB u8 0x3d9 [2] If ON, the shield is classified as 'Type B' with regards to the damage adjustment modifiers. This field is a boolean.
physicalShield_IsWeakC u8 0x3d9 [3] If ON, the shield is classified as 'Type C' with regards to the damage adjustment modifiers. This field is a boolean.
physicalShield_IsWeakD u8 0x3d9 [4] If ON, the shield is classified as 'Type D' with regards to the damage adjustment modifiers. This field is a boolean.
physicalShield_IsWeakE u8 0x3d9 [5] If ON, the shield is classified as 'Type E' with regards to the damage adjustment modifiers. This field is a boolean.
physicalShield_IsWeakF u8 0x3d9 [6] If ON, the shield is classified as 'Type F' with regards to the damage adjustment modifiers. This field is a boolean.
pad15 dummy8 0x3d9 [7] This field is padding.
physicalShield_DefPhys u16 0x3da The flat value used to reduce incoming damage of the specified type.
physicalShield_DefSlash s16 0x3dc The flat value used to reduce incoming damage of the specified type.
physicalShield_DefBlow s16 0x3de The flat value used to reduce incoming damage of the specified type.
physicalShield_DefThrust s16 0x3e0 The flat value used to reduce incoming damage of the specified type.
physicalShield_DefMagic u16 0x3e2 The flat value used to reduce incoming damage of the specified type.
physicalShield_DefFire u16 0x3e4 The flat value used to reduce incoming damage of the specified type.
physicalShield_DefThunder u16 0x3e6 The flat value used to reduce incoming damage of the specified type.
physicalShield_DefDark u16 0x3e8 The flat value used to reduce incoming damage of the specified type.
physicalShield_DirectionHorizontalDeg s16 0x3ea The horizontal angle of the guard action for this shield. In degrees.
physicalShield_DirectionVerticalDeg s16 0x3ec The vertical angle of the guard action for this shield. In degrees.
physicalShield_RangeHorizontalDeg s16 0x3ee The horizontal range of the guard action for this shield. Range centered on the guard direction. In degrees.
physicalShield_RangeVerticalDeg s16 0x3f0 The vertical range of the guard action for this shield. Range centered on the guard direction. In degrees.
pad_end dummy8 0x3f2 This field is padding.
bulletReload_Direct_ReloadSpeedUPS f32 0x3f4 In shots per second. Only applies if the reload type is Direct Reload.
bulletReload_Direct_ShootAfterDelay f32 0x3f8 The delay after firing before you can reload. In seconds. Only applies if the reload type is Direct Reload.
bulletReload_Direct_EmptyDelay f32 0x3fc The delay after reloading before you can fire again. In seconds. Only applies if the reload type is Direct Reload.
pad_05_1 dummy8 0x400 This field is padding.
appropriateType_Melee u8 0x403 [0] If ON, then weappon damage benefits from Melee Specialization modifiers. This field is a boolean.
appropriateType_Energy u8 0x403 [1] If ON, then weappon damage benefits from Energy Specialization modifiers. This field is a boolean.
pad_05_2 dummy8 0x403 [2-7] This field is padding.
chargeLv2EndTimeSec f32 0x404 The time it takes for the weapon's charge gauge to go from 0 to MAX. If it is 0, the charge gauge will reach MAX the moment the charge gauge starts increasing. In seconds
pad_05_3 dummy8 0x408 This field is padding.
Maker u16 0x40c The maker icon to use for this weapon. This field uses the following enum: EQUIP_MAKER_TYPE
menuManageCategory u16 0x40e The category within the Equipment Menu this weapon appears in. This field refers to the following params: EquipmentMenuManageCategoryParam
justGuardKeepTimeSec f32 0x410 The duration of the Initial Guard damage mitigation window.
justGuardReloadTimeSec f32 0x414 The time after an Initial Guard when it can be used again. In seconds.
justGuardImpactCutRatePercent f32 0x418 The absorption multiplier to apply to incoming damage of the specified type.
guardOpenStartSfxId s32 0x41c The SFX ID to use for the particle that is used for the starting of the Guard action. This field takes an Particle ID.
guardOpenStartSfxDmyId s32 0x420 The dummy polygon ID to use for the particle that is used for the starting of the Guard action.
guardOpenStaySfxId s32 0x424 The dummy polygon ID to use for the particle that is used for the persistent Guard action.
guardOpenStaySfxDmyId s32 0x428 The SFX ID to use for the particle that is used for the persistent Guard action. This field takes an Particle ID.
guardOpenEndSfxId s32 0x42c The SFX ID to use for the particle that is used for the ending of the Guard action. This field takes an Particle ID.
guardOpenEndSfxDmyId s32 0x430 The dummy polygon ID to use for the particle that is used for the ending of the Guard action.
guardInitOpenStartSfxId s32 0x434 The SFX ID to use for the particle that is used for the starting of the Guard action. This field takes an Particle ID.
guardInitOpenStartDmyId s32 0x438 The dummy polygon ID to use for the particle that is used for the starting of the Guard action.
guardInitOpenStaySfxId s32 0x43c The SFX ID to use for the particle that is used for the persistent Guard action. This field takes an Particle ID.
guardInitOpenStayDmyId s32 0x440 The dummy polygon ID to use for the particle that is used for the persistent Guard action.
impactPaGuardCutRate f32 0x444 The absorption multiplier to apply to incoming damage of the specified type.
justGuardCondTiming u8 0x448 During a Guard action, what timing is used for the Initial Guard window. This field uses the following enum: EQUIP_JUST_GUARD_TIMING_TYPE
pad04_5 dummy8 0x449 This field is padding.
paGaugeMax u16 0x44a The maximum value for the gauge. In points.
paRecoverGaugePoint u16 0x44c The value at which Pulse Armor can be used again after it has collapsed.
paGaugeRecoverPerSec u16 0x44e The number of gauge points restored every second.
paEmerGaugeRecoverPointPerSec f32 0x450 The number of gauge points restored every second for Terminal Armor.
paGaugeRecoverDelayTimeSec f32 0x454 The delay after gauge decreases after which gauge recovery begins. In seconds.
paGaugeRecoverEmerDelayTimeSec f32 0x458 The delay after gauge decreases after which gauge recovery begins. In seconds.
consumeEN_Charging s32 0x45c The energy consumption per second of this weapon when charging a shot.
pad04_2 dummy8 0x460 This field is padding.
scanAngle u16 0x462 The angle to use when scanning. In degrees.
scanDist f32 0x464 The distance to use when scanning. In metres.
scanTime f32 0x468 The duration of a scan. In seconds.
scanType u8 0x46c The update behavior type when scanning. This field uses the following enum: SCAN_TARGET_UPDATE_TYPE
pad04_3 dummy8 0x46d This field is padding.
waitTimeForShoot f32 0x470 The delay before a shot is fired, in seconds. For behaviors, the value is multiplied by 1/30 and used as the number of seconds.
waitTimeForChargeShoot f32 0x474 The delay before a charged shot is fired, in seconds. For behaviors, the value is multiplied by 1/30 and used as the number of seconds.
paOpen_PaDecayCutRate f32 0x478 The absorption rate to use upon the deployment of Pulse Armor.
paOpen_PerfStayTimeSec f32 0x47c The time to continue the deployment state after Pulse Armor usage. In seconds.
paOpen_PerfRecastTimeSec f32 0x480 The time to before Pulse Armor use can occur again after a deployment. In seconds.
paOpen_PerfTimeSfxId s32 0x484 The SFX ID used during the Pulse Armor Deployment duration. This field takes an Particle ID.
paOpen_PerfTimeSfxDmyId s32 0x488 The dummy polygon ID to use for displaying the SFX used for Pulse Armor Deployment.
paOpen_PerfEndSfxId s32 0x48c The SFX ID used after the Pulse Armor Deployment duration. This field takes an Particle ID.
paOpen_PerfEndSfxDmyId s32 0x490 The dummy polygon ID to use for displaying the SFX used after the Pulse Armor Deployment duration.
paOpen_RecastSfxId s32 0x494 The SFX ID used for the Pulse Armor Deployment recast. This field takes an Particle ID.
paOpen_RecastSfxDmyId s32 0x498 The dummy polygon ID to use for the SFX used for the Pulse Armor Deployment recast.
pad04_4 dummy8 0x49c This field is padding.
paGaugeOpenSubPointPerSec u16 0x4a0 The number of gauge points restored every second for Pulse Armor after deployment after reaching 0.
pad06 dummy8 0x4a2 This field is padding.
bulletReloadType u8 0x4a3 The type of bullet reloading this weapon uses. This field uses the following enum: BULLET_RELOAD_TYPE
guardImpactCutRatePercent f32 0x4a4 The absorption to apply to damage of the specified type when this weapon is guarding.
bPaOpenGaugeRecoverDelay u8 0x4a8 If ON, then the gauge recovery delay is applied after pulse armor is deployed. This field is a boolean.
pad07 dummy8 0x4a9 This field is padding.
paOpenGaugeRecoverScale f32 0x4ac The speed multiplier to apply to gauge recovery during pulse armor deployment.
computed_f00 f32 0x4b0 Value for menu display only.
computed_f01 f32 0x4b4 Value for menu display only.
computed_f02 f32 0x4b8 Value for menu display only.
computed_f03 f32 0x4bc Value for menu display only.
computed_f04 f32 0x4c0 Value for menu display only.
computed_f05 f32 0x4c4 Value for menu display only.
computed_f06 f32 0x4c8 Value for menu display only.
computed_f07 f32 0x4cc Value for menu display only.
computed_f08 f32 0x4d0 Value for menu display only.
computed_f09 f32 0x4d4 Value for menu display only.
computed_f10 f32 0x4d8 Value for menu display only.
computed_f11 f32 0x4dc Value for menu display only.
computed_f12 f32 0x4e0 Value for menu display only.
computed_f13 f32 0x4e4 Value for menu display only.
computed_f14 f32 0x4e8 Value for menu display only.
computed_f15 f32 0x4ec Value for menu display only.
computed_f16 f32 0x4f0 Value for menu display only.
computed_f17 f32 0x4f4 Value for menu display only.
computed_f18 f32 0x4f8 Value for menu display only.
computed_f19 f32 0x4fc Value for menu display only.
computed_f20 f32 0x500 Value for menu display only.
computed_f21 f32 0x504 Value for menu display only.
computed_f22 f32 0x508 Value for menu display only.
computed_f23 f32 0x50c Value for menu display only.
computed_f24 f32 0x510 Value for menu display only.
computed_f25 f32 0x514 Value for menu display only.
computed_f26 f32 0x518 Value for menu display only.
computed_f27 f32 0x51c Value for menu display only.
computed_f28 f32 0x520 Value for menu display only.
computed_f29 f32 0x524 Value for menu display only.
computed_f30 f32 0x528 Value for menu display only.
computed_f_last f32 0x52c Value for menu display only.
HdPadRumble_Id u8 0x530 The virbration ID to play when switching weapon hand. Specified value is for the left, +1 to value for the right. This field uses the following enum: EQUIP_HD_RUMBLE_TYPE
pad08 dummy8 0x531 This field is padding.
physicalShield_guardImpactCutRatePercent f32 0x534 The absorption to apply to damage of the specified type when this weapon performs a Guard.
physicalShield_justGuardImpactCutRatePercent f32 0x538 The absorption to apply to damage of the specified type when this weapon performs an Initial Guard.
physicalShield_justGuardKeepTimeSec f32 0x53c The duration of the Initial Guard window. In seconds.
physicalShield_justGuardReloadTimeSec f32 0x540 The cooldown before the Initial Guard window is active again after usage. In seconds.
shootRboundParamOffset s32 0x544 The ID offset value to use when referencing recoil parameters.
pad09 dummy8 0x548 This field is padding.
isNpacNoConsumeStorageBullet u8 0x54c [0] Prevent usage of ammunition if weapon is used by a NPC AC. This field is a boolean.
isPulseSpAtkGuard u8 0x54c [1] Determines if guards from this weapon are affected by pulse attacks. This field is a boolean.
isHeavyWeightAddAnim u8 0x54c [2] Is a heavyweight additive animation used for this weapon. Affects hand weapons only. This field is a boolean.
unk54c_3 u8 0x54c [3] This field is a boolean.
pad25 dummy8 0x54c [4-7] This field is padding.
pad_26 dummy8 0x54d This field is padding.
stayPa_Radius f32 0x550 The radius of the Pulse Protection bubble.
stayPa_MaxHp u32 0x554 The HP value of the Pulse Protection bubble.
stayPa_AddHpPerSec f32 0x558 The recovery speed for the HP of the Pulse Protection bubble. In points per second.
stayPa_DefMaterialSfx u16 0x55c The particles used for impacts upon the Pulse Protection bubble. This field uses the following enum: WEP_MATERIAL_DEF_SFX
stayPa_DefMaterialSe u16 0x55e The sound used for impacts upon the Pulse Protection bubble. This field uses the following enum: WEP_MATERIAL_DEF
stayPa_LaunchSfxId s32 0x560 The SFX ID to use when the Pulse Protection bubble is deploying.
stayPa_LaunchKeepSfxId s32 0x564 The SFX ID to use when the Pulse Protection bubble is deployed.
stayPa_BreakSfxId s32 0x568 The SFX ID to use when the Pulse Protection bubble is destroyed.
stayPa_ReleaseSfxId s32 0x56c The SFX ID to use when the Pulse Protection bubble is cancelled.
residualImpactSubRate_Guard f32 0x570 The multiplier to apply to damage of the specified type when guarding.
backunitAjustHeight f32 0x574 The amount of vertical adjustment to make for an equipped shoulder weapon.
physJustGuardCutRate f32 0x578 The absorption to apply to damage of the specified type when this weapon performs a Initial Guard.
magJustGuardCutRate f32 0x57c The absorption to apply to damage of the specified type when this weapon performs a Initial Guard.
fireJustGuardCutRate f32 0x580 The absorption to apply to damage of the specified type when this weapon performs a Initial Guard.
thunJustGuardCutRate f32 0x584 The absorption to apply to damage of the specified type when this weapon performs a Initial Guard.
burnJustGuardResist s8 0x588 The absorption to apply to damage of the specified type when this weapon performs a Initial Guard.
stunJustGuardResist s8 0x589 The absorption to apply to damage of the specified type when this weapon performs a Initial Guard.
highPlasmaJustGuardResist s8 0x58a The absorption to apply to damage of the specified type when this weapon performs a Initial Guard.
pad_27 dummy8 0x58b This field is padding.
heat_SubValuePerSec f32 0x58c The speed at which heat buildup is reduced. In points per second.
heat_OverHeatSubValueScalePercent f32 0x590 The percentage at which heat buildup is reduced if the weapon overheated.
heat_ShootDelay f32 0x594 The delay after shooting before weapon heat can start being reduced. In seconds.
heat_OverHeatShootDelay f32 0x598 The delay after shooting before weapon heat can start being reduced. In seconds.
heat_OverHeatEndPoint f32 0x59c The heat value at which overheating is cancelled.
refId s32 0x5a0 Inherits fields from referenced weapon if set. This field refers to the following params: EquipParamWeapon
menu_SrcBehaviorId s16 0x5a4 The behavior judgment ID to use for this weapon's statistics.
menu_SrcGenerationAtkPower u8 0x5a6 The source of the attack power stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_AtkCountCondType u8 0x5a7 The type of determination used for attack count for this weapon's statistics. This field uses the following enum: EQUIP_ATK_COUNT_COND_TYPE
menu_SrcGenerationAtkCount u8 0x5a8 The source of the attack count stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationIntervalChild u8 0x5a9 The source of the attack interval stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SfxFakeShootCount s16 0x5aa The number of 'fake' shots used in the particle that represents the attack.
menu_SrcGenerationDirectHit u8 0x5ac The source of the direct hit correction stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationImpact u8 0x5ad The source of the impact stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationResidualImpact u8 0x5ae The source of the accumulative impact stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationPaInterference u8 0x5af The source of the pulse armor interference stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationHoming u8 0x5b0 The source of the homing strength stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationExplosion u8 0x5b1 The source of the blast radius stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationRicocheted u8 0x5b2 The source of the ricochet distance stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationRange u8 0x5b3 The source of the range limit stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_ShowConsumeBullet u8 0x5b4 If ON, the ammunition consumption per shot is displayed. This field is a boolean.
menu_ShowAddHeat u8 0x5b5 If ON, the heat addition per shot is displayed. This field is a boolean.
menu_AtkContTimeType u8 0x5b6 The source for the attack duration type used for this weapon's statistics. This field uses the following enum: EQUIP_ATK_CONT_TIME_TYPE
menu_SrcGenerationAtkContTime u8 0x5b7 The source of the attack duration stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_MeleeComboCount s8 0x5b8 The source of the number of attacks in a melee combo used for this weapon's statistics.
menu_AtkPowerCondType u8 0x5b9 The source for the attack power judgement type used for this weapon's statistics. This field uses the following enum: EQUIP_ATK_POWER_COND_TYPE
menu_SrcBehaviorId_Charge s16 0x5ba The behavior judgment ID to use for this weapon's statistics.
menu_SrcGenerationAtkPower_Charge u8 0x5bc The source of the attack power stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_AtkCountCondType_Charge u8 0x5bd The type of determination used for attack count for this weapon's statistics. This field uses the following enum: EQUIP_ATK_COUNT_COND_TYPE
menu_SrcGenerationAtkCount_Charge u8 0x5be The source of the attack count stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_AtkPowerCondType_Charge u8 0x5bf The source for the attack power judgement type used for this weapon's statistics. This field uses the following enum: EQUIP_ATK_POWER_COND_TYPE
menu_SfxFakeShootCount_Charge s16 0x5c0 The number of 'fake' shots used in the particle that represents the attack.
menu_SrcGenerationDirectHit_Charge u8 0x5c2 The source of the direct hit correction stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationImpact_Charge u8 0x5c3 The source of the impact stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationResidualImpact_Charge u8 0x5c4 The source of the accumulative impact stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationPaInterference_Charge u8 0x5c5 The source of the pulse armor interference stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationHoming_Charge u8 0x5c6 The source of the homing strength stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationExplosion_Charge u8 0x5c7 The source of the blast radius stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationRicocheted_Charge u8 0x5c8 The source of the ricochet distance stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationRange_Charge u8 0x5c9 The source of the range limit stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_ShowConsumeBullet_Charge u8 0x5ca If ON, the ammunition consumption per shot is displayed. This field is a boolean.
menu_ShowAddHeat_Charge u8 0x5cb If ON, the heat addition per shot is displayed. This field is a boolean.
menu_AtkContTimeType_Charge u8 0x5cc The source for the attack duration type used for this weapon's statistics. This field uses the following enum: EQUIP_ATK_CONT_TIME_TYPE
menu_SrcGenerationAtkContTime_Charge u8 0x5cd The source of the attack duration stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcChargeTime u8 0x5ce The source of the charge time stat used for this weapon's statistics. This field uses the following enum: EQUIP_CHARGE_TIME_SRC_TYPE
pad_31 dummy8 0x5cf This field is padding.
menu_SrcBehaviorId_Melee s16 0x5d0 The behavior judgment ID to use melee attack for this weapon's statistics.
menu_ShowConsumeBullet_Melee u8 0x5d2 If ON, the ammunition consumption per melee attack is displayed. This field is a boolean.
menu_ShowAddHeat_Melee u8 0x5d3 If ON, the heat addition per melee attack is displayed. This field is a boolean.
menu_HelpMovieID s32 0x5d4 Refers to the bink video filename in /Game/movie/
isMakeCollisionPa u8 0x5d8 [0] If ON, the pulse armor sphere will generate collision. This field is a boolean.
menu_IntervalMulAtkPower u8 0x5d8 [1] If ON, the attack power stat is multiplied by the bullet interval count. This field is a boolean.
menu_KrswShoot u8 0x5d8 [2] If ON, this weapon is 2nd stage shot for the KARASAWA weapon. This field is a boolean.
menu_KrswShoot_Charge u8 0x5d8 [3] If ON, this weapon is 2nd stage shot for the KARASAWA weapon. This field is a boolean.
pad32 dummy8 0x5d8 [4-7] This field is padding.
pad_33 dummy8 0x5d9 This field is padding.
menu_AtkPowSfxFakeShootCount s16 0x5da The number of fake shots used in the SFX to apply to attack power stat.
makeCollisionPaBaesDmypolyId s32 0x5dc The dummy polygon ID to use for generating the Pulse Armor spherical collision. -1 is master position.
makeCollisionPaOpenInitRadius f32 0x5e0 The initial radius of the spherical collision upon generation.
MakeCollisionPaOpenRadius f32 0x5e4 The final radius of the spherical collision after expansion.
menu_AtkPowSfxFakeShootCount_Charge s16 0x5e8 The number of fake shots used in the SFX to apply to attack power stat.
menu_SrcGenerationAtkPower2 u8 0x5ea The source of the attack power stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_AtkPowerCondType2 u8 0x5eb The type of determination used for attack count for this weapon's statistics. This field uses the following enum: EQUIP_ATK_COUNT_COND_TYPE
menu_SrcGenerationImpact2 u8 0x5ec The source of the impact stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationResidualImpact2 u8 0x5ed The source of the accumulative impact stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_AtkPowSfxFakeShootCount2 s16 0x5ee The number of fake shots used in the SFX to apply to attack power stat.
menu_SrcGenerationAtkPower_Charge2 u8 0x5f0 The source of the attack power stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_AtkPowerCondType_Charge2 u8 0x5f1 The type of determination used for attack count for this weapon's statistics. This field uses the following enum: EQUIP_ATK_COUNT_COND_TYPE
menu_SrcGenerationImpact_Charge2 u8 0x5f2 The source of the impact stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_SrcGenerationResidualImpact_Charge2 u8 0x5f3 The source of the accumulative impact stat used for this weapon's statistics. This field uses the following enum: EQUIP_GENERATION_TYPE
menu_AtkPowSfxFakeShootCount_Charge2 s16 0x5f4 The number of fake shots used in the SFX to apply to attack power stat.
menu_SrcBehaviorId2_StrongMelee s16 0x5f6 The behavior judgment ID to use for this weapon's statistics.
pad_end02 dummy8 0x5f8 This field is padding.

Enums

TRIGGER_ACTION_TYPE_TYPE

Option Description Notes
0 None
1 Single Attack
2 Continuous Attack
3 Guard
4 Melee Attack
5 Charge Melee Attack
6 Charge Shoot Attack
7 Fast Single Attack

WEAPON_CATEGORY

Option Description Notes
0 Dagger
1 Straight Sword
2 Thrusting Sword
3 Curved Sword
4 Axe
5 Hammer
6 Spear
7 Halberd
8 Spell Tool
9 Fist
10 Bow
11 Crossbow
12 Shield
13 Arrow
14 Bolt
15 Rifle
16 Shotgun
17 Machine Gun
18 Bazooka
19 Handgun
20 Suna
21 Cannon
22 Missile
23 Bayonet
24 Laser Rifle
25 Laser Cannon
26 Rocket
255 Disabled

EQUIP_MODEL_CATEGORY

Option Description Notes
0 None
1 Arms
2 Body
3 Face
4 Hair
5 Head
6 Legs
7 Weapon

EQUIP_MODEL_GENDER

Option Description Notes
0 Unisex (A)
1 Male only (M)
2 Female only (F)
3 Male and Female
4 Unisex (M)
5 Enemy only (E)

EQUIP_MAKER_TYPE

Option Description Notes
0 None
1 Overseer
2 Rubicon Research Institute
3 PCA
4 ALLMIND
5 Rubiconist
6 RaD
7 Arquebus
8 Schneider
9 VCPL
10 Vesper
11 Balam
12 Dafeng
13 Redgun
14 Unused - 協商
15 BAWS
16 Furlong
17 Takigawa Harmonics
18 Melinite
19 Elcano
20 Arquebus ADD
102 Unused - RRI(旧)
104 Unused - オルマイ(本性)
Option Description Notes
0 Base Charge
100 Full Charge
110 Full Charge (Two-Stage)

TAE_MOTION_CATEGORIES

Option Description Notes
0 None
200 BURST RIFLE / LINEAR RIFLE
201 BURST ASSAULT RIFLE / ASSAULT RIFLE / HEAVY MACHINE GUN
202 BURST MACHINE GUN / MACHINE GUN
203 GATLING GUN
204 BAZOOKA
205 SHOTGUN
206 GRENADE LAUNCHER
207 NEEDLE GUN / BURST HANDGUN / BOMB LAUNCHER / STUN GUN
208 HANDGUN
209 MISSILE LAUNCHER / SIEGE MISSILE LAUNCHER
210 SPLIT MISSILE LAUNCHER / PULSE MISSILE LAUNCHER
211 LASER HANDGUN / CORAL RIFLE / LASER RIFLE / MULTI ENERGY RIFLE
212 PLASMA RIFLE / CORAL RIFLE
213 PULSE GUN
214 FLAMETHROWER
215 LASER SHOTGUN
250 LIGHT WAVE BLADE / CORAL OSCILLATOR
251 CORAL OSCILLATOR
252 PLASMA THROWER
253 PILE BUNKER
254 PULSE BLADE
255 LASER BLADE
256 LASER SLICER
257 LASER DAGGER
258 LASER LANCE
259 CHAINSAW
260 STUN BATON
261 EXPLOSIVE THROWER
262 FISTS

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

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

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

DURABILITY_DIVERGENCE_CATEGORY

Option Description Notes
0 None
1 Right-hand only
2 Left-hand only
3 Two-hand only
4 Right and two-hand
5 Right-hand and left-hand
6 Left-hand and two-hand
7 Right-hand, left-hand and two-hand

WEP_BASE_CHANGE_CATEGORY

Option Description Notes
0 Normal
1 STR Correction
2 DEX Correction
3 STR/DEX Correction
4 Magic + INT Correction
5 MP Recovery
6 Flame
7 Flame + INT/FTH Correction
8 Lighting + FTH Correction
9 Dark
10 Dark + INT/FTH Correction
11 Poison
12 Blood
13 Performance enhancement + Correction Loss
14 Holy + Regeneration
15 Performance Weakening + HP Drain when Death
16 Special

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

WEP_COLLIDABLE_TYPE

Option Description Notes
0 Disabled
1 Enabled
2 Only during Weapon Sheathing

AUTO_REPLENISH_TYPE

Option Description Notes
0 None
1 Allow Automatic Replenishment: Default to Disabled
2 Allow Automatic Replenishment: Default to Enabled

WEAPON_DERIVATION_LEVEL_TYPE

Option Description Notes
0 Basic
1 Special

WEP_ENCHANT_SFX_SIZE

Option Description Notes
0 None
1 Small
2 Medium
3 Large
4 Special
5 Preliminary Slot 1
6 Preliminary Slot 2
7 Preliminary Slot 3
8 Preliminary Slot 4
9 Preliminary Slot 5

SHOULDER_EQUIP_TYPE

Option Description Notes
0 Always Expanded
1 Stored in Shoulder Bay

REINFORCE_SHOP_CATEGORY

Option Description Notes
0 None
1 Weapon
2 Sorcery
3 Miracle
4 Pyromancy

LOOK_AT_DIR_TYPE

Option Description Notes
0 Target
1 Top
2 Camera

BULLET_SHOOT_DIR_TYPE

Option Description Notes
0 Dummy Polygon
1 Top
2 Dummy Polygon (Ignore Target)

ASSEMBLE_MENU_CATEGORY_WEAPON

Option Description Notes
0 None
1 ARM UNIT
2 BLADE
3 SHIELD
4 LEFT BACK UNIT
5 RIGHT BACK UNIT
6 CORE EXPANSION
7 ASSAULT DRIVE

WEAPON_RIGHT_POSE_TYPE

Option Description Notes
0 Single/Double
1 Single Trigger only
2 Double Trigger only

WEAPON_LEFT_POSE_TYPE

Option Description Notes
0 Built-in
1 Double Trigger only

FE_EQUIPPANEL_ICON_ID

Option Description Notes
0 None
1 Handgun
2 Shotgun
3 Rifle
4 Bazooka
5 Sniper Rifle
6 Hand Missile
7 Melee Weapon
8 Shield
9 Missile
10 Cannon
11 Grenade
12 Smoke Grenade
13 Flare
14 Other

EQUIP_JUST_GUARD_TIMING_TYPE

Option Description Notes
0 Before the Initial Guard threshold
1 After the Initial Guard threshold

SCAN_TARGET_UPDATE_TYPE

Option Description Notes
0 Constantly Updated
1 Only at Moment of Use

BULLET_RELOAD_TYPE

Option Description Notes
0 Cartridge
1 Direct Loading

EQUIP_HD_RUMBLE_TYPE

Option Description Notes
0 Small
1 Large

EQUIP_GENERATION_TYPE

Option Description Notes
0 Parent
1 Child
2 Secondary Child
3 Tertiary Child
4 Previous Generation
255 None

EQUIP_ATK_COUNT_COND_TYPE

Option Description Notes
0 None
1 Number of Simultaneous Shots
2 Number of Consecutive Shots
3 Number of Locks
4 Maximum number of bullets generated at specified interval

EQUIP_ATK_CONT_TIME_TYPE

Option Description Notes
0 Slip
1 Irradiation

EQUIP_ATK_POWER_COND_TYPE

Option Description Notes
0 Attack Power only
1 Attack Power * Number of Simultaneous Shots
2 Attack Power * Max Number of Multi-Stage Hits
3 Attack Power * Number of Simultaneous Shots * Max Number of Multi-Stage Hits

EQUIP_CHARGE_TIME_SRC_TYPE

Option Description Notes
0 1st Stage
1 2nd Stage
ac6-refmat/param/equipparamweapon.txt · Last modified: by admin