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ac6-refmat:param:npcparam

NpcParam

Fields

Field Type Offset Description Notes
disableParam_NT u8 0x0 [0]
disableParam_Product u8 0x0 [1]
disableParamReserve1 dummy8 0x0 [2-7]
disableParamReserve2 dummy8 0x1
enAutoRecoveryControlParamID u32 0x4
deadMoveForceRate f32 0x8
nameId s32 0xc
behaviorVariationId s32 0x10 Variation ID used when calculating the action ID.
hitHeight f32 0x14 The height of the capsule per character.
hitRadius f32 0x18 Radius of capsule per character.
weight u32 0x1c weight.
hitYOffset f32 0x20 Offset of the model display position in the Y (height) direction. It can be floated from the hit position.
hp u32 0x24 Death grace.
mp u32 0x28 Magic usage.
defeatScore u32 0x2c
itemLotId_1 u32 0x30
itemLotId_2 u32 0x34
itemLotId_3 u32 0x38
itemLotId_4 u32 0x3c
itemLotId_5 u32 0x40
itemLotId_6 u32 0x44
humanityLotId s32 0x48 Specify the itemlot ID given when humanity is rewarded. This field refers to the following params: ItemLotParam
spEffectID0 s32 0x4c Special Effect applied to this NPC automatically. This field refers to the following params: SpEffectParam
spEffectID1 s32 0x50 Special Effect applied to this NPC automatically. This field refers to the following params: SpEffectParam
spEffectID2 s32 0x54 Special Effect applied to this NPC automatically. This field refers to the following params: SpEffectParam
spEffectID3 s32 0x58 Special Effect applied to this NPC automatically. This field refers to the following params: SpEffectParam
spEffectID4 s32 0x5c Special Effect applied to this NPC automatically. This field refers to the following params: SpEffectParam
spEffectID5 s32 0x60 Special Effect applied to this NPC automatically. This field refers to the following params: SpEffectParam
spEffectID6 s32 0x64 Special Effect applied to this NPC automatically. This field refers to the following params: SpEffectParam
spEffectID7 s32 0x68 Special Effect applied to this NPC automatically. This field refers to the following params: SpEffectParam
GameClearSpEffectID s32 0x6c Special Effect applied to this NPC automatically during playthroughs after initial playthrough completion. This field refers to the following params: SpEffectParam
physGuardCutRate f32 0x70
magGuardCutRate f32 0x74
fireGuardCutRate f32 0x78
thunGuardCutRate f32 0x7c
animIdOffset s32 0x80 All animations will be played with IDs shifted by this number. If not, the original animation ID is referenced.
moveAnimId s32 0x84
spMoveAnimId1 s32 0x88
spMoveAnimId2 s32 0x8c
networkWarpDist f32 0x90
dbgBehaviorR1 s32 0x94 Register the ID from the action parameter tool and specify the action.
dbgBehaviorL1 s32 0x98 Register the ID from the action parameter tool and specify the action.
dbgBehaviorR2 s32 0x9c Register the ID from the action parameter tool and specify the action.
dbgBehaviorL2 s32 0xa0 Register the ID from the action parameter tool and specify the action.
dbgBehaviorRL s32 0xa4 Register the ID from the action parameter tool and specify the action.
dbgBehaviorRR s32 0xa8 Register the ID from the action parameter tool and specify the action.
dbgBehaviorRD s32 0xac Register the ID from the action parameter tool and specify the action.
dbgBehaviorRU s32 0xb0 Register the ID from the action parameter tool and specify the action.
dbgBehaviorLL s32 0xb4 Register the ID from the action parameter tool and specify the action.
dbgBehaviorLR s32 0xb8 Register the ID from the action parameter tool and specify the action.
dbgBehaviorLD s32 0xbc Register the ID from the action parameter tool and specify the action.
dbgBehaviorLU s32 0xc0 Register the ID from the action parameter tool and specify the action.
animIdOffset2 s32 0xc4 All animations will be played with IDs shifted by this number. If not, the animation ID of the animation ID offset 1 is referred to.
partsDamageRate1 f32 0xc8 Magnification to the damage taken when Part 1 is hit. Part 1 is set in cXXXX.hkxpwv file.
partsDamageRate2 f32 0xcc Magnification to the damage taken when Part 2 is hit. Part 2 is set in cXXXX.hkxpwv file.
partsDamageRate3 f32 0xd0 Magnification to the damage taken when Part 3 is hit. Part 3 is set in cXXXX.hkxpwv file.
partsDamageRate4 f32 0xd4 Magnification to the damage taken when Part 4 is hit. Part 4 is set in cXXXX.hkxpwv file.
partsDamageRate5 f32 0xd8 Magnification to the damage taken when Part 5 is hit. Part 5 is set in cXXXX.hkxpwv file.
partsDamageRate6 f32 0xdc Magnification to the damage taken when Part 6 is hit. Part 6 is set in cXXXX.hkxpwv file.
partsDamageRate7 f32 0xe0 Magnification to the damage taken when Part 7 is hit. Part 7 is set in cXXXX.hkxpwv file.
partsDamageRate8 f32 0xe4 Magnification to the damage taken when Part 8 is hit. Part 8 is set in cXXXX.hkxpwv file.
weakPartsDamageRate f32 0xe8 Magnification to the damage taken when Weak Part is hit. Weak Part is set in cXXXX.hkxpwv file.
superArmorRecoverCorrection f32 0xec Correction value for stagger recovery time.
superArmorBrakeKnockbackDist f32 0xf0 Knockback distance that can be used only at the time of stagger break.
stamina u16 0xf4 Total amount of stagger resistance.
staminaRecoverBaseVel u16 0xf6 Stagger resistance recovery basic speed [point / s]
def_phys u16 0xf8
def_slash s16 0xfa
def_blow s16 0xfc
def_thrust s16 0xfe
def_mag u16 0x100
def_fire u16 0x102
def_thunder u16 0x104
defFlickPower u16 0x106 Used to determine the repelling of enemy attacks.
resist_burn u16 0x108
resist_stun u16 0x10a
resist_highPlasma u16 0x10c
resist_curse u16 0x10e
ghostModelId s16 0x110 Replacement model when wandering ghost, texture ID
normalChangeResouceId s16 0x112
guardAngle s16 0x114 Defense range angle when guarding weapons. Pending
slashGuardCutRate s16 0x116 Looking at the attack type, what percentage of the damage of the slashing attribute is cut? Specify
blowGuardCutRate s16 0x118 Looking at the attack type, what percentage of the damage of the hit attribute is cut? Specify
thrustGuardCutRate s16 0x11a Looking at the attack type, what percentage of the damage of the piercing attribute is cut? Specify
superArmorDurability s16 0x11c
normalChangeTexChrId s16 0x11e Normal replacement texture character ID (do not use it unnecessarily)
dropType u16 0x120 Display method when dropping an item (corpse emission or item display) This field uses the following enum: NPC_ITEMDROP_TYPE
isFloorActivateWait u8 0x122
knockbackParamId u8 0x123 Set the parameter ID used for knockback
fallDamageDump u8 0x124
staminaGuardDef u8 0x125 Defense against enemy stamina attacks when guarding successfully
pcAttrB u8 0x126
pcAttrW u8 0x127
pcAttrL u8 0x128
pcAttrR u8 0x129
areaAttrB u8 0x12a
areaAttrW u8 0x12b
areaAttrL u8 0x12c
areaAttrR u8 0x12d
mpRecoverBaseVel u8 0x12e MP recovery basic speed [% / s]
flickDamageCutRate u8 0x12f Set a value to attenuate damage when repelling an attack
defaultLodParamId s8 0x130 Default LOD Param ID (-1 None)
drawType u8 0x131 Drawing type This field uses the following enum: NPC_DRAW_TYPE
npcType u8 0x132 NPC type. OK if Zako enemies / boss enemies are distinguished This field uses the following enum: NPC_TYPE
teamType u8 0x133 NPC attack hit / not hit, aim / not aim setting This field uses the following enum: TEAM_TYPE
moveType u8 0x134 Moving method. This changes the control. This field uses the following enum: NPC_MOVE_TYPE
lockDist u8 0x135 Lock-on distance [m]
materialSe_Weak1 u16 0x136
materialSfx_Weak1 u16 0x138
partsDamageType u8 0x13a Determines if weak parts (such as the head) will be affected by all attacks or just arrow attacks. Headshot animation will be used for weak part attacks if it exists. This field uses the following enum: ATK_PARAM_PARTSDMGTYPE
forwardUndulationLimit u8 0x13b
guardLevel s8 0x13c Determines guard hit anim used depending on incoming damageLevel.
burnSfxType u8 0x13d
burnGuardResist s8 0x13e
stunGuardResist s8 0x13f
highPlasmaGuardResist s8 0x140
curseGuardResist s8 0x141
parryAttack u8 0x142 If this is greater than defender's Parry Defense, the attack cannot be parried.
parryDefence u8 0x143
sfxSize u8 0x144 Determines which version of a SpEffect's VFX to use (i.e. bigger poison clouds on bigger enemies). This field uses the following enum: NPC_SFX_SIZE
pushOutCamRegionRadius u8 0x145
hitStopType u8 0x146 Setting whether to perform hit stop processing This field uses the following enum: NPC_HITSTOP_TYPE
ladderEndChkOffsetTop u8 0x147 Upper side of the ladder end judgment offset
ladderEndChkOffsetLow u8 0x148 Lower side of ladder end judgment offset
useRagdollCamHit u8 0x149 [0] Does the camera hit the enemy ragdoll? (Valid only when hitting the player) This field is a boolean.
disableClothRigidHit u8 0x149 [1] If you want to prevent the cross rigid from hitting you This field is a boolean.
useRagdoll u8 0x149 [2]
isWeakA u8 0x149 [3] Special attack A? Special attack A damage multiplier will be included in the calculation This field is a boolean.
isGhost u8 0x149 [4] The opponent's attack will be able to slip through. The attack hits only when the anti-spirit weapon of the weapon para is attacked with the weapon of . Be careful not to confuse it with a wandering ghost This field is a boolean.
isNoDamageMotion u8 0x149 [5] Do you not play the damage motion when the damage is 0? This field is a boolean.
isUnduration u8 0x149 [6] Do you match the back and forth rotation of the character with the undulations of the ground? Cannot be used for flying characters This field is a boolean.
isChangeWanderGhost u8 0x149 [7] Will it be a wandering ghost when the player is a client? This field is a boolean.
modelDispMask0 u8 0x14a [0]
modelDispMask1 u8 0x14a [1]
modelDispMask2 u8 0x14a [2]
modelDispMask3 u8 0x14a [3]
modelDispMask4 u8 0x14a [4]
modelDispMask5 u8 0x14a [5]
modelDispMask6 u8 0x14a [6]
modelDispMask7 u8 0x14a [7]
modelDispMask8 u8 0x14b [0]
modelDispMask9 u8 0x14b [1]
modelDispMask10 u8 0x14b [2]
modelDispMask11 u8 0x14b [3]
modelDispMask12 u8 0x14b [4]
modelDispMask13 u8 0x14b [5]
modelDispMask14 u8 0x14b [6]
modelDispMask15 u8 0x14b [7]
isEnableNeckTurn u8 0x14c [0] Do you want to enable the swing set in Param Weaver? This field is a boolean.
disableRespawn u8 0x14c [1] Do you ban respawn? This field is a boolean.
isMoveAnimWait u8 0x14c [2] Do you want to play the moving animation until the animation is over? (Like a mayfly dragon.) This field is a boolean.
isCrowd u8 0x14c [3] Do you want to reduce the processing load during crowds? For babies (preferably phalanx) This field is a boolean.
isWeakB u8 0x14c [4] Special attack B? Special attack B damage multiplier will be included in the calculation This field is a boolean.
isWeakC u8 0x14c [5] Special attack C? Special attack C damage multiplier will be included in the calculation This field is a boolean.
isWeakD u8 0x14c [6] Special attack D? Special attack D damage multiplier will be included in the calculation This field is a boolean.
doesAlwaysUseSpecialTurn u8 0x14c [7] Always execute a special turn (even if there is no navigation mesh at the turn destination, the special turn is continuously executed) This field is a boolean.
vowType u8 0x14d [0-2]
disableInitializeDead u8 0x14d [3] If you do not make an initial death, TRUE, even if you kill and save it, the corpse will not be reproduced. This field is a boolean.
isHitRumble u8 0x14d [4] TRUE if it vibrates when hit. Use when you want to change from a normal hit stop, such as a dead person. This field is a boolean.
isSmoothTurn u8 0x14d [5] Whether to perform interpolation when turning between nodes in route movement This field is a boolean.
isWeakE u8 0x14d [6] Special attack E? Special attack E damage multiplier will be included in the calculation This field is a boolean.
isWeakF u8 0x14d [7] Special attack F? Special attack F damage multiplier will be included in the calculation This field is a boolean.
modelDispMask16 u8 0x14e [0]
modelDispMask17 u8 0x14e [1]
modelDispMask18 u8 0x14e [2]
modelDispMask19 u8 0x14e [3]
modelDispMask20 u8 0x14e [4]
modelDispMask21 u8 0x14e [5]
modelDispMask22 u8 0x14e [6]
modelDispMask23 u8 0x14e [7]
modelDispMask24 u8 0x14f [0]
modelDispMask25 u8 0x14f [1]
modelDispMask26 u8 0x14f [2]
modelDispMask27 u8 0x14f [3]
modelDispMask28 u8 0x14f [4]
modelDispMask29 u8 0x14f [5]
modelDispMask30 u8 0x14f [6]
modelDispMask31 u8 0x14f [7]
itemSearchRadius f32 0x150 Radius to be added as a correction to the cylinder radius of normal Item search judgment (applicable to enemy drop items. Used for large characters etc.)
chrHitHeight f32 0x154 The height of the capsule per character.
chrHitRadius f32 0x158 Radius of capsule per character.
specialTurnType u8 0x15c Special turning type This field uses the following enum: NPC_SPECIAL_TURN_TYPE
bitPad3 dummy8 0x15d [0]
isBulletOwner_byObject u8 0x15d [1] If you become the owner of a bullet, a flag that applies the object's damage calculation related to the bullet. Used for damage correction by power. This field is a boolean.
isUseLowHitFootIk u8 0x15d [2] Whether to use the FootIk filter for low hits This field is a boolean.
isNpcPlayerCalculatePvPDamage u8 0x15d [3]
isIntegrateRaycastCheckRoof u8 0x15d [4]
isDisableIntegrateWithRaycast u8 0x15d [5]
isHugeEnemy u8 0x15d [6]
isLegacyBoss u8 0x15d [7]
def_dark u16 0x15e Damage reduction base value for dark attacks.
threatLv u32 0x160 Threat level. If it is 0, even if the PC is found, FE that seems to be found is not displayed.
specialTurnDistanceThreshold f32 0x164 Make a special turn when the distance to the target is greater than or equal to the set threshold
autoFootEffectSfxId s32 0x168 The SFX identifier used in the automatic foot effect. (ZZZ of XYYZZZ)
materialSe1 u16 0x16c Determine the SE that sounds when damaged. 1. It is OK to set it by appearance.
materialSfx1 u16 0x16e Determine the SFX that occurs when you take damage. 1. It is OK to set it by appearance.
materialSe_Weak2 u16 0x170 Determines the SE that sounds when the weak point is damaged. 2
materialSfx_Weak2 u16 0x172 Determines the SFX that occurs when the weak point is damaged. 2
materialSe2 u16 0x174 Determine the SE that sounds when damaged. 2. It is OK to set it by appearance.
materialSfx2 u16 0x176 Determine the SFX that occurs when you take damage. 2. It is OK to set it by appearance.
spEffectID8 s32 0x178 Resident special effect 8 This field refers to the following params: SpEffectParam
spEffectID9 s32 0x17c Resident special effect 9 This field refers to the following params: SpEffectParam
spEffectID10 s32 0x180 Resident special effect 10 This field refers to the following params: SpEffectParam
spEffectID11 s32 0x184 Resident special effects 11 This field refers to the following params: SpEffectParam
spEffectID12 s32 0x188 Resident special effect 12 This field refers to the following params: SpEffectParam
spEffectID13 s32 0x18c Resident special effect 13 This field refers to the following params: SpEffectParam
spEffectID14 s32 0x190 Resident special effect 14 This field refers to the following params: SpEffectParam
spEffectID15 s32 0x194 Resident special effects 15 This field refers to the following params: SpEffectParam
autoFootEffectDecalId s32 0x198
toughness u32 0x19c Basic value of toughness
toughnessRecoverCorrection f32 0x1a0 Correction value for toughness recovery time
neutralDamageCutRate f32 0x1a4
slashDamageCutRate f32 0x1a8 Slash damage multiplier. The final damage value is the value obtained by multiplying the damage calculation result by this value.
blowDamageCutRate f32 0x1ac Strike damage multiplier. The final damage value is the value obtained by multiplying the damage calculation result by this value.
thrustDamageCutRate f32 0x1b0 Thrust damage ratio. The final damage value is the value obtained by multiplying the damage calculation result by this value.
magicDamageCutRate f32 0x1b4
fireDamageCutRate f32 0x1b8
thunderDamageCutRate f32 0x1bc
darkDamageCutRate f32 0x1c0
darkGuardCutRate f32 0x1c4
clothUpdateOffset s8 0x1c8 Cross update priority offset [m]
npcPlayerWeightType u8 0x1c9 Equipment weight type applied for NPC players This field uses the following enum: NPC_WEIGHT_TYPE
normalChangeModelId s16 0x1ca Normal replacement model, texture ID
normalChangeAnimChrId s16 0x1cc Replace the target animation with the specified ID Anibnd
paintRenderTargetSize u16 0x1ce
DamageMaterialThreshold u8 0x1d0
sideUndulationLimit u8 0x1d1
SfxResBankId s16 0x1d2
phantomShaderId s32 0x1d4 ID of the phantom parameter .xlsm to apply This field refers to the following params: PhantomParam
multiPlayCorrectionParamId s32 0x1d8 Multiplayer correction parameter ID This field refers to the following params: MultiPlayCorrectionParam
maxAnkleAngle f32 0x1dc
resist_depletedUraniumToxic u16 0x1e0
depletedUraniumToxicGuardResist s8 0x1e2
teamTypeByGiantNut u8 0x1e3
lockCameraParamId s32 0x1e4 The ID of the lock camera parameter applied to the camera when locked on. Highest priority. Unused if -1 This field refers to the following params: LockCamParam
spEffectID16 s32 0x1e8 Resident special effects 16 This field refers to the following params: SpEffectParam
spEffectID17 s32 0x1ec Resident special effects 17 This field refers to the following params: SpEffectParam
spEffectID18 s32 0x1f0 Resident special effects 18 This field refers to the following params: SpEffectParam
spEffectID19 s32 0x1f4 Resident special effects 19 This field refers to the following params: SpEffectParam
spEffectID20 s32 0x1f8 Resident special effect 20 This field refers to the following params: SpEffectParam
spEffectID21 s32 0x1fc Resident special effect 21 This field refers to the following params: SpEffectParam
spEffectID22 s32 0x200 Resident special effect 22 This field refers to the following params: SpEffectParam
spEffectID23 s32 0x204 Resident special effect 23 This field refers to the following params: SpEffectParam
spEffectID24 s32 0x208 Resident special effect 24 This field refers to the following params: SpEffectParam
spEffectID25 s32 0x20c Resident special effects 25 This field refers to the following params: SpEffectParam
spEffectID26 s32 0x210 Resident special effect 26 This field refers to the following params: SpEffectParam
spEffectID27 s32 0x214 Resident special effect 27 This field refers to the following params: SpEffectParam
spEffectID28 s32 0x218 Resident special effects 28 This field refers to the following params: SpEffectParam
spEffectID29 s32 0x21c Resident special effect 29 This field refers to the following params: SpEffectParam
spEffectID30 s32 0x220 Resident special effect 30 This field refers to the following params: SpEffectParam
spEffectID31 s32 0x224 Resident special effects 31 This field refers to the following params: SpEffectParam
disableLockOnAng f32 0x228 Create a conical lock-on non-lockable area beneath the enemy. The angle of the size of the cone. Can be changed temporarily from TAE
clothOffLodLevel s8 0x22c Set the LOD level to turn off cross processing
movementType u8 0x22d
estusFlaskRecoveryParamId s16 0x22e
roleNameId s32 0x230
estusFlaskLotPoint u16 0x234
hpEstusFlaskLotPoint u16 0x236
mpEstusFlaskLotPoint u16 0x238
estusFlaskRecovery_failedLotPointAdd u16 0x23a
hpEstusFlaskRecovery_failedLotPointAdd u16 0x23c
mpEstusFlaskRecovery_failedLotPointAdd u16 0x23e
WanderGhostPhantomId s32 0x240 Phantom shader with ID specified only on the guest side Specify the phantom shader ID and make it an illusion
movementTypeParamId s32 0x244
chrActTurnParamIdOffset s32 0x248
weaponId0 s32 0x24c
weaponId1 s32 0x250
weaponId2 s32 0x254
weaponId3 s32 0x258
vehicleParamId s32 0x25c
debrisForceMoveTime f32 0x260
debrisForceStopTime f32 0x264
blastDamageAttachSfxId s32 0x268
weaponId4 s32 0x26c
weaponId5 s32 0x270
weaponId6 s32 0x274
weaponId7 s32 0x278
weaponId8 s32 0x27c
weaponId9 s32 0x280
weaponId10 s32 0x284
weaponId11 s32 0x288
weaponId12 s32 0x28c
weaponId13 s32 0x290
weaponId14 s32 0x294
weaponId15 s32 0x298
weaponId16 s32 0x29c
weaponId17 s32 0x2a0
weaponId18 s32 0x2a4
weaponId19 s32 0x2a8
weaponId20 s32 0x2ac
weaponId21 s32 0x2b0
weaponId22 s32 0x2b4
weaponId23 s32 0x2b8
weaponId24 s32 0x2bc
weaponId25 s32 0x2c0
weaponId26 s32 0x2c4
weaponId27 s32 0x2c8
weaponId28 s32 0x2cc
weaponId29 s32 0x2d0
weaponId30 s32 0x2d4
weaponId31 s32 0x2d8
hacking_EnduranceValue u32 0x2dc
isDummyChr u8 0x2e0 [0]
isNoImpactPlayerMove u8 0x2e0 [1]
isRagdollMaterialSoftContact u8 0x2e0 [2]
isPredictionShootMasterBase u8 0x2e0 [3]
isUseTankMove u8 0x2e0 [4]
isUseDeadRagdoll u8 0x2e0 [5]
isPushOutCamRegionRadius u8 0x2e0 [6]
isNoGrabReceive u8 0x2e0 [7]
staminaGuardDef_InGuardRelease u8 0x2e1
SAGuardCutRate u8 0x2e2
SAGuardCutRate_InGuardRelease u8 0x2e3
physGuardCutRate_InGuardRelease f32 0x2e4
isVisibleEnemySearchStateFE u8 0x2e8
minimapIconType u8 0x2e9
DeadLockOnDisableWaiteFrame u16 0x2ea
SA_DurabilityRecoveryBase f32 0x2ec
RecoverSpStartDrainAfterSec f32 0x2f0
EnemyScanEventFlagId s32 0x2f4
EnemyScanTextId s32 0x2f8
isVisibleApBar u8 0x2fc
receiveDmgHitStopType u8 0x2fd
npcMaterialId u16 0x2fe
npcPartsParamIdBegin s32 0x300
npcPartsParamIdEnd s32 0x304
coverActionWidthLength f32 0x308
coverActionHeightLength f32 0x30c
weaponDmyId0 u32 0x310
weaponDmyId1 u32 0x314
weaponDmyId2 u32 0x318
weaponDmyId3 u32 0x31c
weaponDmyId4 u32 0x320
weaponDmyId5 u32 0x324
weaponDmyId6 u32 0x328
weaponDmyId7 u32 0x32c
weaponDmyId8 u32 0x330
weaponDmyId9 u32 0x334
weaponDmyId10 u32 0x338
weaponDmyId11 u32 0x33c
weaponDmyId12 u32 0x340
weaponDmyId13 u32 0x344
weaponDmyId14 u32 0x348
weaponDmyId15 u32 0x34c
weaponDmyId16 u32 0x350
weaponDmyId17 u32 0x354
weaponDmyId18 u32 0x358
weaponDmyId19 u32 0x35c
weaponDmyId20 u32 0x360
weaponDmyId21 u32 0x364
weaponDmyId22 u32 0x368
weaponDmyId23 u32 0x36c
weaponDmyId24 u32 0x370
weaponDmyId25 u32 0x374
weaponDmyId26 u32 0x378
weaponDmyId27 u32 0x37c
weaponDmyId28 u32 0x380
weaponDmyId29 u32 0x384
weaponDmyId30 u32 0x388
weaponDmyId31 u32 0x38c
coverActionUpwardHeight f32 0x390
coverActionCoverLength f32 0x394
equipWeaponPresetId u32 0x398
lockTargetDist f32 0x39c
operationPartsCategory u32 0x3a0
jumpEdgeCapDist_FindPath f32 0x3a4
jumpEdgeCapHeight_FindPath f32 0x3a8
jumpEdgeCapDist_JumpCtrl f32 0x3ac
jumpEdgeCapHeight_JumpCtrl f32 0x3b0
loadAssetId s32 0x3b4
RetargetReferenceChrId s16 0x3b8
partsBreakVariationId s16 0x3ba
retargetMoveRate f32 0x3bc
pad11_0 dummy8 0x3c0
deathAnimType_GroundNormal u8 0x3c4
deathAnimType_GroundNormal_RandNum u8 0x3c5
deathAnimType_GroundLol u8 0x3c6
deathAnimType_GroundFast u8 0x3c7
deathAnimType_GroundBlow u8 0x3c8
pad11_1 dummy8 0x3c9
deathAnimType_FlyNormal u8 0x3cc
deathAnimType_FlyNormal_RandNum u8 0x3cd
deathAnimType_FlyLol u8 0x3ce
deathAnimType_FlyFast u8 0x3cf
deathAnimType_FlyBlow u8 0x3d0
pad11_2 dummy8 0x3d1
deathAnimType_HoverNormal u8 0x3d4
deathAnimType_HoverNormal_RandNum u8 0x3d5
deathAnimType_HoverLol u8 0x3d6
deathAnimType_HoverFast u8 0x3d7
deathAnimType_HoverBlow u8 0x3d8
pad11_3 dummy8 0x3d9
chrBehAnimFourDirTurnRate f32 0x3dc
undulationCorrectGain f32 0x3e0
chrBehCtrlType u8 0x3e4
pad12 dummy8 0x3e5
knockbackRate f32 0x3e8 Decrease value when receiving knockback damage / Specifically, cut the initial knockback speed of the attacking side
paGaugeMax u16 0x3ec
paGaugeRecoverPerSec u16 0x3ee
paGaugeRecoverDelayTimeSec f32 0x3f0
paRecoverGaugePoint u16 0x3f4
isUseDeadChrCapsule u8 0x3f6 [0]
alwaysGuardMode u8 0x3f6 [1]
isPulseSpAtkGuard u8 0x3f6 [2]
isNoBladeHomingHitTargetDirMove u8 0x3f6 [3]
isRicochetNoResetResidualImpactSubTimer u8 0x3f6 [4]
isCurveLaserRiflePenetration u8 0x3f6 [5]
isDispFlatLayer u8 0x3f6 [6]
pad13_1_bit dummy8 0x3f6 [7]
pad13_2 dummy8 0x3f7
physicsPaGuardCutRate f32 0x3f8
magicPaGuardCutRate f32 0x3fc
firePaGuardCutRate f32 0x400
thunderPaGuardCutRate f32 0x404
darkPaGuardCutRate f32 0x408
burnPaGuardResistRate f32 0x40c
stunPaGuardResistRate f32 0x410
highPlasmaPaGuardResistRate f32 0x414
cursePaGuardResistRate f32 0x418
saPaGuardCutRate f32 0x41c
staminaPaGuardCutRate f32 0x420
paPaGuardCutRate f32 0x424
paGuardBaseDmypolyId s32 0x428
paGuardDirectionHorizontalDeg s16 0x42c
paGuardDirectionVerticalDeg s16 0x42e
paGuardRangeHorizontalDeg s16 0x430
paGuardRangeVerticalDeg s16 0x432
paTurnOnSfxId s32 0x434
paTurnOnSfxDmypoly s32 0x438
paOnSfxId s32 0x43c
paOnSfxDmypoly s32 0x440
paTurnOffSfxId s32 0x444
paTurnOffSfxDmypoly s32 0x448
paBreakdownSfxId s32 0x44c
paBreakdownSfxDmypoly s32 0x450
paBrokenSfxId s32 0x454
paBrokenSfxDmypoly s32 0x458
paRecoverSfxId s32 0x45c
paRecoverSfxDmypoly s32 0x460
paDefSeMaterial u16 0x464
paDefSfxMaterial u16 0x466
guardBaseDmypolyId s32 0x468
doForceIntegrateWithRaycastForSlope u8 0x46c [0]
isDeadFadeOut u8 0x46c [1]
isCharaActivateRightAfterDisableGravity u8 0x46c [2]
pad13_3_bit dummy8 0x46c [3-7]
pad13_4 dummy8 0x46d
guardDirectionHorizontalDeg s16 0x46e
guardDirectionVerticalDeg s16 0x470
guardRangeHorizontalDeg s16 0x472
guardRangeVerticalDeg s16 0x474
guardDefSeMaterial u16 0x476
guardDefSfxMaterial u16 0x478
energyConsumeType u8 0x47a
pad5 dummy8 0x47b
atkActParamId_00 s32 0x47c
atkActParamId_01 s32 0x480
atkActParamId_02 s32 0x484
atkActParamId_03 s32 0x488
atkActParamId_04 s32 0x48c
atkActParamId_05 s32 0x490
atkActParamId_06 s32 0x494
atkActParamId_07 s32 0x498
atkActParamId_08 s32 0x49c
atkActParamId_09 s32 0x4a0
atkActParamId_10 s32 0x4a4
atkActParamId_11 s32 0x4a8
atkActParamId_12 s32 0x4ac
atkActParamId_13 s32 0x4b0
atkActParamId_14 s32 0x4b4
atkActParamId_15 s32 0x4b8
atkActParamId_16 s32 0x4bc
atkActParamId_17 s32 0x4c0
atkActParamId_18 s32 0x4c4
atkActParamId_19 s32 0x4c8
atkActParamId_20 s32 0x4cc
atkActParamId_21 s32 0x4d0
atkActParamId_22 s32 0x4d4
atkActParamId_23 s32 0x4d8
atkActParamId_24 s32 0x4dc
atkActParamId_25 s32 0x4e0
atkActParamId_26 s32 0x4e4
atkActParamId_27 s32 0x4e8
atkActParamId_28 s32 0x4ec
atkActParamId_29 s32 0x4f0
atkActParamId_30 s32 0x4f4
atkActParamId_31 s32 0x4f8
wepBulletNum_00 s32 0x4fc
wepBulletNum_01 s32 0x500
wepBulletNum_02 s32 0x504
wepBulletNum_03 s32 0x508
wepBulletNum_04 s32 0x50c
wepBulletNum_05 s32 0x510
wepBulletNum_06 s32 0x514
wepBulletNum_07 s32 0x518
wepBulletNum_08 s32 0x51c
wepBulletNum_09 s32 0x520
wepBulletNum_10 s32 0x524
wepBulletNum_11 s32 0x528
wepBulletNum_12 s32 0x52c
wepBulletNum_13 s32 0x530
wepBulletNum_14 s32 0x534
wepBulletNum_15 s32 0x538
wepBulletNum_16 s32 0x53c
wepBulletNum_17 s32 0x540
wepBulletNum_18 s32 0x544
wepBulletNum_19 s32 0x548
wepBulletNum_20 s32 0x54c
wepBulletNum_21 s32 0x550
wepBulletNum_22 s32 0x554
wepBulletNum_23 s32 0x558
wepBulletNum_24 s32 0x55c
wepBulletNum_25 s32 0x560
wepBulletNum_26 s32 0x564
wepBulletNum_27 s32 0x568
wepBulletNum_28 s32 0x56c
wepBulletNum_29 s32 0x570
wepBulletNum_30 s32 0x574
wepBulletNum_31 s32 0x578
secondLock_LockRateDecayTimeSec f32 0x57c
thrustersParamID u32 0x580
bodyLookAtParamId s32 0x584
bodyLookAtDirType u8 0x588
enableAddImpact u8 0x589
thrustersColorType s8 0x58a
enableImpactGaugeFE u8 0x58b
damageLevelConvThresholdParamID u32 0x58c
physicalShield_HP u32 0x590
physicalShield_GuardBaseDmypoly s32 0x594
physicalShield_NeutralDamageCutRate f32 0x598
physicalShield_SlashDamageCutRate f32 0x59c
physicalShield_BlowDamageCutRate f32 0x5a0
physicalShield_ThrustDamageCutRate f32 0x5a4
physicalShield_MagicDamageCutRate f32 0x5a8
physicalShield_FireDamageCutRate f32 0x5ac
physicalShield_ThunderDamageCutRate f32 0x5b0
physicalShield_DarkDamageCutRate f32 0x5b4
physicalShield_BurnGuardResist u8 0x5b8
physicalShield_StunGuardResist u8 0x5b9
physicalShield_HighPlasmaGuardResist u8 0x5ba
physicalShield_CurseGuardResist u8 0x5bb
physicalShield_DepletedUraniumToxicGuardResist u8 0x5bc
pad15_1 dummy8 0x5bd [0]
physicalShield_IsWeakA u8 0x5bd [1]
physicalShield_IsWeakB u8 0x5bd [2]
physicalShield_IsWeakC u8 0x5bd [3]
physicalShield_IsWeakD u8 0x5bd [4]
physicalShield_IsWeakE u8 0x5bd [5]
physicalShield_IsWeakF u8 0x5bd [6]
pad15 dummy8 0x5bd [7]
physicalShield_DefPhys u16 0x5be
physicalShield_DefSlash s16 0x5c0
physicalShield_DefBlow s16 0x5c2
physicalShield_DefThrust s16 0x5c4
physicalShield_DefMagic u16 0x5c6
physicalShield_DefFire u16 0x5c8
physicalShield_DefThunder u16 0x5ca
physicalShield_DefDark u16 0x5cc
physicalShield_DirectionHorizontalDeg s16 0x5ce
physicalShield_DirectionVerticalDeg s16 0x5d0
physicalShield_RangeHorizontalDeg s16 0x5d2
physicalShield_RangeVerticalDeg s16 0x5d4
pad16 dummy8 0x5d6
bodyLookAtParamId2 s32 0x5d8
bodyLookAtParamId3 s32 0x5dc
bodyLookAtParamId4 s32 0x5e0
bodyLookAtParamId5 s32 0x5e4
bodyLookAtParamId6 s32 0x5e8
bodyLookAtParamId7 s32 0x5ec
bodyLookAtParamId8 s32 0x5f0
bodyLookAtDirType2 u8 0x5f4
bodyLookAtDirType3 u8 0x5f5
bodyLookAtDirType4 u8 0x5f6
bodyLookAtDirType5 u8 0x5f7
bodyLookAtDirType6 u8 0x5f8
bodyLookAtDirType7 u8 0x5f9
bodyLookAtDirType8 u8 0x5fa
lookAtDeadType u8 0x5fb
pad17 dummy8 0x5fc
residualImpactSubPointPerSec s32 0x604
residualImpactSubRate_Guard f32 0x608
paOpen_PaDecayCutRate f32 0x60c
paOpen_PerfStayTimeSec f32 0x610
paOpen_PerfRecastTimeSec f32 0x614
paOpen_PerfTimeSfxId s32 0x618
paOpen_PerfTimeSfxDmyId s32 0x61c
paOpen_PerfEndSfxId s32 0x620
paOpen_PerfEndSfxDmyId s32 0x624
paOpen_RecastSfxId s32 0x628
paOpen_RecastSfxDmyId s32 0x62c
paGaugeRecoverEmerDelayTimeSec f32 0x630
paGaugeOpenSubPointPerSec u16 0x634
receiveDamageDirTypeForStopBullet u8 0x636
pad18 dummy8 0x637
completelyInvisibleCheckMaxDistance f32 0x638
completelyInvisibleCheckHorizontalAngle f32 0x63c
completelyInvisibleCheckVerticalAngle f32 0x640
depletedUraniumToxicPaGuardResistRate f32 0x644
stabilityVal s32 0x648
paEmerGaugeRecoverPointPerSec f32 0x64c
bPaOpenGaugeRecoverDelay u8 0x650
pad22 dummy8 0x651
paOpenGaugeRecoverScale f32 0x654
criticalDefSfxMaterial u16 0x658
deadEffectMaxTime u16 0x65a
openingDeadForceHide u8 0x65c
openingDeadDefaultVisible u8 0x65d
staggerCriticalRate s16 0x65e
impactPaGuardCutRate f32 0x660
RicochetedDistRate f32 0x664
hacking_RecoverDelayTimeSec f32 0x668
hacking_RecoverValPerSec f32 0x66c
bulletPenetrateDef u8 0x670
pad20 dummy8 0x671
bRicochetedDistOverwrite u8 0x678
wepPoseAddAnimDefaultSlot u8 0x679
bPredictionUpdateNoSkip u8 0x67a
doCutNaviByBoundingBox u8 0x67b
RicochetedDistOverwriteDist f32 0x67c
DmgCutRate_Phys f32 0x680
DmgCutRate_Mag f32 0x684
DmgCutRate_Fire f32 0x688
DmgCutRate_Thunder f32 0x68c
DmgCutRate_Dark f32 0x690
DmgCutRate_Burn f32 0x694
DmgCutRate_Stun f32 0x698
DmgCutRate_HighPlasma f32 0x69c
DmgCutRate_DepletedUraniumToxic f32 0x6a0
DmgCutRate_Curse f32 0x6a4
DmgCutRate_Sa f32 0x6a8
DmgCutRate_Stamina f32 0x6ac
spEffectId_AiBattleState s32 0x6b0
spEffectId_AiNoBattleState s32 0x6b4
wepPoseAddAnimId0 s32 0x6b8
wepPoseAddAnimId1 s32 0x6bc
wepPoseAddAnimId2 s32 0x6c0
wepPoseAddAnimId3 s32 0x6c4
wepPoseAddAnimId4 s32 0x6c8
wepPoseAddAnimId5 s32 0x6cc
wepPoseAddAnimId6 s32 0x6d0
wepPoseAddAnimId7 s32 0x6d4
physicalShield_VsImpact s32 0x6d8
defeatOsReinfExp u32 0x6dc
updateActivatePriolity f32 0x6e0
attenuationVariationId s32 0x6e4
guardImpactCutRatePercent f32 0x6e8
justGuardKeepTimeSec f32 0x6ec
justGuardReloadTimeSec f32 0x6f0
justGuardImpactCutRatePercent f32 0x6f4
guardOpenStartSfxId s32 0x6f8
guardOpenStartSfxDmyId s32 0x6fc
guardOpenStaySfxId s32 0x700
guardOpenStaySfxDmyId s32 0x704
guardOpenEndSfxId s32 0x708
guardOpenEndSfxDmyId s32 0x70c
guardInitOpenStartSfxId s32 0x710
guardInitOpenStartDmyId s32 0x714
guardInitOpenStaySfxId s32 0x718
guardInitOpenStayDmyId s32 0x71c
hardCoreSpEffectID s32 0x720
physicalShield_guardImpactCutRatePercent f32 0x724
physicalShield_justGuardImpactCutRatePercent f32 0x728
physicalShield_justGuardKeepTimeSec f32 0x72c
physicalShield_justGuardReloadTimeSec f32 0x730
pad_26 dummy8 0x734
stayPa_Radius f32 0x740
stayPa_MaxHp u32 0x744
stayPa_AddHpPerSec f32 0x748
stayPa_DefMaterialSfx u16 0x74c
stayPa_DefMaterialSe u16 0x74e
stayPa_LaunchSfxId s32 0x750
stayPa_LaunchKeepSfxId s32 0x754
stayPa_BreakSfxId s32 0x758
stayPa_ReleaseSfxId s32 0x75c
pad_end dummy8 0x760

Enums

NPC_BULLET_PENETRATE_DEF_TYPE

Option Description Notes
0 Low
1 Normal

NPC_DRAW_TYPE

Option Description Notes
0 Normal
1 White Phantom
2 Black Phantom
3 Ghoul Body

NPC_TYPE

Option Description Notes
0 Standard
1 Boss

NPC_ITEMDROP_TYPE

Option Description Notes
0 Attached to Corpse
1 Dropped in Place

NPC_MOVE_TYPE

Option Description Notes
0 Immobile
1 All Directions
2 Forward and Backwards Only
3 Biped
4 Quadruped
5 Flight
6 Hover
7 Hover + Biped
8 Flight + Biped
9 Boss Biped
10 Attach

TEAM_TYPE

Option Description Notes
0 None
1 Guest
2 Host
3 Wingman
4 Junior Wingman
5 Enemy
6 Strong Enemy
7 Third Force
8 Beserker
9 Character for Object Destruction
10 Character for Object Destruction (Wingman)
11 Character for Object Destruction (Enemy)
12 Object
13 Third Force (Ally)
14 Gimmick Battery (Ally)

ATK_PARAM_PARTSDMGTYPE

Option Description Notes
0 Arrows
1 All attacks

NPC_BURN_TYPE

Option Description Notes
0 Normal
1 Corpse

NPC_HITSTOP_TYPE

Option Description Notes
0 No Hit Stop
1 Partial Hit Stop
2 Hit Stop

NPC_SFX_SIZE

Option Description Notes
0 Normal
1 Large
2 Medium

NPC_WEIGHT_TYPE

Option Description Notes
0 Light
1 Medium
2 Normal
3 Overweight
4 Ultralight

NPC_CHR_BEHAVIOR_CTRL_TYPE

Option Description Notes
0 Walking
1 Floating
2 Vehicle

NPC_DEAD_LOOK_AT_TYPE

Option Description Notes
0 Fixed after death immediately
1 Fixed after death flag
2 Never fixed

NPC_DEATH_ANIM_TYPE_1

Option Description Notes
0 Not used
1 Before
2 Before and after
4 Front and back, left and right

NPC_DEATH_ANIM_TYPE_2

Option Description Notes
0 Not used
1 Before
2 Before and after
3 Left and right
4 Front and back, left and right

NPC_ENERGY_CONSUME_TYPE

Option Description Notes
0 Normal
1 Infinite

NPC_AUTOSIGHT_FE_DISP_TYPE

Option Description Notes
0 None
1 Weakness

NPC_MINIMAP_ICON_TYPE

Option Description Notes
0 None
1 Normal
2 Rader

NPC_MOVEMENT_TYPE

Option Description Notes
0 AC
1 Boss
2 Unknown
3 Unknown

NPC_PARTS_GROUP

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

NPC_PARTS_HIT_FE_TYPE

Option Description Notes
0 No Display
1 Normal
2 Weakness
3 Armor

NPC_RECEIVE_DMG_DIR_FOR_STOP_BULLET_TYPE

Option Description Notes
0 Bullet Position → Character Capsule
1 Bullet Position → Hit Position

NPC_RECEIVE_DMG_HITSTOP_TYPE

Option Description Notes
0 No
1 Yes

NPC_SPECIAL_TURN_TYPE

Option Description Notes
0 None
1 U-Turn
2 Back-Turn

NPC_SP_EFFECT_ADD_COND_PARTS_TYPE

Option Description Notes
0 None
1 Ice-worm Head

NPC_VISIBLE_TYPE

Option Description Notes
0 Hidden
1 Displayed
ac6-refmat/param/npcparam.txt · Last modified: by admin