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ac6-refmat:param:npcthinkparam

NpcThinkParam

Fields

Field Type Offset Description Notes
disableParam_NT u8 0x0 [0]
disableParam_Product u8 0x0 [1]
disableParamReserve1 dummy8 0x0 [2-7]
disableParamReserve2 dummy8 0x1
logicId s32 0x4 Set the ID of the logic created by the script.
battleGoalID s32 0x8 Battle goal ID
searchEye_dist u16 0xc Search range by visual search.
searchEye_angX u8 0xe Searching enemy vision_angle (height) [deg]
searchEye_angY u8 0xf Search range by visual search.
scriptType u8 0x10
goalAction_CannotGetTarget u8 0x11
coverActionReleaseDist s16 0x12
searchTargetLv1ForgetTime f32 0x14 Search enemy Lv1 Target Time to forget.
searchTargetLv2ForgetTime f32 0x18 Search enemy Lv2 time to forget the target.
BackHomeLife_OnHitEneWal f32 0x1c The life of the BackToHome goal when it touches an enemy wall that blocks the block
SightTargetForgetTime f32 0x20 Time to forget the visual target.
idAttackCannotMove s32 0x24 An action that automatically takes place when a destructible object stops it.
ear_dist f32 0x28 Hearing search range …
callHelp_ActionAnimId s32 0x2c Animation ID (EzStateAnimID) when responding
callHelp_CallActionId s32 0x30 Action ID (EzStateAnimID) when calling a friend
eye_dist u16 0x34 Visual search range.
BackHome_GuardActId u16 0x36
ear_soundcut_dist u16 0x38 The distance to reduce the size of the sound source. You will not hear any sound below this distance.
nose_dist u16 0x3a Search range by smell.
maxBackhomeDist u16 0x3c COMMON_SetBattleActLogic argument
backhomeDist u16 0x3e COMMON_SetBattleActLogic argument
backhomeBattleDist u16 0x40 COMMON_SetBattleActLogic argument
nonBattleActLife u16 0x42 COMMON_SetBattleActLogic argument
BackHome_LookTargetTime u16 0x44 When returning home: Time to look at the target [sec]
BackHome_LookTargetDist u16 0x46 When returning home: Distance to see the target [m]
SoundTargetForgetTime f32 0x48 Time to forget the sound target.
BattleStartDist u16 0x4c
callHelp_MyPeerId u16 0x4e My fellow group ID
callHelp_CallPeerId u16 0x50 Companion group ID to call a companion
targetSys_DmgEffectRate u16 0x52 Damage impact rate acquisition (target system evaluation information)
TeamAttackEffectivity u8 0x54 A value for determining the number of simultaneous attacks in a team. Increasing the value reduces the number of people who can participate in the attack at the same time.
eye_angX u8 0x55 Visual search range.
eye_angY u8 0x56 Visual search range.
disableDark u8 0x57 Whether the alert vision_distance and battle start distance are not affected by the darkness This field is a boolean.
caravanRole u8 0x58 Role in the caravan
callHelp_CallValidMinDistTarget u8 0x59 If it is closer than this value, you cannot call a friend.
callHelp_CallValidRange u8 0x5a Do not call if the companion is farther than this value.
callHelp_ForgetTimeByArrival u8 0x5b Time to respond
callHelp_MinWaitTime u8 0x5c Minimum time for the first wait goal of the response goal [101 ⇒ 10.1sec]
callHelp_MaxWaitTime u8 0x5d Maximum time for the first waiting goal of the response goal [101 ⇒ 10.1sec]
goalAction_ToSearchLv1 u8 0x5e
goalAction_ToSearchLv2 u8 0x5f
callHelp_ReplyBehaviorType u8 0x60 Action type to target position after response
disablePathMove u8 0x61 Whether to move directly without following the path even if a path move command comes This field is a boolean.
skipArrivalVisibleCheck u8 0x62 Do you want to skip the arrival judgment by the line of sight? When set to On, arrival judgment is performed even if the line of sight does not pass. This field is a boolean.
thinkAttr_doAdmirer u8 0x63 Thinking attribute: When turned on, it plays a role of surrounding. This field is a boolean.
enableNaviFlg_Edge u8 0x64 [0] Can you pass through the node cliff? (def: 1) This field is a boolean.
enableNaviFlg_LargeSpace u8 0x64 [1] Can you pass through the node wide? (def: 1) This field is a boolean.
enableNaviFlg_Ladder u8 0x64 [2] Can you pass through the node ladder? (def: 0) This field is a boolean.
enableNaviFlg_Hole u8 0x64 [3] Can you go through the node hole? (def: 0) This field is a boolean.
enableNaviFlg_Door u8 0x64 [4] Can you pass through the node door? (def: 0) This field is a boolean.
enableNaviFlg_InSideWall u8 0x64 [5] Can you pass through the node in the wall? (def: 0) This field is a boolean.
enableNaviFlg_pad u8 0x64 [6]
enableNaviFlg_Edge_Ordinary u8 0x64 [7] Can you pass the node cliff under normal / alert conditions? (def: 1) This field is a boolean.
enableNaviFlg_reserve1 dummy8 0x65
searchThreshold_Lv0toLv1 s32 0x68 Search enemy Lv0 Lv1 threshold
searchThreshold_Lv1toLv2 s32 0x6c Search enemy Lv1 Lv2 threshold
platoonReplyTime f32 0x70 Platoon reaction delay time [sec]
platoonReplyAddRandomTime f32 0x74 Platoon reaction additional random time [sec]
cameraEmuLookHalfAngleH angle32 0x78
cameraEmuLookHalfAngleV angle32 0x7c
isCameraEmuLockAt u8 0x80
initialHitResponseType u8 0x81
fixedCannonReleaseDistByDist s16 0x82
searchTargetDamageForgetTime f32 0x84
keepTargetRaycastDist f32 0x88
isUseBoostRiseMove u8 0x8c
doUseSharedTarget u8 0x8d
eye_BackOffsetDist u16 0x8e
eye_BeginDist u16 0x90
actTypeOnFailedPath u8 0x92
goalAction_ToNormal u8 0x93
pathFindCostParamId s32 0x94
actTypeOnNonBtlFailedPath u8 0x98
isBuddyAI u8 0x99
goalAction_ToCaution u8 0x9a Goal action: Target becomes alert due to normal sound detection
goalAction_ToCautionImportant u8 0x9b
enableJumpMove u8 0x9c
disableLocalSteering u8 0x9d
goalAction_ToCautionThreat u8 0x9e
goalAction_MaxBackHomeAction u8 0x9f
MemoryTargetForgetTime f32 0xa0
goalAction_BackHomeAction u8 0xa4
isSearchEnableReycast u8 0xa5
isAlwaysEyeSightFromDmyPoly u8 0xa6
shareTargetType u8 0xa7
goalAction_ToFind u8 0xa8
goalAction_ToSearch u8 0xa9
goalAction_ToDisappear u8 0xaa
changeStateAction_ToNormal u8 0xab
GoalActionID s32 0xac
soundBehaviorId01 s32 0xb0
soundBehaviorId02 s32 0xb4
soundBehaviorId03 s32 0xb8
soundBehaviorId04 s32 0xbc
soundBehaviorId05 s32 0xc0
soundBehaviorId06 s32 0xc4
soundBehaviorId07 s32 0xc8
soundBehaviorId08 s32 0xcc
enemyMaxDistForBattleThanEventTgt s16 0xd0
eventTgtMinDistForBattleAndGoToEventTgt s16 0xd2
eventTgtMinDistForGoToEventTgt s16 0xd4
radar_dist u16 0xd6
eye_VerticalMax s32 0xd8
eye_VerticalMin s32 0xdc
searchEye_VerticalMax s32 0xe0
searchEye_VerticalMin s32 0xe4
shareSearchTargetDist f32 0xe8
shareAttackTargetDist f32 0xec
shareSearchTargetSpeed f32 0xf0
shareAttackTargetSpeed f32 0xf4
enemyMaxDistForBattleThanPlayer s16 0xf8
playerMinDistForBattleAndGoToPlayer s16 0xfa
playerMinDistForGoToPlayer s16 0xfc
fixedCannonReleaseDistByHit s16 0xfe
searchEye_BackOffsetDist s16 0x100
searchEye_BeginDist s16 0x102
searchEye2_dist u16 0x104
searchEye2_angX u8 0x106
searchEye2_angY u8 0x107
searchEye2_VerticalMax s32 0x108
searchEye2_VerticalMin s32 0x10c
searchEye2_BackOffsetDist s16 0x110
searchEye2_BeginDist s16 0x112
shareSearchPointTargetDist f32 0x114
shareCombatPointTargetDist f32 0x118
shareSearchPointRate f32 0x11c
shareCombatPointRate f32 0x120
battleEye_dist u16 0x124
battleEye_angX u8 0x126
battleEye_angY u8 0x127
battleEye_VerticalMax s32 0x128
battleEye_VerticalMin s32 0x12c
battleEye_BackOffsetDist s16 0x130
battleEye_BeginDist s16 0x132
DebugAiThinkParam00 f32 0x134
DebugAiThinkParam01 f32 0x138
DebugAiThinkParam02 f32 0x13c
DebugAiThinkParam03 f32 0x140
DebugAiThinkParam04 f32 0x144
radar_power s16 0x148
commonAttack_WeaponPlace s8 0x14a
doLaunchAiLayer_MOVE01 u8 0x14b [0]
doLaunchAiLayer_MOVETYPE u8 0x14b [1]
doLaunchAiLayer_ATTACK01 u8 0x14b [2]
doLaunchAiLayer_ATTACK02 u8 0x14b [3]
doLaunchAiLayer_ATTACK03 u8 0x14b [4]
doLaunchAiLayer_ATTACK04 u8 0x14b [5]
doLaunchAiLayer_EXTRA01 u8 0x14b [6]
doLaunchAiLayer_INTERRUPT u8 0x14b [7]
commonAttack_Dist u16 0x14c
coverActionAttackDist s16 0x14e
shareTargetRecognitionLag f32 0x150
keepSharingTargetAfterDiedTime f32 0x154
GeneralAiThinkParam00 f32 0x158
GeneralAiThinkParam01 f32 0x15c
GeneralAiThinkParam02 f32 0x160
GeneralAiThinkParam03 f32 0x164
GeneralAiThinkParam04 f32 0x168
PathSearchWaitTime f32 0x16c
jumpEdgeEnteredDistOffset f32 0x170
jumpEdgeFinishHeightOffset f32 0x174
jumpEdgeFinishHorizontalDist f32 0x178
jumpEdgeFinishAngle f32 0x17c
jumpEdgeFinishLandCheckHeightOffset f32 0x180
jumpEdgeFallHeight f32 0x184
jumpEdgeFallHorizontalDist f32 0x188
navimeshNavigatorIterationLimit s16 0x18c
navivolumeNavigatorIterationLimit s16 0x18e
isSearchDisableRaycastForDummyChr u8 0x190
enableInitialPosInGetLastLandingPoint u8 0x191 [0]
doStayDuringNaviSearchInJumpEdgeMove u8 0x191 [1]
unk191_2 u8 0x191 [2]
pad2 dummy8 0x191 [3-7]
pad1 dummy8 0x192
jumpEdgeFinishRaycastRadius f32 0x194
pad dummy8 0x198
ac6-refmat/param/npcthinkparam.txt · Last modified: by admin