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bb-refmat:param:atkparam

AtkParam

Fields

Field Type Offset Description Notes
hit0_Radius f32 0x0 Radius of sphere/capsule hitbox.
hit1_Radius f32 0x4 Radius of sphere/capsule hitbox.
hit2_Radius f32 0x8 Radius of sphere/capsule hitbox.
hit3_Radius f32 0xc Radius of sphere/capsule hitbox.
knockbackDist f32 0x10 Knockback distance of attack.
hitStopTime f32 0x14 Duration of the 'hit' flag on the target.
spEffectId0 s32 0x18 Special effect applied to target on hit This field refers to the following params: SpEffectParam
spEffectId1 s32 0x1c Special effect applied to target on hit. This field refers to the following params: SpEffectParam
spEffectId2 s32 0x20 Special effect applied to target on hit. This field refers to the following params: SpEffectParam
spEffectId3 s32 0x24 Special effect applied to target on hit. This field refers to the following params: SpEffectParam
spEffectId4 s32 0x28 Special effect applied to target on hit. This field refers to the following params: SpEffectParam
hit0_DmyPoly1 s16 0x2c Model point at origin of hitbox if the Hitbox End Model Point is not -1. The hitbox will be a capsule with hemispherical caps positioned at these origins (with a joining cylinder).
hit1_DmyPoly1 s16 0x2e Model point at origin of hitbox if the Hitbox End Model Point is not -1. The hitbox will be a capsule with hemispherical caps positioned at these origins (with a joining cylinder).
hit2_DmyPoly1 s16 0x30 Model point at origin of hitbox if the Hitbox End Model Point is not -1. The hitbox will be a capsule with hemispherical caps positioned at these origins (with a joining cylinder).
hit3_DmyPoly1 s16 0x32 Model point at origin of hitbox if the Hitbox End Model Point is not -1. The hitbox will be a capsule with hemispherical caps positioned at these origins (with a joining cylinder).
hit0_DmyPoly2 s16 0x34 Model point at end of capsule hitbox. If this is -1, the hitbox will be a sphere placed at Hitbox Start Model Point.
hit1_DmyPoly2 s16 0x36 Model point at end of capsule hitbox. If this is -1, the hitbox will be a sphere placed at Hitbox Start Model Point.
hit2_DmyPoly2 s16 0x38 Model point at end of capsule hitbox. If this is -1, the hitbox will be a sphere placed at Hitbox Start Model Point.
hit3_DmyPoly2 s16 0x3a Model point at end of capsule hitbox. If this is -1, the hitbox will be a sphere placed at Hitbox Start Model Point.
blowingCorrection u16 0x3c Correction value when blowing off
atkPhysCorrection u16 0x3e Multiplier (as percentage from 0 upwards) applied to character attack power to calculate physical attack damage.
atkMagCorrection u16 0x40 Multiplier (as percentage from 0 upwards) applied to character attack power to calculate magic attack damage.
atkFireCorrection u16 0x42 Multiplier (as percentage from 0 upwards) applied to character attack power to calculate fire attack damage.
atkThunCorrection u16 0x44 Multiplier (as percentage from 0 upwards) applied to character attack power to calculate lightning attack damage.
atkStamCorrection u16 0x46 Multiplier (as percentage from 0 upwards) applied to character attack power to calculate stamina attack damage.
guardAtkRateCorrection u16 0x48 Multiplier (as percentage from 0 upwards) applied to character flick attack power.
guardBreakCorrection u16 0x4a Multiplier (as percentage from 0 upwards) applied to guard flick power. PC only.
atkThrowEscapeCorrection u16 0x4c Multiplier (as percentage from 0 upwards) applied to weapon attacks during throws.
atkSuperArmorCorrection u16 0x4e Multiplier (as percentage from 0 upwards) applied to damage to target poise.
atkPhys u16 0x50 Absolute physical attack power of attack.
atkMag u16 0x52 Absolute magic attack power of attack.
atkFire u16 0x54 Absolute fire attack power of attack.
atkThun u16 0x56 Absolute lightning attack power of attack.
atkStam u16 0x58 Absolute stamina attack power of attack.
guardAtkRate u16 0x5a Absolute flick attack power of attack.
guardBreakRate u16 0x5c Absolute guard flick power of guard. NPC only.
atkSuperArmor u16 0x5e Absolute poise attack power of attack.
atkThrowEscape u16 0x60 Absolute attack power of attack during throw.
atkObj u16 0x62 Amount of damage dealt to objects by this attack.
guardStaminaCutRate s16 0x64 Percentage multiplier applied to stability of guard.
guardRate s16 0x66 Percentage multiplier applied to damage absorptions of guard.
throwTypeId u16 0x68 Throw to trigger when attack hits. For some reason, throws are triggered using this ID, which is a field within each Throw table entry rather than the ID of the Throw table entry itself.
hit0_hitType u8 0x6a Type of hit applied by hitbox. This field uses the following enum: ATK_PARAM_HIT_TYPE
hit1_hitType u8 0x6b Type of hit applied by hitbox. This field uses the following enum: ATK_PARAM_HIT_TYPE
hit2_hitType u8 0x6c Type of hit applied by hitbox. This field uses the following enum: ATK_PARAM_HIT_TYPE
hit3_hitType u8 0x6d Type of hit applied by hitbox. This field uses the following enum: ATK_PARAM_HIT_TYPE
hti0_Priority u8 0x6e Priority of hitbox. If two hits occur simultaneously, only the highest priority hit occurs.
hti1_Priority u8 0x6f Priority of hitbox. If two hits occur simultaneously, only the highest priority hit occurs.
hti2_Priority u8 0x70 Priority of hitbox. If two hits occur simultaneously, only the highest priority hit occurs.
hti3_Priority u8 0x71 Priority of hitbox. If two hits occur simultaneously, only the highest priority hit occurs.
dmgLevel u8 0x72 Impact level of attack, which determines how the target reacts to it (e.g. knocked backward, launched into the air, etc.). Certain special effects on the target (e.g. Iron Flesh) may re-map this impact level to a different one. This field uses the following enum: ATKPARAM_REP_DMGTYPE_UINT
mapHitType u8 0x73 Determines how this attack interacts with the map. This field uses the following enum: ATK_PARAM_MAP_HIT
guardCutCancelRate s8 0x74 Percentage of target's current guard rate to bypass. Guard bypass starts at 255 for 1 percent bypass to 156 for 100 percent bypass. (Needs testing) Values of 1 to 100 will increase guarding effectiveness.
atkAttribute u8 0x75 Type of physical damage done by attack. This field uses the following enum: ATKPARAM_ATKATTR_TYPE
spAttribute u8 0x76 Type of elemental damage done by attack. This field uses the following enum: ATKPARAM_SPATTR_TYPE
atkType u8 0x77 Determines the sounds and visual effects generated by the attack itself (before hit). This field uses the following enum: BEHAVIOR_ATK_TYPE
atkMaterial u8 0x78 Determines the sounds and visual effects generated when the attack hits. A value of 255 uses the weapon default.
atkSize u8 0x79 Size of sounds and visual effects.
defMaterial u8 0x7a Determines the sound effects used when guarding. Usually 255 for Player Attacks and 0 (if not a block) or 50 (if blocking) for Non-Player Attacks.
defSfxMaterial u8 0x7b Determines the visual effects used when guarding. Usually 255 for Player Attacks and 0 (if not a block) or 50 (if blocking) for Non-Player Attacks.
hitSourceType u8 0x7c Specify where you get the model point for attack. Set to 1 for parries, ripostes, and basic body attacks (falling, rolling, etc.), and zero otherwise. Use that pattern.
throwFlag u8 0x7d Determines how this attack relates to throws: not at all, a throw trigger, or a throw damage parameter. This field uses the following enum: ATK_PATAM_THROWFLAG_TYPE
disableGuard u8 0x7e [0] If True, this attack cannot be blocked (e.g. throws). This field is a boolean.
disableStaminaAttack u8 0x7e [1] If True, this attack will deal no stamina damage, regardless of its stamina attack power. This field is a boolean.
disableHitSpEffect u8 0x7e [2] If True, this attack will trigger no special effects on the target. This field is a boolean.
IgnoreNotifyMissSwingForAI u8 0x7e [3] If True, the character's AI will not be informed when this attack misses. Enabled for basic body attacks (falling, rolling, ladder punches, etc.) that are generally not considered to be serious attacks. This field is a boolean.
repeatHitSfx u8 0x7e [4] If True, sound effects will supposedly be repeated as long as the attack continuously hits a wall. This field is a boolean.
isArrowAtk u8 0x7e [5] Flags if this attack can land headshots. Frequently flagged for physical projectiles (knives/arrows/bolts). This field is a boolean.
isGhostAtk u8 0x7e [6] Flags if this is an attack of a ghost, which presumably disables wall collision, etc. This field is a boolean.
isDisableNoDamage u8 0x7e [7] If True, this attack will ignore invincibility frames from rolling or backstepping (but not other sources of invincibility such as TAE or events). This field is a boolean.
atkPow_forSfxSe s8 0x7f
atkDir_forSfxSe s8 0x80
opposeTarget u8 0x81 [0] Attack can hit enemy targets This field is a boolean.
friendlyTarget u8 0x81 [1] Attack can hit friendly targets This field is a boolean.
selfTarget u8 0x81 [2] Attack can hit self This field is a boolean.
isChargeAtk u8 0x81 [3] This field is a boolean.
isShareHitList u8 0x81 [4] This field is a boolean.
isCheckObjPenetration u8 0x81 [5] This field is a boolean.
pad dummy8 0x81 [6-7] This field is padding.
pad2 dummy8 0x82 This field is padding.
regainableSlotId s8 0x83 Same attack judgment ID
deathcauseId u32 0x84
decalId1 s32 0x88 Decal ID 1 (directly specified) This field refers to the following params: DecalParam
decalId2 s32 0x8c Decal ID 2 (directly specified) This field refers to the following params: DecalParam
appearAiSoundId s32 0x90 ID of AI sound generated when an attack occurs This field refers to the following params: AiSoundParam
hitAiSoundId s32 0x94 ID of AI sound generated at the time of hit This field refers to the following params: AiSoundParam
wepRegainHpScale u16 0x98 Weapon regain amount correction value
atkRegainHp u16 0x9a Weapon regain amount
regainableTimeScale f32 0x9c Regain possible time correction magnification
regainableHpRateScale f32 0xa0 Regain possibility correction magnification

Enums

ATKPARAM_ATKATTR_TYPE

Option Description Notes
0 None
1 Slash
2 Strike
3 Thrust
4 Standard

ATKPARAM_SPATTR_TYPE

Option Description Notes
-1 None
0 None
1 Physical
2 Fire
3 Magic
4 Poison/Bleed
6 Lightning
7 Petrify
8 Crystallize
9 Dark
10 Blue Lightning

ATKPARAM_REP_DMGTYPE_UINT

Option Description Notes
0 None
1 Small
2 Middle
3 Large
4 Knock Back
5 Push
6 Faceplant
7 Knock Back (Short)
8 Minimum
9 Upper
10 Knock Back (Blast)
11 Breath

BEHAVIOR_ATK_TYPE

Option Description Notes
0 Slash
1 Strike
2 Thrust
3 Standard

ATK_PARAM_HIT_TYPE

Option Description Notes
0 Ignore Collision (Wall Bounce)
2 Invoke Collision (Wall Bounce)

ATK_PARAM_MAP_HIT

Option Description Notes
0 Default
1 Projectile
2 Hazard

PLAYER_ATKPARAM_REP_DMGTYPE_UINT

Option Description Notes
0 None
1 Small
2 Middle
3 Large
4 Knock Back
5 Push
6 Faceplant
7 Knock Back (Short)
8 Minimum
9 Upper
10 Knock Back (Blast)
11 Breath

ATK_PATAM_THROWFLAG_TYPE

Option Description Notes
0 None
1 Throw Trigger
2 Throw Damage

ATKPARAM_BEHAVIOR_ID

Option Description Notes
0 None
1 Rolling
2 Use DamageLarge2 instead of DamageLarge
4 Always Guardbreak
5 Use JailerStagger
6 Fat Deacon Knock Over
7 Kick
8 Do not increment Damage Count
9 No AddDamage
10 Use SpecialDamageUpper
11 Is Also Guard (req. speffect 100690)
bb-refmat/param/atkparam.txt · Last modified: by admin