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bb-refmat:param:npcthinkparam

NpcThinkParam

Fields

Field Type Offset Description Notes
logicId s32 0x0 Set the ID of the logic created by the script.
battleGoalID s32 0x4 Battle goal ID
nearDist f32 0x8 This is the range that is considered short distance. Used for determining close combat.
midDist f32 0xc This range is considered medium distance. Used to judge medium-range combat.
farDist f32 0x10 This is the range that is considered long distance. Used to judge projectiles.
outDist f32 0x14 This is the distance considered to be outside the combat range. Will no longer attempt to perform combat actions on enemies outside of range.
BackHomeLife_OnHitEneWal f32 0x18 The life of the BackToHome goal when it touches an enemy wall that blocks the block
goalID_ToCaution s32 0x1c
idAttackCannotMove s32 0x20 An action that automatically takes place when a destructible object stops it.
goalID_ToFind s32 0x24
callHelp_ActionAnimId s32 0x28 Animation ID (EzStateAnimID) when responding
callHelp_CallActionId s32 0x2c Action ID (EzStateAnimID) when calling a friend
eye_dist u16 0x30 Visual enemy search range.
ear_dist u16 0x32 Enemy search range by hearing.
ear_soundcut_dist u16 0x34 The distance to reduce the size of the sound source. You will not hear any sound below this distance.
nose_dist u16 0x36 Search range by smell.
maxBackhomeDist u16 0x38 COMMON_SetBattleActLogic argument
backhomeDist u16 0x3a COMMON_SetBattleActLogic argument
backhomeBattleDist u16 0x3c COMMON_SetBattleActLogic argument
nonBattleActLife u16 0x3e COMMON_SetBattleActLogic argument
BackHome_LookTargetTime u16 0x40 When returning home: Time to look at the target [sec]
BackHome_LookTargetDist u16 0x42 When returning home: Distance to see the target [m]
SightTargetForgetTime u16 0x44 Time to forget the visual target.
SoundTargetForgetTime u16 0x46 Time to forget the sound target.
BattleStartDist u16 0x48
callHelp_MyPeerId u16 0x4a My fellow group ID
callHelp_CallPeerId u16 0x4c Companion group ID to call a companion
targetSys_DmgEffectRate u16 0x4e Damage impact rate acquisition (target system evaluation information)
TeamAttackEffectivity u8 0x50 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 0x51 Visual search range.
eye_angY u8 0x52 Visual search range.
ear_angX u8 0x53 Hearing search range.
ear_angY u8 0x54 Hearing search range.
callHelp_CallValidMinDistTarget u8 0x55 If it is closer than this value, you cannot call a friend.
callHelp_CallValidRange u8 0x56 Do not call if the companion is farther than this value.
callHelp_ForgetTimeByArrival u8 0x57 Time to respond
callHelp_MinWaitTime u8 0x58 Minimum time for the first wait goal of the response goal [101 ⇒ 10.1sec]
callHelp_MaxWaitTime u8 0x59 Maximum time for the first waiting goal of the response goal [101 ⇒ 10.1sec]
goalAction_ToCaution u8 0x5a Goal action: Target becomes alert due to normal sound detection
goalAction_ToFind u8 0x5b Goal action: Target becomes alert due to normal sound detection
callHelp_ReplyBehaviorType u8 0x5c Action type to target position after response
disablePathMove u8 0x5d Whether to move directly without following the path even if a path move command comes This field is a boolean.
skipArrivalVisibleCheck u8 0x5e 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 0x5f Thinking attribute: When turned on, it plays a role of surrounding. This field is a boolean.
enableNaviFlg_Edge u8 0x60 [0] Can you pass through the node cliff? (def: 1) This field is a boolean.
enableNaviFlg_LargeSpace u8 0x60 [1] Can you pass through the node wide? (def: 1) This field is a boolean.
enableNaviFlg_Ladder u8 0x60 [2] Can you pass through the node ladder? (def: 0) This field is a boolean.
enableNaviFlg_Hole u8 0x60 [3] Can you go through the node hole? (def: 0) This field is a boolean.
enableNaviFlg_Door u8 0x60 [4] Can you pass through the node door? (def: 0) This field is a boolean.
enableNaviFlg_InSideWall u8 0x60 [5] Can you pass through the node in the wall? (def: 0) This field is a boolean.
enableNaviFlg_Edge_Ordinary u8 0x60 [6]
enableNaviFlg_reserve0 dummy8 0x60 [7] This field is padding.
enableNaviFlg_reserve1 dummy8 0x61 This field is padding.
eyeDist_forDark u16 0x64
battleStartDist_forDark u16 0x66
eyeDist_forPitchDark u16 0x68
battleStartDist_forPitchDark u16 0x6a
platoonReplyTime f32 0x6c Platoon reaction delay time [sec]
platoonReplyAddRandomTime f32 0x70 Platoon reaction additional random time [sec]
eye_BackOffsetDist u16 0x74 The viewing angle start position is behind this distance from the center of the character.
eye_BeginDist u16 0x76 This distance is not recognized from the viewing angle generation position
target_ArriveDist f32 0x78
point_ArriveDist f32 0x7c
changeStateAction_ToFind u8 0x80
changeStateAction_ToCaution u8 0x81
changeStateAction_ToBattle u8 0x82
goalAction_ToDisappear u8 0x83 Goal action: Lost target
disableLocalSteering u8 0x84 Do you want to turn off the behavior (local steering) that tries to move while avoiding other characters? This field is a boolean.
actTypeOnFailedPath u8 0x85 Default action type to be performed when the path search fails, when the end point of the alternative path is reached / when the homecoming limit distance is reached
interestCategory u8 0x86
goalAction_ToInterest u8 0x87
goalID_ToInterest s32 0x88
changeStateAction_ToInterest u8 0x8c
changeStateAction_ToNormal u8 0x8d Action when transitioning to the normal state
pad dummy8 0x8e This field is padding.
bb-refmat/param/npcthinkparam.txt · Last modified: by admin