| Field | Type | Offset | Description | Notes |
| behaviorVariationId | s32 | 0x0 | Variation ID used when calculating the action ID. | |
| aiThinkId | s32 | 0x4 | | |
| nameId | s32 | 0x8 | NPC Name Message Parameter ID | This field refers to the following text files: Title_Characters |
| turnVellocity | f32 | 0xc | Rotational speed [degrees / second] that can turn in 1 second. | |
| hitHeight | f32 | 0x10 | The height of the capsule per character. | |
| hitRadius | f32 | 0x14 | Radius of capsule per character. | |
| weight | u32 | 0x18 | weight. | |
| hitYOffset | f32 | 0x1c | Offset of the model display position in the Y (height) direction. It can be floated from the hit position. | |
| hp | u32 | 0x20 | Death grace. | |
| mp | u32 | 0x24 | Magic usage. | |
| getSoul | u32 | 0x28 | The amount of soul that a character can get at the time of death. | |
| itemLotId_1 | s32 | 0x2c | Itemlot ID to be dropped upon death | This field refers to the following params: ItemLotParam |
| itemLotId_2 | s32 | 0x30 | Itemlot ID to be dropped upon death | This field refers to the following params: ItemLotParam |
| itemLotId_3 | s32 | 0x34 | Itemlot ID to be dropped upon death | This field refers to the following params: ItemLotParam |
| itemLotId_4 | s32 | 0x38 | Itemlot ID to be dropped upon death | This field refers to the following params: ItemLotParam |
| itemLotId_5 | s32 | 0x3c | Itemlot ID to be dropped upon death | This field refers to the following params: ItemLotParam |
| itemLotId_6 | s32 | 0x40 | Itemlot ID to be dropped upon death | This field refers to the following params: ItemLotParam |
| humanityLotId | s32 | 0x44 | (Most Likely not used in ds3) | |
| spEffectID0 | s32 | 0x48 | Resident special effect 0 | This field refers to the following params: SpEffectParam |
| spEffectID1 | s32 | 0x4c | Resident special effect 1 | This field refers to the following params: SpEffectParam |
| spEffectID2 | s32 | 0x50 | Resident special effect 2 | This field refers to the following params: SpEffectParam |
| spEffectID3 | s32 | 0x54 | Resident special effect 3 | This field refers to the following params: SpEffectParam |
| spEffectID4 | s32 | 0x58 | Resident special effect 4 | This field refers to the following params: SpEffectParam |
| spEffectID5 | s32 | 0x5c | Resident special effect 5 | This field refers to the following params: SpEffectParam |
| spEffectID6 | s32 | 0x60 | Resident special effect 6 | This field refers to the following params: SpEffectParam |
| spEffectID7 | s32 | 0x64 | Resident special effect 7 | This field refers to the following params: SpEffectParam |
| GameClearSpEffectID | s32 | 0x68 | Special effect ID for lap bonus | This field refers to the following params: SpEffectParam |
| physGuardCutRate | f32 | 0x6c | Set the damage cut rate when guarding for each attack | |
| magGuardCutRate | f32 | 0x70 | If it is not a guard attack, enter 0 | |
| fireGuardCutRate | f32 | 0x74 | How much to cut the fire attack? | |
| thunGuardCutRate | f32 | 0x78 | How much to cut the electric shock attack? | |
| animIdOffset | s32 | 0x7c | All animations will be played with IDs shifted by this number. If not, the original anime ID is referenced. | |
| moveAnimId | s32 | 0x80 | Moving animation parameter reference ID | |
| spMoveAnimId1 | s32 | 0x84 | Special movement animation parameter reference ID | |
| spMoveAnimId2 | s32 | 0x88 | Special movement animation parameter reference ID | |
| networkWarpDist | f32 | 0x8c | Distance to warp instead of complementary movement in network synchronization. Faster people (ex dragons) need to be longer. | |
| dbgBehaviorR1 | s32 | 0x90 | Register the ID from the action parameter tool and specify the action. | |
| dbgBehaviorL1 | s32 | 0x94 | Register the ID from the action parameter tool and specify the action. | |
| dbgBehaviorR2 | s32 | 0x98 | Register the ID from the action parameter tool and specify the action. | |
| dbgBehaviorL2 | s32 | 0x9c | Register the ID from the action parameter tool and specify the action. | |
| dbgBehaviorRL | s32 | 0xa0 | Register the ID from the action parameter tool and specify the action. | |
| dbgBehaviorRR | s32 | 0xa4 | Register the ID from the action parameter tool and specify the action. | |
| dbgBehaviorRD | s32 | 0xa8 | Register the ID from the action parameter tool and specify the action. | |
| dbgBehaviorRU | s32 | 0xac | Register the ID from the action parameter tool and specify the action. | |
| dbgBehaviorLL | s32 | 0xb0 | Register the ID from the action parameter tool and specify the action. | |
| dbgBehaviorLR | s32 | 0xb4 | Register the ID from the action parameter tool and specify the action. | |
| dbgBehaviorLD | s32 | 0xb8 | Register the ID from the action parameter tool and specify the action. | |
| dbgBehaviorLU | s32 | 0xbc | Register the ID from the action parameter tool and specify the action. | |
| animIdOffset2 | s32 | 0xc0 | 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 | 0xc4 | | |
| partsDamageRate2 | f32 | 0xc8 | | |
| partsDamageRate3 | f32 | 0xcc | | |
| partsDamageRate4 | f32 | 0xd0 | | |
| partsDamageRate5 | f32 | 0xd4 | | |
| partsDamageRate6 | f32 | 0xd8 | | |
| partsDamageRate7 | f32 | 0xdc | | |
| partsDamageRate8 | f32 | 0xe0 | | |
| weakPartsDamageRate | f32 | 0xe4 | | |
| superArmorRecoverCorrection | f32 | 0xe8 | | |
| superArmorBrakeKnockbackDist | f32 | 0xec | | |
| stamina | u16 | 0xf0 | Total amount of stamina. | |
| staminaRecoverBaseVel | u16 | 0xf2 | | |
| def_phys | u16 | 0xf4 | | |
| def_slash | s16 | 0xf6 | | |
| def_blow | s16 | 0xf8 | | |
| def_thrust | s16 | 0xfa | | |
| def_mag | u16 | 0xfc | | |
| def_fire | u16 | 0xfe | | |
| def_thunder | u16 | 0x100 | | |
| defFlickPower | u16 | 0x102 | | |
| resist_poison | u16 | 0x104 | Difficulty in getting poisonous | |
| resist_desease | u16 | 0x106 | Difficulty in getting sick | |
| resist_blood | u16 | 0x108 | Difficulty in getting bleeding abnormalities | |
| resist_curse | u16 | 0x10a | Difficulty in dealing with abnormal curse conditions | |
| ghostModelId | s16 | 0x10c | Replacement model when wandering ghost, texture ID | |
| normalChangeResouceId | s16 | 0x10e | Replace resource ID during normal operation (do not use it unnecessarily) | |
| guardAngle | s16 | 0x110 | Defense range angle when guarding weapons. Pending | |
| slashGuardCutRate | s16 | 0x112 | | |
| blowGuardCutRate | s16 | 0x114 | | |
| thrustGuardCutRate | s16 | 0x116 | | |
| superArmorDurability | s16 | 0x118 | | |
| normalChangeTexChrId | s16 | 0x11a | Normal replacement texture character ID (do not use it unnecessarily) | |
| dropType | u16 | 0x11c | Display method when dropping an item (corpse emission or item display) | This field uses the following enum: NPC_ITEMDROP_TYPE |
| knockbackRate | u8 | 0x11e | | |
| knockbackParamId | u8 | 0x11f | | This field refers to the following params: KnockBackParam |
| fallDamageDump | u8 | 0x120 | | |
| staminaGuardDef | u8 | 0x121 | | |
| pcAttrB | u8 | 0x122 | | |
| pcAttrW | u8 | 0x123 | | |
| pcAttrL | u8 | 0x124 | | |
| pcAttrR | u8 | 0x125 | | |
| areaAttrB | u8 | 0x126 | | |
| areaAttrW | u8 | 0x127 | | |
| areaAttrL | u8 | 0x128 | | |
| areaAttrR | u8 | 0x129 | | |
| mpRecoverBaseVel | u8 | 0x12a | | |
| flickDamageCutRate | u8 | 0x12b | | |
| defaultLodParamId | s8 | 0x12c | | This field refers to the following params: LodParam |
| drawType | u8 | 0x12d | | This field uses the following enum: NPC_DRAW_TYPE |
| npcType | u8 | 0x12e | | This field uses the following enum: NPC_TYPE |
| teamType | u8 | 0x12f | Determines enemy\ally\aggro\damage status in relation to other teams. | This field uses the following enum: TEAM_TYPE |
| moveType | u8 | 0x130 | | |
| lockDist | u8 | 0x131 | Lock-on distance [m] | |
| material | u8 | 0x132 | Sound played by material when damaged. | |
| materialSfx | u8 | 0x133 | SFX played by material when damaged. | |
| material_Weak | u8 | 0x134 | Sound played by material when damaged in weak spot. | |
| materialSfx_Weak | u8 | 0x135 | SFX played by material when damaged in weak spot. | |
| partsDamageType | u8 | 0x136 | 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 |
| maxUndurationAng | u8 | 0x137 | | |
| guardLevel | s8 | 0x138 | Determines guard hit anim used depending on incoming damageLevel. | |
| burnSfxType | u8 | 0x139 | | |
| poisonGuardResist | s8 | 0x13a | | |
| diseaseGuardResist | s8 | 0x13b | | |
| bloodGuardResist | s8 | 0x13c | | |
| curseGuardResist | s8 | 0x13d | | |
| parryAttack | u8 | 0x13e | If this is greater than defender's Parry Defense, the attack cannot be parried. | |
| parryDefence | u8 | 0x13f | If this is equal to or greater than attacker's Parry Attack, the attack can be parried. | |
| sfxSize | u8 | 0x140 | Determines which version of a SpEffect's VFX to use (i.e. bigger poison clouds on bigger enemies). | |
| pushOutCamRegionRadius | u8 | 0x141 | | |
| hitStopType | u8 | 0x142 | Setting whether to perform hit stop processing | |
| ladderEndChkOffsetTop | u8 | 0x143 | Upper side of the ladder end judgment offset | |
| ladderEndChkOffsetLow | u8 | 0x144 | Lower side of ladder end judgment offset | |
| useRagdollCamHit | u8 | 0x145 [0] | Does the camera hit the enemy ragdoll? (Valid only when hitting the player) | This field is a boolean. |
| disableClothRigidHit | u8 | 0x145 [1] | If you want to prevent the cross rigid from hitting you | This field is a boolean. |
| useRagdoll | u8 | 0x145 [2] | | This field is a boolean. |
| isDemon | u8 | 0x145 [3] | Special attack A? Special attack A damage multiplier will be included in the calculation | This field is a boolean. |
| isGhost | u8 | 0x145 [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 | 0x145 [5] | Do you not play the damage motion when the damage is 0? | This field is a boolean. |
| isUnduration | u8 | 0x145 [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 | 0x145 [7] | Will it be a wandering ghost when the player is a client? | This field is a boolean. |
| modelDispMask0 | u8 | 0x146 [0] | Displays the model corresponding to the display mask. | |
| modelDispMask1 | u8 | 0x146 [1] | Displays the model corresponding to the display mask. | |
| modelDispMask2 | u8 | 0x146 [2] | Displays the model corresponding to the display mask. | |
| modelDispMask3 | u8 | 0x146 [3] | Displays the model corresponding to the display mask. | |
| modelDispMask4 | u8 | 0x146 [4] | Displays the model corresponding to the display mask. | |
| modelDispMask5 | u8 | 0x146 [5] | Displays the model corresponding to the display mask. | |
| modelDispMask6 | u8 | 0x146 [6] | Displays the model corresponding to the display mask. | |
| modelDispMask7 | u8 | 0x146 [7] | Displays the model corresponding to the display mask. | |
| modelDispMask8 | u8 | 0x147 [0] | Displays the model corresponding to the display mask. | |
| modelDispMask9 | u8 | 0x147 [1] | Displays the model corresponding to the display mask. | |
| modelDispMask10 | u8 | 0x147 [2] | Displays the model corresponding to the display mask. | |
| modelDispMask11 | u8 | 0x147 [3] | Displays the model corresponding to the display mask. | |
| modelDispMask12 | u8 | 0x147 [4] | Displays the model corresponding to the display mask. | |
| modelDispMask13 | u8 | 0x147 [5] | Displays the model corresponding to the display mask. | |
| modelDispMask14 | u8 | 0x147 [6] | Displays the model corresponding to the display mask. | |
| modelDispMask15 | u8 | 0x147 [7] | Displays the model corresponding to the display mask. | |
| isEnableNeckTurn | u8 | 0x148 [0] | Do you want to enable the swing set in Param Weaver? | This field is a boolean. |
| disableRespawn | u8 | 0x148 [1] | Do you ban respawn? | This field is a boolean. |
| isMoveAnimWait | u8 | 0x148 [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 | 0x148 [3] | Do you want to reduce the processing load during crowds? For babies (preferably phalanx) | This field is a boolean. |
| isWeakSaint | u8 | 0x148 [4] | Special attack B? Special attack B damage multiplier will be included in the calculation | This field is a boolean. |
| isWeakA | u8 | 0x148 [5] | Special attack C? Special attack C damage multiplier will be included in the calculation | This field is a boolean. |
| isWeakB | u8 | 0x148 [6] | Special attack D? Special attack D damage multiplier will be included in the calculation | This field is a boolean. |
| isEnableDropSoulCapture | u8 | 0x148 [7] | | |
| vowType | u8 | 0x149 [0-2] | Determines Vow ID depending on permutation of flags. ABC 000 - Vow 0 100 - Vow 1 010 - Vow 2 110 - Vow 3 001 - Vow 4 101 - Vow 5 011 - Vow 6 111 - Vow 7 | |
| disableInitializeDead | u8 | 0x149 [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. |
| isSoulGetByBoss | u8 | 0x149 [4] | Do you get a boss in soul? | This field is a boolean. |
| isMultilingual | u8 | 0x149 [5] | | |
| pad3 | dummy8 | 0x149 [6-7] | | This field is padding. |
| modelDispMask16 | u8 | 0x14a [0] | Displays the model corresponding to the display mask. | |
| modelDispMask17 | u8 | 0x14a [1] | Displays the model corresponding to the display mask. | |
| modelDispMask18 | u8 | 0x14a [2] | Displays the model corresponding to the display mask. | |
| modelDispMask19 | u8 | 0x14a [3] | Displays the model corresponding to the display mask. | |
| modelDispMask20 | u8 | 0x14a [4] | Displays the model corresponding to the display mask. | |
| modelDispMask21 | u8 | 0x14a [5] | Displays the model corresponding to the display mask. | |
| modelDispMask22 | u8 | 0x14a [6] | Displays the model corresponding to the display mask. | |
| modelDispMask23 | u8 | 0x14a [7] | Displays the model corresponding to the display mask. | |
| modelDispMask24 | u8 | 0x14b [0] | Displays the model corresponding to the display mask. | |
| modelDispMask25 | u8 | 0x14b [1] | Displays the model corresponding to the display mask. | |
| modelDispMask26 | u8 | 0x14b [2] | Displays the model corresponding to the display mask. | |
| modelDispMask27 | u8 | 0x14b [3] | Displays the model corresponding to the display mask. | |
| modelDispMask28 | u8 | 0x14b [4] | Displays the model corresponding to the display mask. | |
| modelDispMask29 | u8 | 0x14b [5] | Displays the model corresponding to the display mask. | |
| modelDispMask30 | u8 | 0x14b [6] | Displays the model corresponding to the display mask. | |
| modelDispMask31 | u8 | 0x14b [7] | Displays the model corresponding to the display mask. | |
| itemSearchRadius | f32 | 0x14c | 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.) | |
| normalChangeModelId | s16 | 0x150 | Normal replacement model, texture ID | |
| clothUpdateOffset | s8 | 0x152 | Cross update priority offset [m] | |
| pad4 | dummy8 | 0x153 | | This field is padding. |
| subHitOffset | f32 | 0x154 | Offset distance from the parent capsule to the rear direction | |
| subHitHeight | f32 | 0x158 | The height of the capsule per character. | |
| subHitRadius | f32 | 0x15c | Radius of capsule per character. | |
| paintRenderTargetSize | u16 | 0x160 | | |
| normalChangeAnimChrId | s16 | 0x162 | Replace the target animation with the specified ID Anibnd | |
| regainRate_PhysNeutral | f32 | 0x164 | | |
| regainRate_PhysSlash | f32 | 0x168 | | |
| regainRate_PhysBlow | f32 | 0x16c | | |
| regainRate_PhysThrust | f32 | 0x170 | | |
| regainRate_Magic | f32 | 0x174 | | |
| regainRate_Fire | f32 | 0x178 | | |
| regainRate_Thunder | f32 | 0x17c | | |
| maxAnkleAngle | f32 | 0x180 | | |