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ac6-refmat:param:equipparamweapon_npc

EquipParamWeapon_Npc

Fields

Field Type Offset Description Notes
disableParam_NT u8 0x0 [0] Exclude from the NT version or mark the ones to be excluded. This field is a boolean.
disableParam_Product u8 0x0 [1] Exclude from the product version or mark the items to be excluded. This field is a boolean.
disableParamReserve1 dummy8 0x0 [2-7] This field is padding.
disableParamReserve2 dummy8 0x1 This field is padding.
behaviorVariationId s32 0x4 Used to determine the action parameters to use for this weapon's attacks.
sortId s32 0x8 The ordering ID used to sort this part in the menu.
wanderingEquipId u32 0xc Replacement part ID for wandering ghosts.
weight f32 0x10 Weight [kg].
weaponWeightRate f32 0x14 Equipment weight ratio
fixPrice s32 0x18 The price required to repair this part.
reinforcePrice s32 0x1c The reinforcement price for this part.
sellValue s32 0x20 The sell value for this part.
correctStrength f32 0x24 Multiplier to the damage derived from the specified stat.
correctAgility f32 0x28 Multiplier to the damage derived from the specified stat.
correctMagic f32 0x2c Multiplier to the damage derived from the specified stat.
correctFaith f32 0x30 Multiplier to the damage derived from the specified stat.
physGuardCutRate f32 0x34 The absorption to apply to damage of the specified type when this weapon is guarding.
magGuardCutRate f32 0x38 The absorption to apply to damage of the specified type when this weapon is guarding.
fireGuardCutRate f32 0x3c The absorption to apply to damage of the specified type when this weapon is guarding.
thunGuardCutRate f32 0x40 The absorption to apply to damage of the specified type when this weapon is guarding.
spEffectBehaviorId0 s32 0x44 A SpEffect to apply when this weapon hits. This field refers to the following params: SpEffectParam
spEffectBehaviorId1 s32 0x48 A SpEffect to apply when this weapon hits. This field refers to the following params: SpEffectParam
spEffectBehaviorId2 s32 0x4c A SpEffect to apply when this weapon hits. This field refers to the following params: SpEffectParam
residentSpEffectId s32 0x50 A SpEffect to apply to the wielder of this weapon. This field refers to the following params: SpEffectParam
residentSpEffectId1 s32 0x54 A SpEffect to apply to the wielder of this weapon. This field refers to the following params: SpEffectParam
residentSpEffectId2 s32 0x58 A SpEffect to apply to the wielder of this weapon. This field refers to the following params: SpEffectParam
materialSetId s32 0x5c The material requirements for improving this part. This field refers to the following params: EquipMtrlSetParam
originEquipWep s32 0x60 The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep1 s32 0x64 The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep2 s32 0x68 The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep3 s32 0x6c The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep4 s32 0x70 The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep5 s32 0x74 The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep6 s32 0x78 The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep7 s32 0x7c The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep8 s32 0x80 The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep9 s32 0x84 The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep10 s32 0x88 The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep11 s32 0x8c The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep12 s32 0x90 The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep13 s32 0x94 The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep14 s32 0x98 The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
originEquipWep15 s32 0x9c The source ID when this part is reinforced to this level. This field refers to the following params: EquipParamWeapon
weakA_DamageRate f32 0xa0 Damage multiplier applied to targets that are classified as Type A.
weakB_DamageRate f32 0xa4 Damage multiplier applied to targets that are classified as Type B.
weakC_DamageRate f32 0xa8 Damage multiplier applied to targets that are classified as Type C.
weakD_DamageRate f32 0xac Damage multiplier applied to targets that are classified as Type D.
vagrantItemLotId s32 0xb0 -1 No vagrant 0 No lottery 1 With lottery
vagrantBonusEneDropItemLotId s32 0xb4 -1 No drop 0 No lottery 1 With lottery
vagrantItemEneDropItemLotId s32 0xb8 -1 No drop 0 No lottery 1 With lottery
equipModelId u16 0xbc The model ID to use for this part. Also determines the menu preview icon.
iconId u16 0xbe The icon ID to use for this part.
durability u16 0xc0 The initial durability of this part.
durabilityMax u16 0xc2 The maximum durability of this part.
attackThrowEscape u16 0xc4 The base damage for throw attack power
parryDamageLife s16 0xc6 The duration of parry damage. It is capped by the duration set in the TAE. In frames.
attackBasePhysics u16 0xc8 The base Kinetic attack power.
attackBaseMagic u16 0xca The base Energy attack power.
attackBaseFire u16 0xcc The base Explosive attack power.
attackBaseThunder u16 0xce The base Coral attack power.
attackBaseStamina u16 0xd0 The base stamina attack power.
saWeaponDamage u16 0xd2 The base poise attack power.
saDurability s16 0xd4 The additional poise to apply when using this weapon during attack animations.
horizontalGuardAngle s16 0xd6 Defense generation range angle when guarding with a weapon (horizontal direction). In degrees.
staminaGuardDef s16 0xd8 Defense power against stamina drain from enemy attacks when guarding correctly.
reinforceTypeId s16 0xda The reinforcement progression to use for this part. This field refers to the following params: ReinforceParamProtector
trophySGradeId s16 0xdc The achievement ID this part is associated with, if any.
trophySeqId s16 0xde The sequential achievement ID this part is associated with, if any.
throwAtkRate s16 0xe0 The multiplier to apply to critical hits.
bowDistRate s16 0xe2 Increase the attentuation range of ammunition by the specified multiplier.
equipModelCategory u8 0xe4 The equipment model category used by this part. This field uses the following enum: EQUIP_MODEL_CATEGORY
equipModelGender u8 0xe5 The equipment gender category used by this part. This field uses the following enum: EQUIP_MODEL_GENDER
weaponCategory u8 0xe6 The weapon category of this part. This field uses the following enum: WEAPON_CATEGORY
wepmotionCategory u8 0xe7 The weapon animation category. Determines the base animation set the weapon uses.
guardmotionCategory u8 0xe8 The weapon animation category used when guarding. Determines the animation set to overlap when guarding.
atkMaterial u8 0xe9 Specify particles and sounds at the time of attack (1 set by attribute, material, size) This field uses the following enum: WEP_MATERIAL_ATK
defSeMaterial1 u16 0xea Used for sounds when guarding This field uses the following enum: WEP_MATERIAL_DEF
correctType_Physics u8 0xec Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
spAttribute u8 0xed Special attributes to set for attacks This field uses the following enum: ATKPARAM_SPATTR_TYPE
spAtkcategory u16 0xee The weapon override animation category. Determines the override animation set the weapon uses. This field uses the following enum: TAE_MOTION_CATEGORIES
wepmotionOneHandId u8 0xf0 The weapon idle animation category. Determines the idle animations used when held one-handed.
wepmotionBothHandId u8 0xf1 The weapon idle animation category. Determines the idle animations used when held two-handed.
properStrength u8 0xf2 The required level of the specified stat to properly wield this weapon.
properAgility u8 0xf3 The required level of the specified stat to properly wield this weapon.
properMagic u8 0xf4 The required level of the specified stat to properly wield this weapon.
properFaith u8 0xf5 The required level of the specified stat to properly wield this weapon.
overStrength u8 0xf6 Strength over start value
attackBaseParry u8 0xf7 The base parry attack damage value. Applied to the enemy parry defense value.
defenseBaseParry u8 0xf8 The base parry defense value. Compared against enemy parry attack value.
guardBaseRepel u8 0xf9 The base repel value when guarding. Compared against enemy repel attack value.
attackBaseRepel u8 0xfa The base repel value when attacking. Compared against enemy repel attack value.
guardCutCancelRate s8 0xfb Guard cut rate invalidation ratio (-100 to 100) Normal at 0 / Completely invalidated at -100 / Doubles the defense effect of the opponent at 100 -50, 100% cut shield becomes 50% cut Become
guardLevel s8 0xfc When guarding, the guard animation offset to use when being attacked.
slashGuardCutRate s8 0xfd The absorption to apply to damage of the specified type when guarding.
blowGuardCutRate s8 0xfe The absorption to apply to damage of the specified type when guarding.
thrustGuardCutRate s8 0xff The absorption to apply to damage of the specified type when guarding.
burnGuardResist s8 0x100 The absorption to apply to damage of the specified type when guarding.
stunGuardResist s8 0x101 The absorption to apply to damage of the specified type when guarding.
highPlasmaGuardResist s8 0x102 The absorption to apply to damage of the specified type when guarding.
curseGuardResist s8 0x103 The absorption to apply to damage of the specified type when guarding.
isDurabilityDivergence u8 0x104 The offset to apply to the animation set based on durability. This field uses the following enum: DURABILITY_DIVERGENCE_CATEGORY
rightHandEquipable u8 0x105 [0] If ON, this part can be equipped in the front right slot. This field is a boolean.
leftHandEquipable u8 0x105 [1] If ON, this part can be equipped in the front left slot. This field is a boolean.
bothHandEquipable u8 0x105 [2] If ON, this part can be equipped in either front slot. This field is a boolean.
rightBackEquipable u8 0x105 [3] If ON, this part can be equipped in the back right slot. This field is a boolean.
leftBackEquipable u8 0x105 [4] If ON, this part can be equipped in the back left slot. This field is a boolean.
enableGuard u8 0x105 [5] If ON, this weapon will guard with L1 when equipped with left hand. This field is a boolean.
enableParry u8 0x105 [6] If ON, this weapon will arry with L2 when equipped with left hand. This field is a boolean.
enableMagic u8 0x105 [7] If ON, this weapon will cast magic when attacking. This field is a boolean.
enableSorcery u8 0x106 [0] If ON, this weapon will cast sorcery when attacking. This field is a boolean.
enableMiracle u8 0x106 [1] If ON, this weapon will cast miracles when attacking. This field is a boolean.
enableVowMagic u8 0x106 [2] If ON, this weapon will cast vow magic when attacking. This field is a boolean.
isNormalAttackType u8 0x106 [3] The attack type for menu display. This field is a boolean.
isBlowAttackType u8 0x106 [4] The attack type for menu display. This field is a boolean.
isSlashAttackType u8 0x106 [5] The attack type for menu display. This field is a boolean.
isThrustAttackType u8 0x106 [6] The attack type for menu display. This field is a boolean.
isEnhance u8 0x106 [7] If ON, this weapon be buffed via a tool. This field is a boolean.
isHeroPointCorrect u8 0x107 [0] If On, applies attack correction based on humanity. This field is a boolean.
isCustom u8 0x107 [1] If ON, this weapon can be reinforced via the reinforcement mechanic? This field is a boolean.
disableBaseChangeReset u8 0x107 [2] If ON, prevents the weapon from being changed fundamentally via the ascension mechanic or infusion mechanic. This field is a boolean.
disableRepair u8 0x107 [3] If ON, this weapon cannot be repaired. This field is a boolean.
isDarkHand u8 0x107 [4] If ON, this weapon is considered a 'Dark Hand'. This field is a boolean.
simpleModelForDlc u8 0x107 [5] If ON, this weapon uses a simple model for the DLC. This field is a boolean.
lanternWep u8 0x107 [6] If ON, this weapon is considered a light source. This field is a boolean.
isVersusGhostWep u8 0x107 [7] If ON, this weapon can hit 'Ghost' characters. This field is a boolean.
baseChangeCategory u8 0x108 [0-5] The weapon job category (e.g. ascension or infusion). Used to display the attribute icon. This field uses the following enum: WEP_BASE_CHANGE_CATEGORY
isDragonSlayer u8 0x108 [6] If ON, is considered a 'dragon-hunter' weapon. This field is a boolean.
isDeposit u8 0x108 [7] If ON, this item can be deposited into the repository. This field is a boolean.
disableMultiDropShare u8 0x109 [0] If ON, this item cannot be dropped in a multiplayer session. This field is a boolean.
isDiscard u8 0x109 [1] If ON, this item can be discarded. This field is a boolean.
isDrop u8 0x109 [2] If ON, this item can be dropped. This field is a boolean.
isMissileLockNoRayCast u8 0x109 [3] If ON, and this weapon is a missle weapon, then lock-on will work through walls.
isPurgeEnable u8 0x109 [4] If ON, this weapon can be 'purged', e.g. dropped and no longer usable for the rest of the mission. This field is a boolean.
extensionEquipable u8 0x109 [5] If ON, this part can be equipped in the core expansion slot. This field is a boolean.
pad1 dummy8 0x109 [6-7] This field is padding.
defSfxMaterial1 u16 0x10a The particles used when guarding. This field uses the following enum: WEP_MATERIAL_DEF_SFX
wepCollidableType0 u8 0x10c The collidable type for this weapon. This field uses the following enum: WEP_COLLIDABLE_TYPE
wepCollidableType1 u8 0x10d The collidable type for this weapon. This field uses the following enum: WEP_COLLIDABLE_TYPE
wepCollidableType2 dummy8 0x10e This field is padding.
wepCollidableType3 dummy8 0x10f This field is padding.
traceSfxId0 s32 0x110 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead0 s32 0x114 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail0 s32 0x118 The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId1 s32 0x11c Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead1 s32 0x120 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail1 s32 0x124
traceSfxId2 s32 0x128 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead2 s32 0x12c
traceDmyIdTail2 s32 0x130
traceSfxId3 s32 0x134 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead3 s32 0x138 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail3 s32 0x13c The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId4 s32 0x140 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead4 s32 0x144 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail4 s32 0x148 The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId5 s32 0x14c Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead5 s32 0x150 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail5 s32 0x154 The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId6 s32 0x158 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead6 s32 0x15c The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail6 s32 0x160 The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
traceSfxId7 s32 0x164 Particle to display for the attack trail (-1 invalid) This field takes an Particle ID.
traceDmyIdHead7 s32 0x168 The dummy polygon that points to the root of the attack trail capsule (-1 invalid)
traceDmyIdTail7 s32 0x16c The dummy polygon that points to the tip of the attack trail capsule (-1 invalid)
defSfxMaterial2 u16 0x170 The particles used when guarding. This field uses the following enum: WEP_MATERIAL_DEF_SFX
defSeMaterial2 u16 0x172 The sound used when guarding. This field uses the following enum: WEP_MATERIAL_DEF
absorpParamId s32 0x174 The weapon sheath position ID. This value determines the position where the weapon is attached. -1 is the default position. This field refers to the following params: WepAbsorpPosParam
toughnessCorrectRate f32 0x178 The multiplier to apply to the current toughness when this weapon is used.
isValidTough_ProtSADmg u8 0x17c [0] If ON, the toughness calculation is performed even if the current armor poise is the initial value. This field is a boolean.
isDualBlade u8 0x17c [1] If ON, this weapon is considered a 'duel blade'. This field is a boolean.
isAutoEquip u8 0x17c [2] If ON, this weapon is automatically equipped. Only valid for arrows and bolts. Requires the slot to be empty to equip. This field is a boolean.
isEnableEmergencyStep u8 0x17c [3] If ON, this weapon is handled as a quickstep weapon in the behavior scripts. This field is a boolean.
invisibleOnRemo u8 0x17c [4] If ON, this weapon is hidden during cutscenes. This field is a boolean.
guardBreakAtk_IgnoreProtect u8 0x17c [5] If ON, this weapon ignores defense after an enemy's guard break. This field is a boolean.
pad4 dummy8 0x17c [6-7] This field is padding.
correctType_Magic u8 0x17d Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
correctType_Fire u8 0x17e Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
correctType_Thunder u8 0x17f Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
weakE_DamageRate f32 0x180 Damage multiplier applied to targets that are classified as Type E.
weakF_DamageRate f32 0x184 Damage multiplier applied to targets that are classified as Type F.
darkGuardCutRate f32 0x188 The absorption to apply to damage of the specified type when this weapon is guarding.
attackBaseDark u16 0x18c The base Dark attack power.
correctType_Dark u8 0x18e Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
correctType_Burn u8 0x18f Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
swordArtsId s32 0x190 The Swords Arts ID to use for this weapon.
correctType_HighPlasma u8 0x194 Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
properLuck u8 0x195 The required level of the specified stat to properly wield this weapon.
pad5 dummy8 0x196 This field is padding.
autoReplenishType u8 0x197 The type of automatic replenishment available, and whether it is enabled or disabled by default. This field uses the following enum: AUTO_REPLENISH_TYPE
swordArtsParamId s32 0x198 The Swords Arts ID to use for this weapon.
correctLuck f32 0x19c Determine the calculcation correction graph to use when correcting this specified type of damage. This field refers to the following params: CalcCorrectGraph
arrowBoltEquipId u32 0x1a0 The weapon ID of the ammunition display model.
DerivationLevelType u8 0x1a4 How to handle the reinforcement level when reducing or changing weapons. This field uses the following enum: WEAPON_DERIVATION_LEVEL_TYPE
enchantSfxSize u8 0x1a5 ID offset to enchantment SFX ID This field uses the following enum: WEP_ENCHANT_SFX_SIZE
wepTypeForText u16 0x1a6 The weapon type to display in the menu.
physGuardCutRate_StaminaShort s8 0x1a8 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
magGuardCutRate_StaminaShort s8 0x1a9 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
fireGuardCutRate_StaminaShort s8 0x1aa The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
thunGuardCutRate_StaminaShort s8 0x1ab The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
darkGuardCutRate_StaminaShort s8 0x1ac The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
burnGuardResist_StaminaShort s8 0x1ad The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
stunGuardResist_StaminaShort s8 0x1ae The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
highPlasmaGuardResist_StaminaShort s8 0x1af The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
curseGuardResist_StaminaShort s8 0x1b0 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
saGuardCutRate s8 0x1b1 The absorption to apply to damage of the specified type when this weapon is guarding.
saGuardCutRate_StaminaShort s8 0x1b2 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
staminaGuardCutRate s8 0x1b3 The absorption to apply to damage of the specified type when this weapon is guarding.
staminaGuardCutRate_StaminaShort s8 0x1b4 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
depletedUraniumToxicGuardResist_StaminaShort s8 0x1b5 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
depletedUraniumToxicGuardResist s8 0x1b6 The absorption to apply to damage of the specified type when this weapon is guarding with no stamina.
shoulderEquipType u8 0x1b7 The equip type for a shoulder slot weapon. This field uses the following enum: SHOULDER_EQUIP_TYPE
staminaMax u16 0x1b8 The stamina capacity of this booster.
staminaRecoverPerSec u16 0x1ba The stamina recovery rate. In points per second.
recoverStaminaDelayTimeSec f32 0x1bc The delay before stamina recovery starts. In seconds.
guardBreakSelfAtk_AtkId s32 0x1c0 The attack ID To use during a self-induced guard break.
breakThrowTypeId s32 0x1c4 The throw type ID to use after a guard break. -1 disables, enemy ignores this.
stealthThrowTypeId s32 0x1c8 The throw type ID to use after a stealth attack. -1 disables, enemy ignores this.
thrustersParamIDForPC u32 0x1cc For player, specify the ID of the thruster parameter (0 means no thruster). This field refers to the following params: ThrusterParam_PC
pad4_2 dummy8 0x1d0 This field is padding.
residentSfxId_1 s32 0x1d4 The SFX ID to apply to this weapon. This field takes an Particle ID.
residentSfxId_2 s32 0x1d8 The SFX ID to apply to this weapon. This field takes an Particle ID.
residentSfxId_3 s32 0x1dc The SFX ID to apply to this weapon. This field takes an Particle ID.
residentSfxId_4 s32 0x1e0 The SFX ID to apply to this weapon. This field takes an Particle ID.
residentSfx_DmyId_1 s32 0x1e4 The dummy polygon that particle 1 spawns from.
residentSfx_DmyId_2 s32 0x1e8 The dummy polygon that particle 2 spawns from.
residentSfx_DmyId_3 s32 0x1ec The dummy polygon that particle 3 spawns from.
residentSfx_DmyId_4 s32 0x1f0 The dummy polygon that particle 4 spawns from.
staminaConsumptionRate f32 0x1f4 The multiplier to apply to stamina consumption for attacks from this weapon.
vsPlayerDmgCorrectRate_Physics f32 0x1f8 Player vs. player only. Multiplier to the base Kinetic attack power.
vsPlayerDmgCorrectRate_Magic f32 0x1fc Player vs. player only. Multiplier to the base Energy attack power.
vsPlayerDmgCorrectRate_Fire f32 0x200 Player vs. player only. Multiplier to the base Explosive attack power.
vsPlayerDmgCorrectRate_Thunder f32 0x204 Player vs. player only. Multiplier to the base Coral attack power.
vsPlayerDmgCorrectRate_Dark f32 0x208 Player vs. player only. Multiplier to the base Dark attack power.
vsPlayerDmgCorrectRate_Burn f32 0x20c Player vs. player only. Multiplier to the base ACS anomaly attack power.
vsPlayerDmgCorrectRate_HighPlasma f32 0x210 Player vs. player only. Multiplier to the base Plasma attack power.
vsPlayerDmgCorrectRate_DepletedUraniumToxic f32 0x214 Player vs. player only. Multiplier to the base Depleted Uranium attack power.
attainmentWepStatusStr s32 0x218 The STR requirement to change the heavy attack into a special heavy attack with this weapon.
attainmentWepStatusDex s32 0x21c The STR requirement to change the heavy attack into a special heavy attack with this weapon.
attainmentWepStatusMag s32 0x220 The STR requirement to change the heavy attack into a special heavy attack with this weapon.
attainmentWepStatusFai s32 0x224 The STR requirement to change the heavy attack into a special heavy attack with this weapon.
attainmentWepStatusLuc s32 0x228 The STR requirement to change the heavy attack into a special heavy attack with this weapon.
attackElementCorrectId s32 0x22c The attack attribute correction parameters to use when correcting this weapon's damage. This field refers to the following params: AttackElementCorrectParam
saleValue s32 0x230 Price the item is on sale for.
reinforceShopCategory u8 0x234 The reinforcement menu category this weapon uses. This field uses the following enum: REINFORCE_SHOP_CATEGORY
maxArrowQuantity u8 0x235 The maximum number of this weapon (ammunition) that can be held.
residentSfx_1_IsVisibleForHang u8 0x236 [0] If ON, then weapon particle 1 is hidden if the weapon is Sheathed. This field is a boolean.
residentSfx_2_IsVisibleForHang u8 0x236 [1] If ON, then weapon particle 2 is hidden if the weapon is Sheathed. This field is a boolean.
residentSfx_3_IsVisibleForHang u8 0x236 [2] If ON, then weapon particle 3 is hidden if the weapon is Sheathed. This field is a boolean.
residentSfx_4_IsVisibleForHang u8 0x236 [3] If ON, then weapon particle 4 is hidden if the weapon is Sheathed. This field is a boolean.
isSoulParamIdChange_model0 u8 0x236 [4] Whether the particle paramters for weapon 1 are applied. Typically this is the 'soul param id' and 'invisible weapon' paramters. This field is a boolean.
isSoulParamIdChange_model1 u8 0x236 [5] Whether the particle paramters for weapon 2 are applied. Typically this is the 'soul param id' and 'invisible weapon' paramters. This field is a boolean.
isSoulParamIdChange_model2 u8 0x236 [6] Whether the particle paramters for weapon 3 are applied. Typically this is the 'soul param id' and 'invisible weapon' paramters. This field is a boolean.
isSoulParamIdChange_model3 u8 0x236 [7] Whether the particle paramters for weapon 4 are applied. Typically this is the 'soul param id' and 'invisible weapon' paramters. This field is a boolean.
wepSeIdOffset s8 0x237 The sound offset ID to apply when this weapon is equipped.
baseChangePrice s32 0x238 The price to change the base weapon (e.g. ascension or infusion).
levelSyncCorrectId s16 0x23c The correction ID to use for level syncing.
atkStateId s16 0x23e The attack state ID for this weapon.
pad4_5 dummy8 0x240 This field is padding.
bulletNum s32 0x244 Number of rounds loaded per magazine.
magazineReload_InactiveSpeedScale f32 0x248 The magazine reload speed during storage.
vsPlayerImpactCorrectRate f32 0x24c Player vs. player only. Multiplier to the base Impact attack power.
pad4_4 dummy8 0x250 This field is padding.
connectPartsSlotIndex s8 0x254 Part number that works with this equipment when it is an enemy
isTaeShootTimingOnly u8 0x255 The bullet is actually fired only when a shooting request comes from TAE. This field is a boolean.
verticalGuardAngle s16 0x256 Defense generation range angle when guarding with a weapon (vertical direction). In degrees.
pad4_6 dummy8 0x258 This field is padding.
postureBothHandAnimeId s32 0x260 The additive animation ID applied to the current animation when this weapon is two-handed.
postureRightHandAnimeId s32 0x264 The additive animation ID applied to the current animation when this weapon is right-handed.
postureLeftHandAnimeId s32 0x268 The additive animation ID applied to the current animation when this weapon is left-handed.
changeWepParamId s32 0x26c The weapon ID to use when changing weapons whilst this weapon is the primary.
lookAtParamId s32 0x270 The LookAt param ID to use. This field refers to the following params: LookAtParam, LookAtParam_Npc
pad4_7 dummy8 0x274 This field is padding.
sfxIdAtBreak_0 s32 0x278 The SFX ID to play when the weapon is destroyed. This field takes an Particle ID.
sfxIdAtBreak_1 s32 0x27c The SFX ID to play when the weapon is destroyed. This field takes an Particle ID.
sfxIdAtBreak_2 s32 0x280 The SFX ID to play when the weapon is destroyed. This field takes an Particle ID.
padding3 dummy8 0x284 This field is padding.
sfxIdAtBreak_DmypolyId_0 s32 0x28c The dummy polygon ID that generates the particle upon the weapon being destoryed. -1 means no particle is generated.
sfxIdAtBreak_DmypolyId_1 s32 0x290 The dummy polygon ID that generates the particle upon the weapon being destoryed. -1 means no particle is generated.
sfxIdAtBreak_DmypolyId_2 s32 0x294 The dummy polygon ID that generates the particle upon the weapon being destoryed. -1 means no particle is generated.
padding4 dummy8 0x298 This field is padding.
lookAtDirType u8 0x2a0 Direction to point with LookAt This field uses the following enum: LOOK_AT_DIR_TYPE
bulletShootDirType u8 0x2a1 The direction to fire bullets in This field uses the following enum: BULLET_SHOOT_DIR_TYPE
behaviorJudgeId u16 0x2a2 ChrBehavior control program: If 'Use behavior judgment ID' is not checked for shooting, shoot using the set behavior judgment ID
unk2a4 s32 0x2a4
totalBulletNum s32 0x2a8 Total number of rounds that can be fired. -1 means infinite.
shieldParamId s32 0x2ac The shield param ID to use when guarding with this weapon. -1 means the weapon's guard parameters are used. This field refers to the following params: ShieldParam
lockRange f32 0x2b0 The lock distance of the weapon. In metres.
meleeAbility f32 0x2b4 Determines the amount of angular velocity correction.
lockSightHeightScale f32 0x2b8 The vertical scale of the lock-on.
lockSightWidthScale f32 0x2bc The width scale of the lock-on.
lockTimeSec f32 0x2c0 The time to lock-on. In seconds.
bladeHomingParamId s32 0x2c4 The blade homing parameters to use for this weapon. This field refers to the following params: BladeHomingParam
assembleMenuCategory u8 0x2c8 The assembly menu category for this part. This field uses the following enum: ASSEMBLE_MENU_CATEGORY_WEAPON
weaponPoseTypeR u8 0x2c9 The weapon hold type in the right-hand. This field uses the following enum: WEAPON_RIGHT_POSE_TYPE
weaponPoseTypeL u8 0x2ca The weapon hold type in the left-hand. This field uses the following enum: WEAPON_LEFT_POSE_TYPE
equipPanelIconID u8 0x2cb The icon ID for the the weapon panel GUI. This field uses the following enum: FE_EQUIPPANEL_ICON_ID
consumeEN s32 0x2cc The energy consumption of this weapon.
categoryNameTextID s32 0x2d0 The text that appears for this category. This field refers to the following text files: Modern_Menu_Text
pairEquipWep s32 0x2d4 The weapon ID to use if two of these weapons are equipped. This field refers to the following params: [[ac6-refmat:param:EquipParamWeapon_NPC]
operationPartsId u16 0x2d8 The operation permissions for this weapon.
bulletCost u16 0x2da Cost per round fired. At the end of each mission, the total number of rounds fired is used to calculate ammunition expenses.
depletedUraniumToxicPaGuardResistRate f32 0x2dc The absorption to apply to damage of the specified type when this weapon is guarding with pulse armor.
weaponAttachObjId s32 0x2e0 The ID of the attachment joint to use for this weapon.
pad10 dummy8 0x2e4 This field is padding.
triggerActionType_00 u8 0x2e8 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_01 u8 0x2e9 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_02 u8 0x2ea ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_03 u8 0x2eb ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_04 u8 0x2ec ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_05 u8 0x2ed ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_06 u8 0x2ee ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_07 u8 0x2ef ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_08 u8 0x2f0 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_09 u8 0x2f1 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_10 u8 0x2f2 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_11 u8 0x2f3 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_12 u8 0x2f4 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_13 u8 0x2f5 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_14 u8 0x2f6 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_15 u8 0x2f7 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_16 u8 0x2f8 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_17 u8 0x2f9 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_18 u8 0x2fa ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_19 u8 0x2fb ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_20 u8 0x2fc ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_21 u8 0x2fd ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_22 u8 0x2fe ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_23 u8 0x2ff ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_24 u8 0x300 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_25 u8 0x301 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_26 u8 0x302 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_27 u8 0x303 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_28 u8 0x304 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_29 u8 0x305 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_30 u8 0x306 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
triggerActionType_31 u8 0x307 ChrBehavior condition judgment type This field uses the following enum: TRIGGER_ACTION_TYPE_TYPE
end_pad dummy8 0x308 This field is padding.

Enums

TRIGGER_ACTION_TYPE_TYPE

Option Description Notes
0 None
1 Single Attack
2 Continuous Attack
3 Guard
4 Melee Attack
5 Charge Melee Attack
6 Charge Shoot Attack
7 Fast Single Attack

WEAPON_CATEGORY

Option Description Notes
0 Dagger
1 Straight Sword
2 Thrusting Sword
3 Curved Sword
4 Axe
5 Hammer
6 Spear
7 Halberd
8 Spell Tool
9 Fist
10 Bow
11 Crossbow
12 Shield
13 Arrow
14 Bolt
15 Rifle
16 Shotgun
17 Machine Gun
18 Bazooka
19 Handgun
20 Suna
21 Cannon
22 Missile
23 Bayonet
24 Laser Rifle
25 Laser Cannon
26 Rocket
255 Disabled

EQUIP_MODEL_CATEGORY

Option Description Notes
0 None
1 Arms
2 Body
3 Face
4 Hair
5 Head
6 Legs
7 Weapon

EQUIP_MODEL_GENDER

Option Description Notes
0 Unisex (A)
1 Male only (M)
2 Female only (F)
3 Male and Female
4 Unisex (M)
5 Enemy only (E)

EQUIP_MAKER_TYPE

Option Description Notes
0 None
1 Overseer
2 Rubicon Research Institute
3 PCA
4 ALLMIND
5 Rubiconist
6 RaD
7 Arquebus
8 Schneider
9 VCPL
10 Vesper
11 Balam
12 Dafeng
13 Redgun
14 Unused - 協商
15 BAWS
16 Furlong
17 Takigawa Harmonics
18 Melinite
19 Elcano
20 Arquebus ADD
102 Unused - RRI(旧)
104 Unused - オルマイ(本性)
Option Description Notes
0 Base Charge
100 Full Charge
110 Full Charge (Two-Stage)

TAE_MOTION_CATEGORIES

Option Description Notes
0 None
200 BURST RIFLE / LINEAR RIFLE
201 BURST ASSAULT RIFLE / ASSAULT RIFLE / HEAVY MACHINE GUN
202 BURST MACHINE GUN / MACHINE GUN
203 GATLING GUN
204 BAZOOKA
205 SHOTGUN
206 GRENADE LAUNCHER
207 NEEDLE GUN / BURST HANDGUN / BOMB LAUNCHER / STUN GUN
208 HANDGUN
209 MISSILE LAUNCHER / SIEGE MISSILE LAUNCHER
210 SPLIT MISSILE LAUNCHER / PULSE MISSILE LAUNCHER
211 LASER HANDGUN / CORAL RIFLE / LASER RIFLE / MULTI ENERGY RIFLE
212 PLASMA RIFLE / CORAL RIFLE
213 PULSE GUN
214 FLAMETHROWER
215 LASER SHOTGUN
250 LIGHT WAVE BLADE / CORAL OSCILLATOR
251 CORAL OSCILLATOR
252 PLASMA THROWER
253 PILE BUNKER
254 PULSE BLADE
255 LASER BLADE
256 LASER SLICER
257 LASER DAGGER
258 LASER LANCE
259 CHAINSAW
260 STUN BATON
261 EXPLOSIVE THROWER
262 FISTS

WEP_MATERIAL_ATK

Option Description Notes
0 Standard
1 Kinetic
2 Energy
3 Explosive
4 Ice
5 Green
6 None
7 Dmy1
8 Dmy2
9 Dmy3
10 Dmy4
11 Coral
12 Assault Armor
20 Pulse
21 Laser
22 Plasma
255 None

WEP_MATERIAL_DEF

Option Description Notes
0 None
100 Shield: Kinetic
101 Shield: Strong Kinetic
102 Shield: Energy
103 Body: Kinetic
104 Body: Strong Kinetic
105 Body: Flesh
106 Body: Cloth
107 Shield: Plamsa
108 Pulse Armor: Large Energy - White Hit Ripple
109 Generator: Normal
110 Generator: Coral
111 Pulse Armor: Extra-Large Enemy - Coral Hit Ripple
112 Shield: Coral
254 Reserve 3
255 Material 1

ATKPARAM_SPATTR_TYPE

Option Description Notes
0 Do not overwrite
1 None
2 Flame
3 Magic
4 Poison
5 Egg
6 Electric Shock
7 Petrification
8 Crystallization
255 Material 1

DURABILITY_DIVERGENCE_CATEGORY

Option Description Notes
0 None
1 Right-hand only
2 Left-hand only
3 Two-hand only
4 Right and two-hand
5 Right-hand and left-hand
6 Left-hand and two-hand
7 Right-hand, left-hand and two-hand

WEP_BASE_CHANGE_CATEGORY

Option Description Notes
0 Normal
1 STR Correction
2 DEX Correction
3 STR/DEX Correction
4 Magic + INT Correction
5 MP Recovery
6 Flame
7 Flame + INT/FTH Correction
8 Lighting + FTH Correction
9 Dark
10 Dark + INT/FTH Correction
11 Poison
12 Blood
13 Performance enhancement + Correction Loss
14 Holy + Regeneration
15 Performance Weakening + HP Drain when Death
16 Special

WEP_MATERIAL_DEF_SFX

Option Description Notes
0 None
100 Shield: Kinetic
101 Shield: Strong Kinetic
102 Shield: Energy
103 Body: Kinetic
104 Body: Strong Kinetic
105 Body: Flesh
106 Shield: Energy - Initial Guard
107 Shield: Coral - Initial; Guard
108 Pulse Armor: Large Energy - White Hit Ripple
109 Generator: Normal
110 Generator: Coral
111 Pulse Armor: Extra-Large Enemy - Coral Hit Ripple
112 Shield: Coral
254 Reserve 3
255 Material 1

WEP_COLLIDABLE_TYPE

Option Description Notes
0 Disabled
1 Enabled
2 Only during Weapon Sheathing

AUTO_REPLENISH_TYPE

Option Description Notes
0 None
1 Allow Automatic Replenishment: Default to Disabled
2 Allow Automatic Replenishment: Default to Enabled

WEAPON_DERIVATION_LEVEL_TYPE

Option Description Notes
0 Basic
1 Special

WEP_ENCHANT_SFX_SIZE

Option Description Notes
0 None
1 Small
2 Medium
3 Large
4 Special
5 Preliminary Slot 1
6 Preliminary Slot 2
7 Preliminary Slot 3
8 Preliminary Slot 4
9 Preliminary Slot 5

SHOULDER_EQUIP_TYPE

Option Description Notes
0 Always Expanded
1 Stored in Shoulder Bay

REINFORCE_SHOP_CATEGORY

Option Description Notes
0 None
1 Weapon
2 Sorcery
3 Miracle
4 Pyromancy

LOOK_AT_DIR_TYPE

Option Description Notes
0 Target
1 Top
2 Camera

BULLET_SHOOT_DIR_TYPE

Option Description Notes
0 Dummy Polygon
1 Top
2 Dummy Polygon (Ignore Target)

ASSEMBLE_MENU_CATEGORY_WEAPON

Option Description Notes
0 None
1 ARM UNIT
2 BLADE
3 SHIELD
4 LEFT BACK UNIT
5 RIGHT BACK UNIT
6 CORE EXPANSION
7 ASSAULT DRIVE

WEAPON_RIGHT_POSE_TYPE

Option Description Notes
0 Single/Double
1 Single Trigger only
2 Double Trigger only

WEAPON_LEFT_POSE_TYPE

Option Description Notes
0 Built-in
1 Double Trigger only

FE_EQUIPPANEL_ICON_ID

Option Description Notes
0 None
1 Handgun
2 Shotgun
3 Rifle
4 Bazooka
5 Sniper Rifle
6 Hand Missile
7 Melee Weapon
8 Shield
9 Missile
10 Cannon
11 Grenade
12 Smoke Grenade
13 Flare
14 Other

EQUIP_JUST_GUARD_TIMING_TYPE

Option Description Notes
0 Before the Initial Guard threshold
1 After the Initial Guard threshold

SCAN_TARGET_UPDATE_TYPE

Option Description Notes
0 Constantly Updated
1 Only at Moment of Use

BULLET_RELOAD_TYPE

Option Description Notes
0 Cartridge
1 Direct Loading

EQUIP_HD_RUMBLE_TYPE

Option Description Notes
0 Small
1 Large

EQUIP_GENERATION_TYPE

Option Description Notes
0 Parent
1 Child
2 Secondary Child
3 Tertiary Child
4 Previous Generation
255 None

EQUIP_ATK_COUNT_COND_TYPE

Option Description Notes
0 None
1 Number of Simultaneous Shots
2 Number of Consecutive Shots
3 Number of Locks
4 Maximum number of bullets generated at specified interval

EQUIP_ATK_CONT_TIME_TYPE

Option Description Notes
0 Slip
1 Irradiation

EQUIP_ATK_POWER_COND_TYPE

Option Description Notes
0 Attack Power only
1 Attack Power * Number of Simultaneous Shots
2 Attack Power * Max Number of Multi-Stage Hits
3 Attack Power * Number of Simultaneous Shots * Max Number of Multi-Stage Hits

EQUIP_CHARGE_TIME_SRC_TYPE

Option Description Notes
0 1st Stage
1 2nd Stage
ac6-refmat/param/equipparamweapon_npc.txt · Last modified: by admin