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ac6-refmat:param:behaviorparam

BehaviorParam

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.
variationId s32 0x4 Used when calculating the ID for attack parameters. It is not used directly on the actual machine.
behaviorJudgeId s32 0x8 Used when calculating the ID for attack parameters. This ID matches the action judgment ID entered in TAE.
ezStateBehaviorType_old u8 0xc
refType u8 0xd Which param type to reference for attack behavior. This field uses the following enum: BEHAVIOR_REF_TYPE
consumeSA s16 0xe Set the amount of Poise consumed during action
refId s32 0x10 ID of param to use for attack behavior. Param used determined by refType This field refers to the following params: AtkParam_Pc, AtkParam_Npc, Bullet, SpEffectParam
sfxVariationId s32 0x14 Offset applied to the particle ID invoked in the TAE event
stamina s16 0x18 Set the amount of stamina consumed during action
energy s16 0x1a Set the amount of energy consumed during action
mp s32 0x1c Set the amount of MP consumed during action
category u8 0x20 The SpEffect category this behavior belongs to This field uses the following enum: BEHAVIOR_CATEGORY
heroPoint u8 0x21 Set the amount of humanity consumed during action
pad1 dummy8 0x22 This field is padding.
shootDmyPolyId s32 0x24 The starting ID in a range of Dummy Polygons used for shooting.
shootEndDmyPolyId s32 0x28 The ending ID in a range of Dummy Polygons used for shooting.
shootAngle s16 0x2c Specifies how far forward the projectile should be fired. In degrees.
shootAngleInterval s16 0x2e When firing multiple projectiles, specify the interval at which to fire. (Y axis). In degrees.
shootAngleXZ s8 0x30 Additional elevation angle from horizontal. In degrees.
bUseNumShootBullet u8 0x31 [0] Consumes bullets for several times when fired simultaneously This field is a boolean.
isSequenceShootWhenSameTimeShoot u8 0x31 [1] When firing sequentially using multiple dummy polys, are bullets fired at the same time considered to be fired sequentially? This field is a boolean.
isShootAngOffsetDisable u8 0x31 [2] When OFF, offset is also applied to the shooting angle; when ON, offset is disabled. This field is a boolean.
pad2 dummy8 0x31 [3-7] This field is padding.
pad3 dummy8 0x32 This field is padding.
shootAngleXInterval s16 0x34 When firing multiple projectiles, specify the interval at which to fire.(X-axis). In degrees.
shootAngleZ s16 0x36 Specifies how many times to rotate in the Z-axis direction when launching a projectile. In degrees.
shootAngleZInterval f32 0x38 When firing multiple projectiles, specify the interval at which to fire (Z-axis). In degrees.
bulletRollAngleZ s16 0x3c Additional angle in drilling direction (Z axis). In degrees.
bulletRollAngleZInterbal s16 0x3e When firing multiple projectiles, specify the interval at which to fire (Z-axis). In degrees.
bulletRollAngleZRandom f32 0x40 Upper limit of firing torsion angle random number (0 to 360)
shootTargetXOffset f32 0x44 Left and right offset of impact position. Shifts the target position left and right during firing and homing. In metres.
targetYOffsetRange f32 0x48 Vertical offset of impact position. Shifts the target position up and down during firing and homing. In metres.
shootTargetZOffset f32 0x4c Front and rear offset of impact position. Shifts the target position forward and backward during firing and homing.
numShoot u8 0x50 Number of bullets produced per cartridge (emitter). Does not affect ammo consumption
numContinueShoot u8 0x51 Number of times to fire continuously. The total number of bullets fired is the number of simultaneous shots x the number of consecutive shots.
cupsleRotationDeg s16 0x52 Rotation angle of horizontal capsule. In degrees.
shootInterval f32 0x54 Number of seconds between shots when firing continuously
reloadTimeSecond f32 0x58 Interval between one shot and the next shot
targetZOffsetRange f32 0x5c Forward and backward offset of the impact position for curved shots. Shifts the target position toward the front or back during firing and homing. In metres.
targetXOffsetRange f32 0x60 Left and right offset of the impact position for curved shots. Shifts the target position toward the front or back during firing and homing. In metres.
bTargetAutoOffset u8 0x64 Should you use automatic target position offset? This field is a boolean.
pad4 dummy8 0x65 This field is padding.
targetAutoOffsetBaseDmyPolyId s16 0x66 Reference dummy poly ID used in target position automatic offset
pa_DrainVal u16 0x68 Set the amount of pulse armor consumed during action
pad5 dummy8 0x6a This field is padding.
pa_OverwriteDelayTimeSec f32 0x6c Amount to override Pulse Armor recovery time (-1 means no override)
consumeBulletNum s32 0x70 Number of ammunition consumed when an attack occurs
recoilBlurAddVal f32 0x74 Attack recoil blur accumulation amount
lockTimeSec f32 0x78 Time to secondary lock. In seconds.
maxMissileLockNum u8 0x7c Maximum number of missile locks
shootEnableLockNum u8 0x7d If the lock count number is less than the specified value, firing will not be possible.
pad6 dummy8 0x7e This field is padding.
HdPadRumble_Atk_Id s16 0x80 Vibration ID for haptic feedback
HdPadRumble_Hit_Id s16 0x82 Impact vibration ID for haptic feedback
HdPadRumble_Priority u8 0x84 Playback priority for haptic feedback (0 is low priority, 10 is high priority)
pad7 dummy8 0x85 This field is padding.
shotgunParamId s32 0x88 Shot Control parameter to use. This field refers to the following params: BulletShotgunParam_PC, BulletShotgunParam_NPC
shotgunBaseDist f32 0x8c Diffusion reference distance
heat_AddValue f32 0x90 Heat value accumulated with each bullet
targetShotgunParamId s32 0x94 Offset calculation for target position This field refers to the following params: BulletShotgunParam_PC, BulletShotgunParam_NPC
chargeDelayTimeSec f32 0x98 Delay time until charging starts after referring to action parameters. In seconds.
continueShootConsumeBulletMaxTimeSec f32 0x9c Maximum time of bullets consumed by continuous consumption. In seconds.
continueShootConsumeBulletMaxNum s32 0xa0
continueShootAddHeatMaxTimeSec f32 0xa4 Maximum amount of heat accumulated through continuous consumption. In seconds.
continueShootAddHeatMaxValue s32 0xa8 Maximum amount of heat accumulated through continuous consumption
lockCountUpTimeSec f32 0xac Missile lock count up time (lock time from 2nd lock). In seconds.
pad_end dummy8 0xb0 This field is padding.

Enums

BEHAVIOR_REF_TYPE

Option Description Notes
0 Attack
1 Bullet
2 SpEffect

BEHAVIOR_ATK_STYLE

Option Description Notes
0 Normal
1 Charge
2 2H Normal
3 2H Charge
4 Weak
5 Guard
6 Parry
7 Close Range
8 Long Range
9 2H Close Range
10 2H Long Range
11 After Parry

BEHAVIOR_ATK_TYPE

Option Description Notes
0 Slash
1 Blow
2 Thrust
3 Explosion
4 Bullet

BEHAVIOR_CATEGORY

Option Description Notes
0 None
1 Normal Attack
2 Left-hand Attack
3 Magic
4 Miracle
5 Body
6 Enemy Attack 1
7 Enemy Attack 2
8 Enemy Attack 3
9 Kick
ac6-refmat/param/behaviorparam.txt · Last modified: by admin