| 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. |
| Option | Description | Notes |
|---|---|---|
0 | Attack | |
1 | Bullet | |
2 | SpEffect |
| 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 |
| Option | Description | Notes |
|---|---|---|
0 | Slash | |
1 | Blow | |
2 | Thrust | |
3 | Explosion | |
4 | Bullet |
| 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 |