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ac6-refmat:param:menuparam

MenuParam

Fields

Field Type Offset Description Notes
SoloPlayDeath_ToFadeOutTime f32 0x0 The duration that the 'YOU DIED' is displayed before fading out if in singleplayer.
PartyGhostDeath_ToFadeOutTime f32 0x4 The duration that the 'YOU DIED' is displayed before fading out if a client in a multiplayer session.
PlayerMaxHpLimit s32 0x8 The value with which to calculate what percentage of the length of the gauge prepared by resources is used when displaying the AP gauge.
PlayerMaxMpLimit s32 0xc The value with which to calculate what percentage of the length of the gauge prepared by the resource is used when displaying the FP gauge.
PlayerMaxSpLimit s32 0x10 The value with which to calculate what percentage of the length of the gauge prepared by the resource is used when displaying the Energy gauge.
ActionPanelChangeThreshold_Vel f32 0x14 The action panel switchable player speed. Switching is possible when below this speed.
ActionPanelChangeThreshold_PassTime f32 0x18 The consideration time for speeding up players who can switch action panels. Use the average speed during this time (maximum 4 seconds according to the system).
PlayerMaxAddHp s32 0x1c The maximum value to be added to the player's maximum AP when calculating what percentage of the gauge length affected by the addition is used.
PlayerMaxAddMp s32 0x20 The maximum value to be added to the player's maximum FP when calculating what percentage of the gauge length affected by the addition is used.
PlayerMaxAddSp s32 0x24 The maximum value to be added to the player's maximum Energy when calculating what percentage of the gauge length affected by the addition is used.
DecalPosOffsetX s32 0x28 The horizontal offset to apply to decal display position.
DecalPosOffsetY s32 0x2c The vertical offset to apply to decal display position.
TargetStateSearchDurationTime f32 0x30 The time that the Search icon to be displayed on the HUD. In seconds.
TargetStateBattleDurationTime f32 0x34 The time that the Battle icon to be displayed on the HUD. In seconds.
VolatilizeFadeBeginSec f32 0x38 The time that the Impact gauge is displayed for on the HUD before fading out. In seconds.
MakerRendRangeWidth s32 0x3c The width of the rendering range that a marker can be drawn in.
MakerRendRangeHeight s32 0x40 The height of the rendering range that a marker can be drawn in.
HpBarFadeOutTime f32 0x44 The time that the AP gauge is displayed on the HUD before fading out. In seconds.
ZeroHpBarFadeOutTime f32 0x48 The time that the AP gauge is displayed on the HUD before fading out, when the player is killed. In seconds.
HitFEViewTime f32 0x4c The duration to a hit marker is displayed on the HUD for. In seconds.
HackingGaugeFadeOutTime f32 0x50 The time that the Hacking gauge is displayed on the HUD before fading out. In seconds.
VolatilizeCombineSec f32 0x54 The time before the Impact gauge is updated to its new state after a hit. In seconds.
MiniMap_WorldDispRange f32 0x58 The display range for the world in the minimap. In metres.
MiniMap_RaderRange f32 0x5c The range of the radar effect in the minimap. In metres
EnemyLooksLikeSABreakThreshold f32 0x60 The threshold (ratio) of Stagger value that produces indicator that enemy is vulnerable to Stagger Break.
CamLockInterpolationFactor f32 0x64 The coefficient used to supplement lock-on movement when camera is fixed.
CamUnlockInterpolationFactor f32 0x68 The coefficient used to supplement lock-on movement when a fixed camera is released.
EnemySearchIconFadeOutTime f32 0x6c The duration before the enemy search indicator icon starts facing out. In seconds.
LockSite_DisableLockDistance f32 0x70 The distance between the lock-on and the target position after which the lock-on will be interpolated.
GetSoulAnimStartTime f32 0x74 The duration before the soul acquisition animation occurs after recieving souls. In seconds.
DangerFEViewTime f32 0x78 The time that the Danger icon to be displayed on the HUD. In seconds.
TosScrollSpeed_Normal u8 0x7c The speed of scrolling through the terms of use. In pixels.
TosScrollSpeed_Fast u8 0x7d The speed of scrolling through the terms of use. In pixels.
TosScrollSpeed_Mouse u8 0x7e The speed of scrolling through the terms of use. In pixels.
TosFastScrollCount u8 0x7f The number of allowable fast scrolls.
PreOpeningMovie_WaitSec f32 0x80 The duration before the prologue movie plays. In seconds.
StaffRoll_PlaySec f32 0x84 The duration the staff credit roll plays for. In seconds.
MIniMap3D_PlayerIconScale f32 0x88 The scale value of the player icon when displayed on the 3D minimap.
MIniMap3D_TargetSpotIconScale f32 0x8c The scale value of the target spotted icon when displayed on the 3D minimap.
MIniMap3D_EnemyIconScale f32 0x90 The scale value of the enemy icon when displayed on the 3D minimap.
MIniMap3D_RaderIconScale f32 0x94 The scale value of the radar icon when displayed on the 3D minimap.
MIniMap3D_MissionRegionHeight f32 0x98 The scale value for the height of the operational area when displayed on the 3D minimap.
MIniMap3D_MaintenancePointIconScale f32 0x9c The scale value of the supply point icon when displayed on the 3D minimap.
MIniMap3D_CatapultIconScale f32 0xa0 The scale value of the catapult point icon when displayed on the 3D minimap.
MIniMap3D_RouteIconScale f32 0xa4 The scale value of the route icon when displayed on the 3D minimap.
FE_MissionLine_FadeInTime f32 0xa8 The fade-in time for the mission area boundary interface element to appear. In seconds.
FE_MissionRegionSfxId s32 0xac The SFX ID to use for the mission region boundary. This field takes an Particle ID.
FE_MissionRegionStartLineDist f32 0xb0 The distance at which the mission area boundary lines will start to appear. In metres.
FE_MissionRegionLineDist f32 0xb4 The distance at which the color of the mission area boundary shifts. In metres.
FE_MissionRegionLineHeight f32 0xb8 The vertical width of the mission area boundary line. In metres.
FE_MissionRegionLineTexTile f32 0xbc The tiling scale for the boundary line texture.
FE_MissionRegionLineHeightOffset f32 0xc0 The height offset to apply to the boundary line.
MiniMap_RepairPointAlphaBeginHeith f32 0xc4 The start height for applying the fade transparency to the repair point icon (on the minimap). Distance is compared to the player's position. In metres.
MiniMap_RepairPointAlphaEndHeith f32 0xc8 The end height for applying the fade transparency to the repair point icon (on the minimap). Distance is compared to the player's position. In metres.
MiniMap_RepairPointAlphaMin u8 0xcc The minimum alpha value to use for transparency when fading the repair point icon (on the minimap).
FE_MissionRegionLineAddBlend u8 0xcd If ON, draw the boundary lines in the mission area with additive blending. This field is a boolean.
FE_MissionRegionLineUseSfx u8 0xce If ON, the boundary lines will be expressed using particles (SFX). This field is a boolean.
pad_26 dummy8 0xcf This field is padding.
MiniMap_ChangeInterval f32 0xd0 The interval at which the minimap display changes when the map is switched. In seconds.
DoubleLockSightOffset f32 0xd4 The distance to shift the lock-on reticule from the centre position when using two pistols.
MIniMap3D_TowerIconScale f32 0xd8 The scale value of the tower icon when displayed on the 3D minimap.
MIniMap3D_CityIconScale f32 0xdc The scale value of the city icon when displayed on the 3D minimap.
MIniMap3D_ForitfiedCityIconScale f32 0xe0 The scale value of the fortified city icon when displayed on the 3D minimap.
MIniMap3D_ColonySpotIconScale f32 0xe4 The scale value of the colony ship icon when displayed on the 3D minimap.
AsmView_LensShiftLimitX f32 0xe8 The model movable range (on the x-axis) in view mode.
AsmView_LensShiftLimitY f32 0xec The model movable range (on the y-axis) in view mode.
DisableLockCursorAlpha f32 0xf0 The alpha value of the lock cursor when shooting is disabled.
ItemGetLogAliveTime f32 0xf4 The time it takes to add one line to the item acquistion log and then fade it out. In seconds.
PartsModelRotationInputWaitTimeSec f32 0xf8 When in the assembly menu, the duration to check for to determine if there has been no pad input for model rotation. In seconds.
GrageCallSpecialEffectId s32 0xfc The SpEffect ID that is applied when selecting the garage helicopter call. This field refers to the following params: SpEffectParam
FE_LowHP_rate u8 0x100 The threshold value used to determine that the remaining HP ratio is low.
FE_LowBarrier_rate u8 0x101 The threshold value used to determine that the remaining shield ratio is low.
pad_998 dummy8 0x102 This field is padding.
FE_LargeDamageDetect_HP_rate u8 0x103 The threshold value used to determine that a large damage event has occured.
FE_LargeDamageDetect_CollectTime f32 0x104 The duration over which damage can be suffered for it to be counted as a 'large damage' event. In seconds.
Garage_FocusWaitTime f32 0x108 The delay before the camera animation starts when focusing on an item in the garage. In seconds.
Garage_FadeTime f32 0x10c The duration of the fading that occurs in conjuction with the garage camera animation.
FE_MissionLine_Width f32 0x110 The display width to use for the strategy line. In metres.
FE_MissionLine_FadeOutTime f32 0x114 The fade out duration when leaving the strategy line location. In seconds.
FE_MissionLineWarningStartLineDist f32 0x118 The distance at which the warning line is displayed. In metres.
FE_MissionLineWarningLineDist f32 0x11c The distance at which the color of the warning line shifts. In metres.
Garage_CamPadWaitTime f32 0x120 The delay from playing the camera animation to accepting new camera pad input. In seconds.
Garage_ChangeHeadPlayAnimId s32 0x124 The animation that plays after changing a head part in the assembly menu.
Garage_ChangeCorePlayAnimId s32 0x128 The animation that plays after changing a core part in the assembly menu.
Garage_ChangeArmPlayAnimId s32 0x12c The animation that plays after changing an arm part in the assembly menu.
Garage_ChangeLegPlayAnimId s32 0x130 The animation that plays after changing a leg part in the assembly menu.
Garage_ChangePlayAnimId s32 0x134 The animation that plays after changing a part in the assembly menu.
Garage_CamPadSpeedY f32 0x138 The vertical movement speed of the camera when in the garage. In metres per second.
Garage_CamPadSpeedX f32 0x13c The horizontal movement speed of the camera when in the garage. In metres per second.
FE_RegionLineUpDownOffset f32 0x140 The vertical display offset of lines above and below the mission area line.
FE_RegionEdgeSfxHideDist f32 0x144 The distance at which the mission area edge SFX is hidden. In metres.
FE_RegionEdgeSfxFadeDist f32 0x148 The distance at which the mission area edge SFX fades at. The start fade distance is the sum of this distance and the hide distance. In metres.
FE_RegionEdgeTexWidth f32 0x14c The display width of the mission area edge texture. In metres.
FE_RegionEdgeTexHeight f32 0x150 The display height of the mission area edge texture. In metres.
FE_RegionEdgeTexOffsetX f32 0x154 The texture position offset (on the x-axis) for the mission area edge texture. In metres.
FE_RegionEdgeTexOffsetY f32 0x158 The texture position offset (on the y-axis) for the mission area edge texture. In metres.
FE_Region_UpperLimitDist f32 0x15c The maximum height to use for the mission area boundary line when hitting the map ceiling. In metres.
FE_Region_LowerLimitDist f32 0x160 The minimum height to use for the mission area boundary line when hitting the map floor. In metres.
Garage_BriefingBokeTime f32 0x164 The time it takes for the briefing background blur to reach its completely blurred state. In seconds.
Garage_BriefingBokeWaitTime f32 0x168 The delay before the blurring starts if the camera is playing an animation (during a briefing).
Garage_BriefingBokeRate f32 0x16c The blur rate to use for the briefing background blur.
CoralFeWeak_FE_CoralScrollSpeed f32 0x170 The texture scroll speed for the weak coral HUD effect.
CoralFeWeak_FE_CoralDispWidth f32 0x174 The standard width of the horizontal texture display width for the weak coral HUD effect.
CoralFeWeak_FE_CoralDispFadeInTime f32 0x178 The fade in duration for the weak coral HUD effect. In seconds.
CoralFeWeak_FE_CoralColorR u8 0x17c The red component of the RGBA color used by the weak coral HUD effect.
CoralFeWeak_FE_CoralColorG u8 0x17d The green component of the RGBA color used by the weak coral HUD effect.
CoralFeWeak_FE_CoralColorB u8 0x17e The blue component of the RGBA color used by the weak coral HUD effect.
CoralFeWeak_FE_CoralColorA u8 0x17f The alpha component of the RGBA color used by the weak coral HUD effect.
CoralFeStrength_FE_CoralScrollSpeed f32 0x180 The texture scroll speed for the strong coral HUD effect.
CoralFeStrength_FE_CoralDispWidth f32 0x184 The standard width of the horizontal texture display width for the strong coral HUD effect.
CoralFeStrength_FE_CoralDispFadeInTime f32 0x188 The fade in duration for the strong coral HUD effect. In seconds.
CoralFeStrength_FE_CoralColorR u8 0x18c The red component of the RGBA color used by the strong coral HUD effect.
CoralFeStrength_FE_CoralColorG u8 0x18d The green component of the RGBA color used by the strong coral HUD effect.
CoralFeStrength_FE_CoralColorB u8 0x18e The blue component of the RGBA color used by the strong coral HUD effect.
CoralFeStrength_FE_CoralColorA u8 0x18f The alpha component of the RGBA color used by the strong coral HUD effect.
FE_VsFloatingInfo_Range f32 0x190 The floating display range to use for comparison.
FE_ShowDamageAccumulationTimeSec f32 0x194 The cumulative time for damage display. In seconds.
pad_end dummy8 0x198 This field is padding.
ac6-refmat/param/menuparam.txt · Last modified: by admin