| Field | Type | Offset | Description | Notes |
|---|---|---|---|---|
| RadarRange | u16 | 0x0 | Distance to recognize enemy characters: metres | |
| RadarAngleX | u8 | 0x2 | X angle for recognizing enemy characters: The current direction of line of sight is 0 degrees, and the top is +. | |
| RadarAngleY | u8 | 0x3 | Y angle for recognizing enemy characters: The current direction of line of sight is 0 degrees, and the top is +. | |
| TerritorySize | u16 | 0x4 | Distance of one's own territory. If the recognized player leaves this distance, it will return to its initial position. | |
| ThreatBeforeAttackRate | u8 | 0x6 | Probability of threatening before attacking | |
| ForceThreatOnFirstLocked | u8 | 0x7 | Whether to always intimidate the player when recognizing the player for the first time | This field is a boolean. |
| reserve0 | dummy8 | 0x8 | This field is padding. | |
| Attack1_Distance | u16 | 0x20 | Distance when attacking. | |
| Attack1_Margin | u16 | 0x22 | Play between attacks. Avoid vibration near the distance | |
| Attack1_Rate | u8 | 0x24 | Frequency of attacks | |
| Attack1_ActionID | u8 | 0x25 | Type of attack | |
| Attack1_DelayMin | u8 | 0x26 | Minimum delay time from when it becomes possible to attack until it attacks. | |
| Attack1_DelayMax | u8 | 0x27 | The longest delay time from when the attack becomes possible until it attacks. | |
| Attack1_ConeAngle | u8 | 0x28 | If the angle between the line of sight and the direction vector toward the target is within this angle, the attack is OK. | |
| reserve10 | dummy8 | 0x29 | This field is padding. | |
| Attack2_Distance | u16 | 0x30 | Distance when attacking. | |
| Attack2_Margin | u16 | 0x32 | Play between attacks. Avoid vibration near the distance | |
| Attack2_Rate | u8 | 0x34 | Frequency of attacks | |
| Attack2_ActionID | u8 | 0x35 | Type of attack | |
| Attack2_DelayMin | u8 | 0x36 | Minimum delay time from when it becomes possible to attack until it attacks. | |
| Attack2_DelayMax | u8 | 0x37 | The longest delay time from when the attack becomes possible until it attacks. | |
| Attack2_ConeAngle | u8 | 0x38 | If the angle between the line of sight and the direction vector toward the target is within this angle, the attack is OK. | |
| reserve11 | dummy8 | 0x39 | This field is padding. | |
| Attack3_Distance | u16 | 0x40 | Distance when attacking. | |
| Attack3_Margin | u16 | 0x42 | Play between attacks. Avoid vibration near the distance | |
| Attack3_Rate | u8 | 0x44 | Frequency of attacks | |
| Attack3_ActionID | u8 | 0x45 | Type of attack | |
| Attack3_DelayMin | u8 | 0x46 | Minimum delay time from when it becomes possible to attack until it attacks. | |
| Attack3_DelayMax | u8 | 0x47 | The longest delay time from when the attack becomes possible until it attacks. | |
| Attack3_ConeAngle | u8 | 0x48 | If the angle between the line of sight and the direction vector toward the target is within this angle, the attack is OK. | |
| reserve12 | dummy8 | 0x49 | This field is padding. | |
| Attack4_Distance | u16 | 0x50 | Distance when attacking. | |
| Attack4_Margin | u16 | 0x52 | Play between attacks. Avoid vibration near the distance | |
| Attack4_Rate | u8 | 0x54 | Frequency of attacks | |
| Attack4_ActionID | u8 | 0x55 | Type of attack | |
| Attack4_DelayMin | u8 | 0x56 | Minimum delay time from when it becomes possible to attack until it attacks. | |
| Attack4_DelayMax | u8 | 0x57 | The longest delay time from when the attack becomes possible until it attacks. | |
| Attack4_ConeAngle | u8 | 0x58 | If the angle between the line of sight and the direction vector toward the target is within this angle, the attack is OK. | |
| reserve13 | dummy8 | 0x59 | This field is padding. | |
| reserve_last | dummy8 | 0x60 | This field is padding. |