| Field | Type | Offset | Description | Notes |
|---|---|---|---|---|
| RadarRange | u16 | 0x0 | The distance at which characters are recognized. In metres. | |
| RadarAngleX | u8 | 0x2 | The horziontal angle for the recognition check. In degrees. | |
| RadarAngleY | u8 | 0x3 | The vertical angle for the recognition check. In degrees. | |
| TerritorySize | u16 | 0x4 | The distance of the owner's territory. If the recognized character leaves this distance, the owner will return to its initial position. | |
| ThreatBeforeAttackRate | u8 | 0x6 | The probability of intimidation before an attack. | |
| ForceThreatOnFirstLocked | u8 | 0x7 | If ON, 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 | The distance when attacking with this attack slot. | |
| Attack1_Margin | u16 | 0x22 | The distance to move between attacks with this attack slot. In metres. | |
| Attack1_Rate | u8 | 0x24 | The frequency of this attack slot. | |
| Attack1_ActionID | u8 | 0x25 | The type of attack this attack slot is. | This field uses the following enum: ACTION_PATTERN |
| Attack1_DelayMin | u8 | 0x26 | The minimum delay after an attack that another one can occur. In frames. | |
| Attack1_DelayMax | u8 | 0x27 | The maximum delay after an attack that another one can occur. In frames. | |
| Attack1_ConeAngle | u8 | 0x28 | The allowable angle between the line of sight and the direction vector toward the target. If within this angle, then the attack will proceed. In degrees. | |
| reserve10 | dummy8 | 0x29 | This field is padding. | |
| Attack2_Distance | u16 | 0x30 | The distance when attacking with this attack slot. | |
| Attack2_Margin | u16 | 0x32 | The distance to move between attacks with this attack slot. In metres. | |
| Attack2_Rate | u8 | 0x34 | The frequency of this attack slot. | |
| Attack2_ActionID | u8 | 0x35 | The type of attack this attack slot is. | This field uses the following enum: ACTION_PATTERN |
| Attack2_DelayMin | u8 | 0x36 | The minimum delay after an attack that another one can occur. In frames. | |
| Attack2_DelayMax | u8 | 0x37 | The maximum delay after an attack that another one can occur. In frames. | |
| Attack2_ConeAngle | u8 | 0x38 | The allowable angle between the line of sight and the direction vector toward the target. If within this angle, then the attack will proceed. In degrees. | |
| reserve11 | dummy8 | 0x39 | This field is padding. | |
| Attack3_Distance | u16 | 0x40 | The distance when attacking with this attack slot. | |
| Attack3_Margin | u16 | 0x42 | The distance to move between attacks with this attack slot. In metres. | |
| Attack3_Rate | u8 | 0x44 | The frequency of this attack slot. | |
| Attack3_ActionID | u8 | 0x45 | The type of attack this attack slot is. | This field uses the following enum: ACTION_PATTERN |
| Attack3_DelayMin | u8 | 0x46 | The minimum delay after an attack that another one can occur. In frames. | |
| Attack3_DelayMax | u8 | 0x47 | The maximum delay after an attack that another one can occur. In frames. | |
| Attack3_ConeAngle | u8 | 0x48 | The allowable angle between the line of sight and the direction vector toward the target. If within this angle, then the attack will proceed. In degrees. | |
| reserve12 | dummy8 | 0x49 | This field is padding. | |
| Attack4_Distance | u16 | 0x50 | The distance when attacking with this attack slot. | |
| Attack4_Margin | u16 | 0x52 | The distance to move between attacks with this attack slot. In metres. | |
| Attack4_Rate | u8 | 0x54 | The frequency of this attack slot. | |
| Attack4_ActionID | u8 | 0x55 | The type of attack this attack slot is. | This field uses the following enum: ACTION_PATTERN |
| Attack4_DelayMin | u8 | 0x56 | The minimum delay after an attack that another one can occur. In frames. | |
| Attack4_DelayMax | u8 | 0x57 | The maximum delay after an attack that another one can occur. In frames. | |
| Attack4_ConeAngle | u8 | 0x58 | The allowable angle between the line of sight and the direction vector toward the target. If within this angle, then the attack will proceed. In degrees. | |
| reserve13 | dummy8 | 0x59 | This field is padding. | |
| reserve_last | dummy8 | 0x60 | This field is padding. |
| Option | Description | Notes |
|---|---|---|
0 | None |