| Field | Type | Offset | Description | Notes |
|---|---|---|---|---|
| hit0_Radius | f32 | 0x0 | Determines the radius of the hitbox (sphere/capsule). | |
| hit1_Radius | f32 | 0x4 | Determines the radius of the hitbox (sphere/capsule). | |
| hit2_Radius | f32 | 0x8 | Determines the radius of the hitbox (sphere/capsule). | |
| hit3_Radius | f32 | 0xc | Determines the radius of the hitbox (sphere/capsule). | |
| knockbackDist | f32 | 0x10 | Determines the distance the victim is knocked back by. In metres per second. | |
| hitStopTime | f32 | 0x14 | The duration that the victim's animations are paused for when hit. In seconds. | |
| spEffectId0 | s32 | 0x18 | SpEffect ID applied to victim by this attack. | This field refers to the following params: SpEffectParam |
| spEffectId1 | s32 | 0x1c | SpEffect ID applied to victim by this attack. | This field refers to the following params: SpEffectParam |
| spEffectId2 | s32 | 0x20 | SpEffect ID applied to victim by this attack. | This field refers to the following params: SpEffectParam |
| spEffectId3 | s32 | 0x24 | SpEffect ID applied to victim by this attack. | This field refers to the following params: SpEffectParam |
| spEffectId4 | s32 | 0x28 | SpEffect ID applied to victim by this attack. | This field refers to the following params: SpEffectParam |
| hit0_DmyPoly1 | s16 | 0x2c | The dummy polygon ID to place the sphere hitbox, or the tip of the capsule hitbox, for this hit. | |
| hit1_DmyPoly1 | s16 | 0x2e | The dummy polygon ID to place the sphere hitbox, or the tip of the capsule hitbox, for this hit. | |
| hit2_DmyPoly1 | s16 | 0x30 | The dummy polygon ID to place the sphere hitbox, or the tip of the capsule hitbox, for this hit. | |
| hit3_DmyPoly1 | s16 | 0x32 | The dummy polygon ID to place the sphere hitbox, or the tip of the capsule hitbox, for this hit. | |
| hit0_DmyPoly2 | s16 | 0x34 | The dummy polygon ID to place the sphere hitbox, or the tail of the capsule hitbox, for this hit. | |
| hit1_DmyPoly2 | s16 | 0x36 | The dummy polygon ID to place the sphere hitbox, or the tail of the capsule hitbox, for this hit. | |
| hit2_DmyPoly2 | s16 | 0x38 | The dummy polygon ID to place the sphere hitbox, or the tail of the capsule hitbox, for this hit. | |
| hit3_DmyPoly2 | s16 | 0x3a | The dummy polygon ID to place the sphere hitbox, or the tail of the capsule hitbox, for this hit. | |
| blowingCorrection | u16 | 0x3c | The multiplier to apply to the base blow-off value. | |
| atkPhysCorrection | u16 | 0x3e | The multiplier to apply to the base Physical attack value. | |
| atkMagCorrection | u16 | 0x40 | The multiplier to apply to the base Magic attack value. | |
| atkFireCorrection | u16 | 0x42 | The multiplier to apply to the base Fire attack value. | |
| atkThunCorrection | u16 | 0x44 | The multiplier to apply to the base Lightning attack value. | |
| atkStamCorrection | u16 | 0x46 | The multiplier to apply to the base stamina attack value. | |
| guardAtkRateCorrection | u16 | 0x48 | The multiplier to apply to the base guard attack value. Compared against the deflection defense value to determine if the attack will bounce. | |
| guardBreakCorrection | u16 | 0x4a | Player only. The multiplier to the base guard defense value. Compared against the deflection attack value to determine if the attack will bounce. | |
| atkThrowEscapeCorrection | u16 | 0x4c | The multiplier to apply to the base throw attack value. | |
| atkSuperArmorCorrection | u16 | 0x4e | Player only. The multiplier to apply to the base poise attack value. | |
| atkPhys | u16 | 0x50 | The base Physical attack value. Used primarily for NPC attacks. | |
| atkMag | u16 | 0x52 | The base Magic attack value. Used primarily for NPC attacks. | |
| atkFire | u16 | 0x54 | The base Fire attack value. Used primarily for NPC attacks. | |
| atkThun | u16 | 0x56 | The base Lightning attack value. Used primarily for NPC attacks. | |
| atkStam | u16 | 0x58 | The base stamina attack value. | |
| guardAtkRate | u16 | 0x5a | The base guard attack value. Compared against the guard defense value to determine if the attack will bounce. | |
| guardBreakRate | u16 | 0x5c | The base guard defense value. Compared against the guard attack value to determine if the attack will bounce. | |
| atkSuperArmor | u16 | 0x5e | The base poise attack value. | |
| atkThrowEscape | u16 | 0x60 | The base throw attack value. | |
| atkObj | u16 | 0x62 | The base object destruction value. Applied to the object's HP. | |
| guardStaminaCutRate | s16 | 0x64 | The multiplier to apply to the reduction of stamina damage when guarding. Positive values increase guard stability, negative values decrease it. | |
| guardRate | s16 | 0x66 | The multiplier to apply to the guard absorption value from the weapon. 0, 1x / 100, 2x / -100, guard multiplier = (guard multiplier / 100) to increase / decrease the parameter to 0. + 1) | |
| throwTypeId | u16 | 0x68 | The throw type ID to use with this attack against the victim. | |
| hit0_hitType | u8 | 0x6a | The hit collision type for this hit slot. | This field uses the following enum: ATK_PARAM_HIT_TYPE |
| hit1_hitType | u8 | 0x6b | The hit collision type for this hit slot. | This field uses the following enum: ATK_PARAM_HIT_TYPE |
| hit2_hitType | u8 | 0x6c | The hit collision type for this hit slot. | This field uses the following enum: ATK_PARAM_HIT_TYPE |
| hit3_hitType | u8 | 0x6d | The hit collision type for this hit slot. | This field uses the following enum: ATK_PARAM_HIT_TYPE |
| hti0_Priority | u8 | 0x6e | The priority for this hit slot. If there are two or more hits at the same time, the one with the higher priority will be adopted. | |
| hti1_Priority | u8 | 0x6f | The priority for this hit slot. If there are two or more hits at the same time, the one with the higher priority will be adopted. | |
| hti2_Priority | u8 | 0x70 | The priority for this hit slot. If there are two or more hits at the same time, the one with the higher priority will be adopted. | |
| hti3_Priority | u8 | 0x71 | The priority for this hit slot. If there are two or more hits at the same time, the one with the higher priority will be adopted. | |
| dmgLevel | u8 | 0x72 | The damage animation to apply to the victim of this attack. | This field uses the following enum: ATKPARAM_REP_DMGTYPE |
| mapHitType | u8 | 0x73 | Which map do you see around the attack? The set | This field uses the following enum: ATK_PARAM_MAP_HIT |
| guardCutCancelRate | s8 | 0x74 | Guard cut rate invalidation ratio (-100 to 100) Normal at 0 / Completely invalidated at -100 / Doubles the defense effect of the opponent at 100 -50, 100% cut shield becomes 50% cut Become | |
| atkAttribute | u8 | 0x75 | Attack attribute to use when applying attack against the victim. | This field uses the following enum: ATKPARAM_ATKATTR_TYPE |
| spAttribute | u8 | 0x76 | Special attributes to use when applying attack against the victim. | This field uses the following enum: ATKPARAM_SPATTR_TYPE |
| atkType | u8 | 0x77 | Specify the particles and sounds at the time of attack (1 set by attribute, material, size). | This field uses the following enum: BEHAVIOR_ATK_TYPE |
| atkMaterial | u8 | 0x78 | Specify the particles and sounds at the time of attack (1 set by attribute, material, size). | This field uses the following enum: WEP_MATERIAL_ATK |
| atkSize | u8 | 0x79 | Specify particles and sounds at the time of attack (Although it is reserved, it is used, so be sure to set it blank or small). | This field uses the following enum: BEHAVIOR_ATK_SIZE |
| defMaterial | u8 | 0x7a | Specify the particles and sounds when guarding against this attack. (1 set by attribute, material, size). | This field uses the following enum: WEP_MATERIAL_ATK |
| defSfxMaterial | u8 | 0x7b | The particles used when guarding against this attack. | This field uses the following enum: WEP_MATERIAL_DEF_SFX |
| hitSourceType | u8 | 0x7c | The source of the dummy Polygon ID to use for this attack. | This field uses the following enum: ATK_PARAM_HIT_SOURCE |
| throwFlag | u8 | 0x7d | The flag used to determine the throwing parameters for this attack. | This field uses the following enum: ATK_PATAM_THROWFLAG_TYPE |
| disableGuard | u8 | 0x7e [0] | If ON, then this attack ignores the victim's guard and applies the damage animation automatically. | This field is a boolean. |
| disableStaminaAttack | u8 | 0x7e [1] | If ON, then this attack will not reduce the victim's stamina as a result of them guarding the attack. | This field is a boolean. |
| disableHitSpEffect | u8 | 0x7e [2] | If ON, then this attack will not apply on-hit SpEffects to the victim. | This field is a boolean. |
| IgnoreNotifyMissSwingForAI | u8 | 0x7e [3] | If ON, then the enemy AI is not given notification of a missed attack. | This field is a boolean. |
| repeatHitSfx | u8 | 0x7e [4] | If ON, does the on-hit SFX for this attack repeat forever upon collision. | This field is a boolean. |
| isArrowAtk | u8 | 0x7e [5] | If ON, then this attack will count as damage to a destructable enemy part. | This field is a boolean. |
| isGhostAtk | u8 | 0x7e [6] | If ON, then this attack will count as damage to a ghost enemy. | This field is a boolean. |
| isDisableNoDamage | u8 | 0x7e [7] | If ON, then invulnerability frames (such as roll frames) are ignored by this attack. Complete invulnerability is NOT ignored however. | This field is a boolean. |
| pad | dummy8 | 0x7f | This field is padding. |
| Option | Description | Notes |
|---|---|---|
0 | Normal (tip) | |
1 | Middle | |
2 | Root | |
3 | Map Collision Detection |
| Option | Description | Notes |
|---|---|---|
0 | Default | |
1 | No Stagger | |
2 | Unavailable | |
3 | Addition | |
4 | Hit Stop | |
5 | Small Stagger | |
6 | Unavailable | |
7 | Large Stagger | |
8 | Unavailable | |
9 | Unavailable | |
10 | Blown Away | |
11 | Unavailable | |
12 | Unavailable |
| Option | Description | Notes |
|---|---|---|
0 | None | |
1 | Slash | |
2 | Strike | |
3 | Thrust | |
4 | Push |
| Option | Description | Notes |
|---|---|---|
0 | Do not overwrite | |
1 | None | |
2 | Fire | |
3 | Magic | |
4 | Poison | |
5 | Egg | |
6 | Lightning | |
7 | Petrification | |
8 | Crystallization | |
255 | None |
| Option | Description | Notes |
|---|---|---|
0 | Normal | |
1 | Precision | |
2 | Not on the map | |
3 | Map, not an asset |
| Option | Description | Notes |
|---|---|---|
0 | Slash | |
1 | Blow | |
2 | Thrust | |
3 | Explosion | |
4 | Bullet |
| Option | Description | Notes |
|---|---|---|
0 | Standard | |
1 | Physical | |
2 | Magic | |
3 | Fire | |
4 | Lightning | |
5 | Dark | |
6 | None | |
7 | Dmy1 | |
8 | Dmy2 | |
9 | Dmy3 | |
10 | Dmy4 | |
255 | None |
| Option | Description | Notes |
|---|---|---|
0 | Small | |
1 | Large |
| Option | Description | Notes |
|---|---|---|
0 | None | |
50 | Standard | |
51 | Physical | |
52 | Magic | |
53 | Fire | |
54 | Lightning | |
55 | Dark | |
59 | Fist | |
79 | Greatshield | |
255 | None |
| Option | Description | Notes |
|---|---|---|
0 | Weapon | |
1 | Body | |
2 | Part 0 | |
3 | Part 1 | |
4 | Part 2 | |
5 | Part 3 | |
6 | Part 4 | |
7 | Part 5 | |
8 | Part 6 | |
9 | Part 7 | |
10 | Part 8 | |
11 | Part 9 | |
12 | Part 10 | |
13 | Part 11 | |
14 | Part 12 | |
15 | Part 13 | |
16 | Part 14 | |
17 | Part 15 | |
18 | Part 16 | |
19 | Part 17 | |
20 | Part 18 | |
21 | Part 19 | |
22 | Part 20 | |
23 | Part 21 | |
24 | Part 22 | |
25 | Part 23 | |
26 | Part 24 | |
27 | Part 25 | |
28 | Part 26 | |
29 | Part 27 | |
30 | Part 28 | |
31 | Part 29 | |
32 | Part 30 | |
33 | Part 31 |
| Option | Description | Notes |
|---|---|---|
0 | None | |
1 | Throw transition | |
2 | Throw | |
3 | Throw transition (with dmgLevel) |