| Field | Type | Offset | Description | Notes |
|---|---|---|---|---|
| aiVolumeRate | f32 | 0x0 | Normal when 1x. When set to 0, the sound radius becomes 0 (SE and SFX are unrelated game-like parameters). | |
| spEffectIdOnHit0 | s32 | 0x4 | When this hit material is hit, this SpEffect is applied to the character. | This field refers to the following params: SpEffectParam |
| spEffectIdOnHit1 | s32 | 0x8 | When this hit material is hit, this SpEffect is applied to the character. | This field refers to the following params: SpEffectParam |
| footEffectHeightType | u8 | 0xc [0-1] | The height at which to generate the foot effect when hitting this material. | This field uses the following enum: HMP_FOOT_EFFECT_HEIGHT_TYPE |
| footEffectDirType | u8 | 0xc [2-3] | The direction in which to generate the foot effect when hitting this material. | This field uses the following enum: HMP_FOOT_EFFECT_DIR_TYPE |
| floorHeightType | u8 | 0xc [4-5] | Determines the floor height for this hit material. For floating items such as the surface of the water | This field uses the following enum: HMP_FLOOR_HEIGHT_TYPE |
| pad0 | dummy8 | 0xd | This field is padding. |
| Option | Description | Notes |
|---|---|---|
0 | No Change | |
1 | Force to Reflective Surface Height | |
2 | Force to Character Height |
| Option | Description | Notes |
|---|---|---|
0 | No Change | |
1 | Force Upwards |
| Option | Description | Notes |
|---|---|---|
0 | No Change | |
1 | Force to Reflective Surface Height |