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ds1-refmat:param:npcthinkparam

NpcThinkParam

Fields

Field Type Offset Description Notes
logicId s32 0x0 The logic script to use for this character.
battleGoalID s32 0x4 The battle script to use for this character.
nearDist f32 0x8 The distance between this character and the target that is treated as 'short' for combat distance calculations.
midDist f32 0xc The distance between this character and the target that is treated as 'medium' for combat distance calculations.
farDist f32 0x10 The distance between this character and the target that is treated as 'long' for combat distance calculations.
outDist f32 0x14 The distance between this character and the target that ends combat aggression. A character outside of this range will no longer attempt combat actions.
BackHomeLife_OnHitEneWal f32 0x18 The duration of the BackToHome goal when this character hits an enemy wall collision (which blocks movement). In seconds.
goalID_ToCaution s32 0x1c The goal ID to use when this character enters the 'Caution' alert state.
idAttackCannotMove s32 0x20 The EzState ID to use for the action to perform when this character's movement is stopped by a destructible object.
goalID_ToFind s32 0x24 The goal ID to use when this character enters the 'Search' alert state.
callHelp_ActionAnimId s32 0x28 The action animation ID (EzStateAnimID) to use when responding to a call for help.
callHelp_CallActionId s32 0x2c The action animation ID (EzStateAnimID) to use when calling for help.
eye_dist u16 0x30 The maximum extent to check for when searching visually (sight) for this character. In metres.
ear_dist u16 0x32 The maximum extent to check for when searching aurally (sound) for this character. In metres.
ear_soundcut_dist u16 0x34 The distance at which the size of a sound source will be reduced. Sounds below this distance will no longer be heard. In metres.
nose_dist u16 0x36 The maximum extent to check for when searching olfactorily (smell) for this character. This method of searching is never blocked by any obstacle. In metres.
maxBackhomeDist u16 0x38 The distance after which this character will always return home. In metres. A parameter for the COMMON_SetBattleActLogic script.
backhomeDist u16 0x3a The distance after which this character will return home if in combat with a target. In metres. A parameter for the COMMON_SetBattleActLogic script.
backhomeBattleDist u16 0x3c The distance whilst in combat, after which an attempt to return home will be aborted. In metres. A parameter for the COMMON_SetBattleActLogic script.
nonBattleActLife u16 0x3e The duration for non-combat acts whilst this character is aware of a target. In seconds. A parameter for the COMMON_SetBattleActLogic script.
BackHome_LookTargetTime u16 0x40 When this character is returning home, this is the duration they keep looking at their current target for. In seconds.
BackHome_LookTargetDist u16 0x42 When this character is returning home, this is the distance at which they keep looking at their current target for. In metres.
SightTargetForgetTime u16 0x44 The duration after a visual target has been acquired in which it will be forgotten. In frames.
SoundTargetForgetTime u16 0x46 The duration after a aural target has been acquired in which it will be forgotten. In frames.
BattleStartDist u16 0x48 The distance at which this character will start combat after acquiring a target. In metres.
callHelp_MyPeerId u16 0x4a The friend group ID this character belongs to, and thus which other characters it will respond to.
callHelp_CallPeerId u16 0x4c The friend group ID this character belongs to, and thus which other characters it can call to.
targetSys_DmgEffectRate u16 0x4e The damage effect rate for this character, used in the target system evaluation.
TeamAttackEffectivity u8 0x50 A value used to determine the number of simultaneous attackers within a group of characters that share the same team. Each potential attacker adds thier TeamAttackEffectivity to a total value. If this total value is or exceeds 100, no more attackers will be allowed to attack. In general, this means higher values reduce the number of potential attackers against a target.
eye_angX u8 0x51 The horizontal cone within which the visual search is performed. In degrees.
eye_angY u8 0x52 The vertical cone within which the visual search is performed. In degrees.
ear_angX u8 0x53 The horizontal cone within which the aural search is performed. In degrees.
ear_angY u8 0x54 The vertical cone within which the aural search is performed. In degrees.
callHelp_CallValidMinDistTarget u8 0x55 If a character is closer than this distance to their target, they cannot call for friends. In metres.
callHelp_CallValidRange u8 0x56 If a character is further than this distance to a friend, they cannot call the friend. In metres.
callHelp_ForgetTimeByArrival u8 0x57 When a friend is called, this is the duration it takes to answer and then forget the call. In seconds.
callHelp_MinWaitTime u8 0x58 The minimum duration after a call that any friend responses can occur. In milliseconds.
callHelp_MaxWaitTime u8 0x59 The maximum duration after a call that any friend responses can occur. In milliseconds.
goalAction_ToCaution u8 0x5a The goal action when this character becomes alert. This field uses the following enum: NPC_THINK_GOAL_ACTION
goalAction_ToFind u8 0x5b The goal action when this character acquires a target. This field uses the following enum: NPC_THINK_GOAL_ACTION
callHelp_ReplyBehaviorType u8 0x5c The action type for reaching the friend's position after responding to a call. This field uses the following enum: NPC_THINK_REPLY_BEHAVIOR_TYPE
disablePathMove u8 0x5d If ON, then path movement using the navigation mesh is ignored, and direct movement occurs in a straight line (obstacles are not accounted for). This field is a boolean.
skipArrivalVisibleCheck u8 0x5e If ON, arrival is achieved even if there is no line of sight. This field is a boolean.
thinkAttr_doAdmirer u8 0x5f If ON, this character plays the role of an entourage. This is a think attribute. This field is a boolean.
enableNaviFlg_Edge u8 0x60 [0] If ON, this character can navigate on graph edges marked with the 'cliff' navigation flag. This field is a boolean.
enableNaviFlg_LargeSpace u8 0x60 [1] If ON, this character can navigate on graph edges marked with the 'wide' navigation flag. This field is a boolean.
enableNaviFlg_Ladder u8 0x60 [2] If ON, this character can navigate on graph edges marked with the 'ladder' navigation flag. This field is a boolean.
enableNaviFlg_Hole u8 0x60 [3] If ON, this character can navigate on graph edges marked with the 'hole' navigation flag. This field is a boolean.
enableNaviFlg_Door u8 0x60 [4] If ON, this character can navigate on graph edges marked with the 'door' navigation flag. This field is a boolean.
enableNaviFlg_InSideWall u8 0x60 [5] If ON, this character can navigate on graph edges marked with the 'in the wall' navigation flag. This field is a boolean.
enableNaviFlg_reserve0 dummy8 0x60 [6-7] This field is padding.
enableNaviFlg_reserve1 dummy8 0x61 This field is padding.
pad0 dummy8 0x64 This field is padding.

Enums

NPC_THINK_GOAL_ACTION

Option Description Notes
0 Do nothing
1 Face towards Target
2 Walk to Target
3 Run to Target
4 Set any Goal
5 Away from Target
6 Wander Around
7 Hold up Shield → Walk to Target
8 Route movement
9 Walk around nearby

NPC_THINK_REPLY_BEHAVIOR_TYPE

Option Description Notes
0 Walking
1 Run and move
2 Walking (move the nest)
3 Run and move (move the nest)
4 Run and move accordingly
5 Run and move accordingly (move the nest)
6 Walk to coordinates
7 Run to coordinates
ds1-refmat/param/npcthinkparam.txt · Last modified: by admin