AtkParam
Dark Souls 1
Field | Description |
---|---|
hit0_Radius | Hitbox radius for hitbox 0 (1st) |
hit1_Radius | Hitbox radius for hitbox 1 (2nd) |
hit2_Radius | Hitbox radius for hitbox 2 (3rd) |
hit3_Radius | Hitbox radius for hitbox 3 (4th) |
knockbackDist | If attack will stun, distance victim travels in "meters" If attack will not stun, distance attacker travels backwards in "meters" (needs testing) |
hitStopTime | |
spEffectId0 | spEffectParam to apply to victims of this attack. Attacks used for bullets must use the spEffectId fields present in bullet parameters |
spEffectId1 | ^ |
spEffectId2 | ^ |
spEffectId3 | ^ |
spEffectId4 | ^ |
hit0_DmyPoly1 | ID of first dummypoly location to use for hitbox 0 (1st). DmyPoly2 fields can be used to define a second point for hitboxes, creating a hitbox capsule |
hit1_DmyPoly1 | ID of first dummypoly location to use for hitbox 1 (2nd). DmyPoly2 fields can be used to define a second point for hitboxes, creating a hitbox capsule |
hit2_DmyPoly1 | ID of first dummypoly location to use for hitbox 2 (3rd). DmyPoly2 fields can be used to define a second point for hitboxes, creating a hitbox capsule |
hit3_DmyPoly1 | ID of first dummypoly location to use for hitbox 3 (4th). DmyPoly2 fields can be used to define a second point for hitboxes, creating a hitbox capsule |
hit0_DmyPoly2 | ID of second dummypoly location to use for hitbox 0 (1st). If -1, only DmyPoly1 will be used for the hitbox, making the hitbox a sphere |
hit1_DmyPoly2 | ID of second dummypoly location to use for hitbox 1 (2nd). If -1, only DmyPoly1 will be used for the hitbox, making the hitbox a sphere |
hit2_DmyPoly2 | ID of second dummypoly location to use for hitbox 2 (3rd). If -1, only DmyPoly1 will be used for the hitbox, making the hitbox a sphere |
hit3_DmyPoly2 | ID of second dummypoly location to use for hitbox 3 (4th). If -1, only DmyPoly1 will be used for the hitbox, making the hitbox a sphere |
blowingCorrection | |
atkPhysCorrection | Multiplies physical damage of attack source, such as a weapon |
atkMagCorrection | Multiplies magic damage of attack source, such as a weapon |
atkFireCorrection | Multiplies fire damage of attack source, such as a weapon |
atkThunCorrection | Multiplies lightning damage of attack source, such as a weapon |
atkStamCorrection | Multiplies stamina damage of attack source, such as a weapon |
guardAtkRateCorrection | Multiplies deflection attack value of attack source, such as a weapon. Compared against deflection defense to determine if this attack should bounce |
guardBreakCorrection | Multiplies deflection defense of guard source, such as a shield. Compared against deflection attack value to determine if the attack should bounce |
atkThrowEscapeCorrection | |
atkSuperArmorCorrection | Multiplies poise damage of attack source, such as a weapon |
atkPhys | Physical damage |
atkMag | Magic damage |
atkFire | Fire damage |
atkThun | Lightning damage |
atkStam | Stamina damage |
guardAtkRate | Flat deflection damage. Compared against deflection defense value to determine if this attack should bounce. |
guardBreakRate | Flat deflection defense. Compared against deflection attack value to determine if the attack should bounce. |
atkSuperArmor | Poise damage |
atkThrowEscape | |
atkObj | Object damage. If an object has less object HP than the attack has object damage, the object will break. |
guardStaminaCutRate | Multiplies stability when guarding. -50 = -50% stability, 50 = +50% stability |
guardRate | Multiplies guard % (damage blocked) when guarding. -50 = -50% guard %, 50 = +50% guard % |
throwTypeId | |
hit0_hitType | Misc properties for hitbox 0 (1st). 0 = default, 2 = deflect off of map and object collision |
hit1_hitType | Misc properties for hitbox 1 (2nd). 0 = default, 2 = deflect off of map and object collision |
hit2_hitType | Misc properties for hitbox 2 (3rd). 0 = default, 2 = deflect off of map and object collision |
hit3_hitType | Misc properties for hitbox 3 (4th). 0 = default, 2 = deflect off of map and object collision |
hti0_Priority | |
hti1_Priority | |
hti2_Priority | |
hti3_Priority | |
dmgLevel | Stun level of the attack. See ds1-dmg-level-info for additional information |
mapHitType | |
guardCutCancelRate | |
atkAttribute | Physical damage type. 1 = Slash, 2 = Strike, 3 = Thrust, 4 = Normal |
spAttribute | Special damage type. Changes visual/audio effects on hit and death animations. 1 = Normal, 2 = Fire, 3 = Magic, 4 = Poison, 5 = unused ("egg"), 6 = Lightning, 7 = Petrification, 8 = Crystal |
atkType | |
atkMaterial | |
atkSize | |
defMaterial | |
defSfxMaterial | |
hitSourceType | |
throwFlag | |
disableGuard | true = attacks ignore guarding |
disableStaminaAttack | |
disableHitSpEffect | |
IgnoreNotifyMissSwingForAI | |
repeatHitSfx | |
isArrowAtk | |
isGhostAtk | true = attacks can harm new londo ghosts |
isDisableNoDamage |
Elden Ring
Field | DisplayName | Description | Enum |
---|---|---|---|
hit0_Radius | 0 radius per | Sphere, capsule radius | - |
hit1_Radius | 1 radius per | Sphere, capsule radius | - |
hit2_Radius | 2 radii per | Sphere, capsule radius | - |
hit3_Radius | 3 radii per | Sphere, capsule radius | - |
knockbackDist | Knockback distance [m] | Knockback distance [m] | - |
hitStopTime | Hit stop time [s] | Hit stop stop time [s] | - |
spEffectId0 | Special effects 0 | Enter the ID created with the special effects parameter | - |
spEffectId1 | Special effect 1 | Enter the ID created with the special effects parameter | - |
spEffectId2 | Special effect 2 | Enter the ID created with the special effects parameter | - |
spEffectId3 | Special effect 3 | Enter the ID created with the special effects parameter | - |
spEffectId4 | Special effect 4 | Enter the ID created with the special effects parameter | - |
hit0_DmyPoly1 | Per 0 Damipoli 1 | Damipoli in sphere, capsule position | - |
hit1_DmyPoly1 | 1 per Damipoli 1 | Damipoli in sphere, capsule position | - |
hit2_DmyPoly1 | 2 per Damipoli 1 | Damipoli in sphere, capsule position | - |
hit3_DmyPoly1 | 3 per Damipoli 1 | Damipoli in sphere, capsule position | - |
hit0_DmyPoly2 | Per 0 Damipoli 2 | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit1_DmyPoly2 | 1 per Damipoli 2 | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit2_DmyPoly2 | 2 per Damipoli 2 | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit3_DmyPoly2 | 3 per Damipoli 2 | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
blowingCorrection | Blow-off correction value | Correction value when blowing off | - |
atkPhysCorrection | Physical attack power correction value | PC only. Multiplier by multiplying the basic physical attack power | - |
atkMagCorrection | Magic attack power correction value | PC only. Multiply the magic attack power (in the case of a bow, correct the missile) | - |
atkFireCorrection | Fire attack power correction value | PC only. Multiply the fire attack power (in the case of a bow, correct the missile) | - |
atkThunCorrection | Electric shock attack power correction value | PC only. Multiplier for electric shock attack power (in the case of a bow, correct the missile) | - |
atkStamCorrection | Stamina attack power correction value | PC only. Multiplier for stamina attack power | - |
guardAtkRateCorrection | Repellent attack power correction value | PC only. 1 only | - |
guardBreakCorrection | Repellent defense correction value | PC only. Multiplying the base value by the repelling of the attack | - |
atkThrowEscapeCorrection | Throw-through attack power correction value | Weapon correction value for throw-through attacks | - |
subCategory1 | Subcategory 1 | Subcategory 1 | ATK_SUB_CATEGORY |
subCategory2 | Subcategory 2 | Subcategory 2 | ATK_SUB_CATEGORY |
atkPhys | Physical attack power | NPCs only. Basic damage of physical attack | - |
atkMag | Magic attack power | NPCs only. Additional damage from magic attacks | - |
atkFire | Fire attack power | NPCs only. Additional damage from fire attacks | - |
atkThun | Electric shock attack power | NPCs only. Additional damage from electric shock attacks | - |
atkStam | Stamina attack power | NPCs only. Amount of damage to enemy (player) stamina | - |
guardAtkRate | Repellent attack power | NPCs only. Flick value | - |
guardBreakRate | Repellent defense | NPCs only. Value used to determine if an attack is repelled | - |
pad6 | pad | - | |
isEnableCalcDamageForBushesObj | Can damage bushes | Do you want to calculate damage for assets that are "Break due to bush damage"? To set. 〇: Calculate, ×: Do not calculate (that is, you cannot inflict damage) [GR] SEQ20617 | ATK_PARAM_BOOL |
atkThrowEscape | Throw-through attack power | Throw-through attack power | - |
atkObj | Object attack power | Attack power against OBJ | - |
guardStaminaCutRate | Stamina cut rate correction when guarding | Correct the [stamina cut rate when guarding] set in the weapon parameter and NPC parameter. | - |
guardRate | Guard magnification | NPC, the guard performance set in the weapon parameter is uniformly corrected. 0, 1x / 100, 2x / -100, guard multiplier = (guard multiplier / 100) to increase / decrease the parameter to 0. + 1) | - |
throwTypeId | Throw type ID | ID associated with the throw parameter | - |
hit0_hitType | 0 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hit1_hitType | 1 part per part | Hit part | ATK_PARAM_HIT_TYPE |
hit2_hitType | 2 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hit3_hitType | 3 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hti0_Priority | 0 Priority per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti1_Priority | 1 priority per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti2_Priority | 2 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti3_Priority | 3 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
dmgLevel | Damage level | Which damage motion should be played against the enemy when attacking? To decide. | - |
mapHitType | See per map | Which map do you see around the attack? The set | ATK_PARAM_MAP_HIT |
guardCutCancelRate | Guard cut rate invalidation factor | 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 | Physical attributes | Physical attributes to set for attacks | ATKPARAM_ATKATTR_TYPE |
spAttribute | Special attributes | Special attributes to set for attacks | ATKPARAM_SPATTR_TYPE |
atkType | Attack attribute [SFX / SE] | Specify SFX / SE at the time of attack (1 set by attribute, material, size) | BEHAVIOR_ATK_TYPE |
atkMaterial | Attack material [SFX / SE] | Specify SFX / SE at the time of attack (1 set by attribute, material, size) | WEP_MATERIAL_ATK |
guardRangeType | Guard judgment position | Guard judgment position | ATKPARAM_GUARD_RANGE_TYPE |
defSeMaterial1 | Defensive material 1 [SE] | Used for SE when guarding 1 | WEP_MATERIAL_DEF |
hitSourceType | Source per | Where do you get the Damipoli ID per attack? To specify | ATK_PARAM_HIT_SOURCE |
throwFlag | Throw | Flag used for throwing information | ATK_PATAM_THROWFLAG_TYPE |
disableGuard | Unguardable flag | If 1, ignore the guard on the guard side and enter the damage level | ATK_PARAM_BOOL |
disableStaminaAttack | Stamina does not decrease | "Destruction judgment" is performed by stamina attack power, but stamina is not actually reduced. | ATK_PARAM_BOOL |
disableHitSpEffect | Special effects disabled on hit | Disables special effects when an attack hits. SCE bug countermeasures | ATK_PARAM_BOOL |
IgnoreNotifyMissSwingForAI | Do not notify AI of missed swing | Do not notify AI of missed swing | ATK_PARAM_BOOL |
repeatHitSfx | Do you issue SFX many times during HIT? | Enemy only: Does SFX occur continuously when hitting a wall? | ATK_PARAM_BOOL |
isArrowAtk | Is it an arrow attack? | Used for site damage judgment. | ATK_PARAM_BOOL |
isGhostAtk | Is it a ghost attack? | Used for determining spirit damage. | ATK_PARAM_BOOL |
isDisableNoDamage | Do you penetrate invincible | Ignore invincible effects such as steps, TAE's complete invincibility cannot be ignored. | ATK_PARAM_BOOL |
atkPow_forSfx | Attack strength [SFX] | Attack strength [SFX] | ATKPARAM_SFX_ATK_POW |
atkDir_forSfx | Attack direction [SFX] | Attack direction [SFX] | ATKPARAM_SFX_ATK_DIR |
opposeTarget | Target: ● Hostile | Target: ● Hostile | ATK_PARAM_BOOL |
friendlyTarget | Target: ○ Allies | Target: ○ Allies | ATK_PARAM_BOOL |
selfTarget | Target: myself | Target: myself | ATK_PARAM_BOOL |
isCheckDoorPenetration | Do you want to check the door penetration? | Whether to check the door penetration. In the case of ○, it is judged whether or not the target through the door can be attacked. | ATK_PARAM_BOOL |
isVsRideAtk | Is it a riding special attack? | If you hit the target of the riding special attack while riding, the SA damage will be multiplied by the multiplier. | ATK_PARAM_BOOL |
isAddBaseAtk | Do you refer to the additional attack power even in weapon attacks? | Do you refer to the additional attack power even in weapon attacks? | ATK_PARAM_BOOL |
excludeThreatLvNotify | Is it excluded from threat level notification? | Is it excluded from threat level notification? | ATK_PARAM_BOOL |
pad1 | pad1 | - | |
atkBehaviorId | Behavior identification value 1 | Behavior identification value: Extra large damage transition | ATKPARAM_BEHAVIOR_ID |
atkPow_forSe | Attack strength [SE] | Attack strength [SE] | ATKPARAM_SE_ATK_POW |
atkSuperArmor | SA attack power | NPCs only. Value used for SA break calculation formula | - |
decalId1 | Decal ID 1 (directly specified) | Decal ID 1 (directly specified) | - |
decalId2 | Decal ID 2 (directly specified) | Decal ID 2 (directly specified) | - |
AppearAiSoundId | AI sound ID when it occurs | ID of AI sound generated when an attack occurs | - |
HitAiSoundId | AI sound ID on hit | ID of AI sound generated at the time of hit | - |
HitRumbleId | Vibration effect on hit (-1 invalid) | Vibration ID at the time of hit (-1 invalid). It is a vibration ID when none of the following three applies | - |
HitRumbleIdByNormal | Vibration ID when the tip hits | Vibration ID at the time of hit when hitting the tip (-1 invalid) | - |
HitRumbleIdByMiddle | Vibration ID when hit in the middle | Vibration ID at the time of hit when hit in the middle (-1 invalid) | - |
HitRumbleIdByRoot | Vibration ID at the time of root hit | Vibration ID at the time of hit when hitting the root (-1 invalid) | - |
traceSfxId0 | Sword Flash SfxID_0 | Sword flash SfxID_0 (-1 invalid) | - |
traceDmyIdHead0 | Root Sword Flash Damipoli ID_0 | Sword flash root Damipoli ID_0 (-1 invalid) | - |
traceDmyIdTail0 | Sword tip sword flash Damipoli ID_0 | Sword Flash Sword Tip Damipoli ID_0 | - |
traceSfxId1 | Sword Flash SfxID_1 | Sword flash SfxID_1 (-1 invalid) | - |
traceDmyIdHead1 | Root Sword Flash Damipoli ID_1 | Sword Flash Root Damipoli ID_1 (-1 invalid) | - |
traceDmyIdTail1 | Sword tip sword flash Damipoli ID_1 | Sword Flash Sword Tip Damipoli ID_1 | - |
traceSfxId2 | Sword Flash SfxID_2 | Sword flash SfxID_2 (-1 invalid) | - |
traceDmyIdHead2 | Root Sword Flash Damipoli ID_2 | Sword Flash Root Damipoli ID_2 (-1 invalid) | - |
traceDmyIdTail2 | Sword tip sword flash Damipoli ID_2 | Sword Flash Sword Tip Damipoli ID_2 | - |
traceSfxId3 | Sword Flash SfxID_3 | Sword Flash SfxID_3 (-1 invalid) | - |
traceDmyIdHead3 | Root Sword Flash Damipoli ID_3 | Sword flash root Damipoli ID_3 (-1 invalid) | - |
traceDmyIdTail3 | Sword tip sword flash Damipoli ID_3 | Sword Flash Sword Tip Damipoli ID_3 | - |
traceSfxId4 | Sword Flash SfxID_4 | Sword Flash SfxID_4 (-1 invalid) | - |
traceDmyIdHead4 | Root Sword Flash Damipoli ID_4 | Sword flash root Damipoli ID_4 (-1 invalid) | - |
traceDmyIdTail4 | Sword tip sword flash Damipoli ID_4 | Sword Flash Sword Tip Damipoli ID_4 | - |
traceSfxId5 | Sword Flash SfxID_5 | Sword Flash SfxID_5 (-1 invalid) | - |
traceDmyIdHead5 | Root Sword Flash Damipoli ID_5 | Sword Flash Root Damipoli ID_5 (-1 invalid) | - |
traceDmyIdTail5 | Sword tip sword flash Damipoli ID_5 | Sword Flash Sword Tip Damipoli ID_5 | - |
traceSfxId6 | Sword Flash SfxID_6 | Sword Flash SfxID_6 (-1 invalid) | - |
traceDmyIdHead6 | Root Sword Flash Damipoli ID_6 | Sword Flash Root Damipoli ID_6 (-1 invalid) | - |
traceDmyIdTail6 | Sword tip sword flash Damipoli ID_6 | Sword Flash Sword Tip Damipoli ID_6 | - |
traceSfxId7 | Sword Flash SfxID_7 | Sword Flash SfxID_7 (-1 invalid) | - |
traceDmyIdHead7 | Root Sword Flash Damipoli ID_7 | Sword Flash Root Damipoli ID_7 (-1 invalid) | - |
traceDmyIdTail7 | Sword tip sword flash Damipoli ID_7 | Sword Flash Sword Tip Damipoli ID_7 | - |
hit4_Radius | 4 radii per | Sphere, capsule radius | - |
hit5_Radius | 5 radii per | Sphere, capsule radius | - |
hit6_Radius | 6 radii per | Sphere, capsule radius | - |
hit7_Radius | 7 radii per | Sphere, capsule radius | - |
hit8_Radius | 8 radii per | Sphere, capsule radius | - |
hit9_Radius | 9 radii per | Sphere, capsule radius | - |
hit10_Radius | 10 radii per | Sphere, capsule radius | - |
hit11_Radius | 11 radii per | Sphere, capsule radius | - |
hit12_Radius | 12 radii per | Sphere, capsule radius | - |
hit13_Radius | 13 radii per | Sphere, capsule radius | - |
hit14_Radius | 14 radii per | Sphere, capsule radius | - |
hit15_Radius | 15 radii per | Sphere, capsule radius | - |
hit4_DmyPoly1 | 4 per Damipoli 1 | Damipoli in sphere, capsule position | - |
hit5_DmyPoly1 | 5 per Damipoli 1 | Damipoli in sphere, capsule position | - |
hit6_DmyPoly1 | 6 per Damipoli 1 | Damipoli in sphere, capsule position | - |
hit7_DmyPoly1 | 7 per Damipoli 1 | Damipoli in sphere, capsule position | - |
hit8_DmyPoly1 | 8 Damipoli per 1 | Damipoli in sphere, capsule position | - |
hit9_DmyPoly1 | 9 per Damipoli 1 | Damipoli in sphere, capsule position | - |
hit10_DmyPoly1 | 10 per Damipoli 1 | Damipoli in sphere, capsule position | - |
hit11_DmyPoly1 | Per 11 Damipoli 1 | Damipoli in sphere, capsule position | - |
hit12_DmyPoly1 | 12 per Damipoli 1 | Damipoli in sphere, capsule position | - |
hit13_DmyPoly1 | 13 Damipoli per 1 | Damipoli in sphere, capsule position | - |
hit14_DmyPoly1 | Per 14 Damipoli 1 | Damipoli in sphere, capsule position | - |
hit15_DmyPoly1 | 15 per Damipoli 1 | Damipoli in sphere, capsule position | - |
hit4_DmyPoly2 | 4 per Damipoli 2 | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit5_DmyPoly2 | 5 Damipoli 2 per | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit6_DmyPoly2 | 6 Damipoli 2 per | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit7_DmyPoly2 | 7 Damipoli 2 per | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit8_DmyPoly2 | 8 per Damipoli 2 | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit9_DmyPoly2 | 9 Damipoli per 2 | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit10_DmyPoly2 | 10 per Damipoli 2 | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit11_DmyPoly2 | Per 11 Damipoli 2 | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit12_DmyPoly2 | 12 per Damipoli 2 | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit13_DmyPoly2 | Per 13 Damipoli 2 | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit14_DmyPoly2 | Per 14 Damipoli 2 | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit15_DmyPoly2 | 15 per Damipoli 2 | The position of another point on the capsule Damipoli. -1 makes it a sphere | - |
hit4_hitType | 4 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hit5_hitType | 5 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hit6_hitType | 6 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hit7_hitType | 7 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hit8_hitType | 8 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hit9_hitType | 9 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hit10_hitType | 10 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hit11_hitType | 11 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hit12_hitType | 12 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hit13_hitType | 13 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hit14_hitType | 14 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hit15_hitType | 15 parts per | Hit part | ATK_PARAM_HIT_TYPE |
hti4_Priority | 4 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti5_Priority | 5 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti6_Priority | 6 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti7_Priority | 7 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti8_Priority | 8 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti9_Priority | 9 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti10_Priority | 10 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti11_Priority | 11 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti12_Priority | 12 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti13_Priority | 13 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti14_Priority | 14 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
hti15_Priority | 15 priorities per | priority. If there are two or more hits at the same time, the one with the higher priority will be adopted. | - |
defSfxMaterial1 | Defensive material 1 [SFX] | Used for SFX when guarding. 1 | WEP_MATERIAL_DEF_SFX |
defSeMaterial2 | Defensive material 2 [SE] | Used for SE when guarding 2 | WEP_MATERIAL_DEF |
defSfxMaterial2 | Defensive material 2 [SFX] | Used for SFX when guarding. 2 | WEP_MATERIAL_DEF_SFX |
atkDarkCorrection | Dark attack power correction value | PC only. Multiply the dark attack power (in the case of a bow, correct the missile) | - |
atkDark | Dark attack power | NPCs only. Additional damage from dark attacks | - |
pad5 | pad | pad | - |
isDisableParry | Attack contact parry judgment invalid | This is a flag to disable the new parry control. A process that determines that the damage on the attacking side has been parried when it comes into contact with a character in the parry state on the defending side. | ATK_PARAM_BOOL |
isDisableBothHandsAtkBonus | Is the attack power bonus invalid when holding both hands? | Avoid using the 1.5x growth status adaptation with both hands | ATK_PARAM_BOOL |
isInvalidatedByNoDamageInAir | Will it be disabled with limited invincibility (only in the air)? | If "Do you want to penetrate invincibility" is ◯, this setting will be ignored. | ATK_PARAM_BOOL |
pad2 | pad1 | - | |
dmgLevel_vsPlayer | Damage level vs. player | Damage level to the player. If it is "0 (default)", it is not used. The meaning of the range other than "0 (default)" is the same as "Damage level". | ATKPARAM_REP_DMGTYPE |
statusAilmentAtkPowerCorrectRate | Abnormal state attack power magnification correction | Magnification correction is performed for the abnormal state attack power of special effects. | - |
spEffectAtkPowerCorrectRate_byPoint | Special effects attack power multiplier correction (attack power points) | Magnification correction is performed for the special effect ~ ~ attack power [point]. | - |
spEffectAtkPowerCorrectRate_byRate | Special effect attack power multiplier correction (attack power multiplier) | Magnification is corrected for the special effect's attack power multiplier. | - |
spEffectAtkPowerCorrectRate_byDmg | Special effect attack power multiplier correction (final attack power multiplier) | Attack side of special effect: ~ ~ Performs magnification correction for damage multiplier. | - |
atkBehaviorId_2 | Behavior identification value 2 | Behavior identification value: Plays damage motion only at specific times | ATKPARAM_BEHAVIOR_ID |
throwDamageAttribute | Throw damage attribute | Attribute of throw damage of attack judgment. Corresponding special effects will be applied. It works only when the attack ATK_PATAM_THROWFLAG_TYPE is "2: Throw". | ATKPARAM_THROWATTR_TYPE |
statusAilmentAtkPowerCorrectRate_byPoint | Special effect status abnormality correction (attack power point) | Magnification correction is performed for the special effect "Whether to apply the abnormal state attack power magnification correction". | - |
overwriteAttackElementCorrectId | Attack attribute correction ID overwrite | For overwriting the ID of the parameter that corrects the attack attribute | - |
decalBaseId1 | Decal identifier 1 | Decal identifier 1 (3 digits) | - |
decalBaseId2 | Decal identifier 2 | Decal identifier 2 (3 digits) | - |
wepRegainHpScale | Weapon regain amount correction value | Weapon regain amount correction value | - |
atkRegainHp | Amount of attack regain | Amount of attack regain | - |
regainableTimeScale | Regainable time correction factor | Regainable time correction factor | - |
regainableHpRateScale | Regainable rate correction factor | Regainable rate correction factor | - |
regainableSlotId | Same attack judgment ID | Same attack judgment ID | - |
spAttributeVariationValue | Special attribute variation value | Value for giving variation to SFX and SE generated by special attribute in combination with "special attribute" (SEQ16473) | - |
parryForwardOffset | Front angle offset of parry establishment condition | Front angle offset of [collapsed side] of parry establishment condition | - |
atkSuperArmorCorrection | SA attack power correction value | PC only. Correction value to be applied to the [basic value] set for the weapon | - |
defSfxMaterialVariationValue | Defensive material variation value | A value to have variations of damage SFX and SE in combination with "defense material 1 or 2" used when guarding. (SEQ16473) | - |
pad4 | pad | - |