AAC stands for Attach Attack Collision.
Responsible for collisions attached to a character’s weapon or anything else that needs to perform a collision check.
| Offset |
Type |
Description |
| 0x0 |
char[4] |
File identifier, always @AAC. |
| 0x4 |
uint32 |
Version, 1 |
| 0x8 |
int32 |
Tag Count |
| 0xC |
uint32 |
AAC Data Table Pointer |
AAC Data Table
Data Table Flag
| Bit |
Count |
Description |
| 0 |
30 |
Padding |
| 30 |
1 |
No Guard Reaction |
| 31 |
1 |
BG Hit |
AAC Data Group
| Offset |
Type |
Description |
| 0x0 |
uint32 |
Hit Effect Name Pointer |
| 0x4 |
uint32 |
Hit Effect FEP Pointer |
| 0x8 |
uint32 |
Data Group Flag |
| 0xC |
int16 |
Collision Kind |
| 0xE |
int16 |
Collision Shape |
| 0x10 |
int16 |
Attack Kind |
| 0x12 |
int16 |
Attack Number |
| 0x14 |
uint8 |
Update Attack ID Interval |
| 0x15 |
int8[3] |
Parameters |
| 0x18 |
int16 |
Group |
| 0x1A |
int16 |
Count |
| 0x1C |
uint32 |
Pointer to AAC Data |
Data Group Flag
| Bit |
Count |
Description |
| 0 |
28 |
Padding |
| 28 |
1 |
No Parent Rotation |
| 29 |
1 |
Combo |
| 30 |
1 |
No Loop Update Attack ID |
| 31 |
1 |
No Attach |
AAC Data
| Offset |
Type |
Description |
| 0x0 |
uint32 |
Pointer to Bone 1 |
| 0x4 |
Vector3f |
Offset 1 |
| 0x10 |
uint32 |
Pointer to Bone 2 |
| 0x14 |
Vector3f |
Offset 2 |
| 0x20 |
float |
Radius |
| 0x24 |
int16 |
Start Frame |
| 0x26 |
int16 |
End Frame |
| 0x28 |
float |
IncAndDecValue |
| 0x2C |
float |
Reflect Radius |
| 0x30 |
int16 |
Reflect Start Frame |
| 0x32 |
int16 |
Reflect End Frame |