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 |