EPD stands for Entity Parameter Data and contains all the stats related to the character stats.
These files are contained within the .arc files of characters beginning with e or b, for example, b01ex00.arc has a file named b01ex00.epd which contains its stats.
The format consists on the following structures in order:
Header
General Parameters
Animation List
Other Parameters
Technique Parameters
Drop Items
Extra Parameters
| Offset |
Type |
Description |
| 0x0 |
string |
File identifier, always @EPD |
| 0x4 |
int |
Version, 9 |
General Parameters
| Offset |
Type |
Description |
| 0x0 |
uint32 |
Status Ailments flag |
| 0x4 |
float |
Max HP (Bosses) Health Multiplier (Enemies) |
| 0x8 |
float |
Experience Multiplier |
| 0xC |
uint32 |
iSize (Unknown) |
| 0x10 |
float |
Physical Damage Multiplier |
| 0x14 |
float |
Fire Damage Multiplier |
| 0x18 |
float |
Ice Damage Multiplier |
| 0x1C |
float |
Thunder Damage Multiplier |
| 0x20 |
float |
Darkness Damage Multiplier |
| 0x24 |
float |
Non-Elemental Damage Multiplier |
Status Ailments
| Bit |
Count |
Description |
| 0 |
1 |
Fly |
| 1 |
1 |
Small Damage Reaction |
| 2 |
1 |
Small Damage Reaction Only |
| 3 |
1 |
Hitback |
| 4 |
1 |
dummy4 |
| 5 |
1 |
dummy5 |
| 6 |
1 |
dummy6 |
| 7 |
1 |
dummy7 |
| 8 |
1 |
dummy8 |
| 9 |
1 |
dummy9 |
| 10 |
1 |
Poison |
| 11 |
1 |
Slow |
| 12 |
1 |
Stop |
| 13 |
1 |
Bind |
| 14 |
1 |
Faint |
| 15 |
1 |
Freeze |
| 16 |
1 |
Burn |
| 17 |
1 |
Confuse |
| 18 |
1 |
Blind |
| 19 |
1 |
Death |
| 20 |
1 |
Zero Gravity |
| 21 |
1 |
Minimum |
| 22 |
1 |
Magnet |
| 23 |
1 |
Degen |
| 24 |
1 |
Sleep |
| 25 |
1 |
dummy25 |
| 26 |
1 |
dummy26 |
| 27 |
1 |
dummy27 |
| 28 |
1 |
dummy28 |
| 29 |
1 |
dummy29 |
| 30 |
1 |
dummy30 |
| 31 |
1 |
dummy31 |
Animation List
| Offset |
Type |
Description |
| 0x0 |
char[4] |
Animation List (mnDamageMotion) |
Animation List has 20 instances and 8 filler bytes.
Other Parameters
Effectiveness Flag
| Bit |
Count |
Description |
| 0 |
2 |
Effective Poison |
| 2 |
2 |
Effective Stop |
| 4 |
2 |
Effective Bind |
| 6 |
2 |
Effective Faint |
| 8 |
2 |
Effective Blind |
| 10 |
2 |
Effective Minimum |
| 12 |
20 |
padding |
Technique Parameters
This structures repeats for as many animations need their parameters set.
| Offset |
Type |
Description |
| 0x0 |
float |
Technique Damage Multiplier |
| 0x4 |
uint8 |
Technique Number |
| 0x5 |
uint8 |
Attack Kind |
| 0x6 |
uint8 |
Attack Attribute |
| 0x7 |
uint8 |
Success Rate (Usually 0x64 [100]) |
Attack Kind
| Id |
Kind |
Description |
| 0x01 |
Small Damage |
|
| 0x02 |
Big Damage |
|
| 0x03 |
Blow Damage |
|
| 0x04 |
Toss Damage |
|
| 0x05 |
Beat Damage |
|
| 0x06 |
Flick Damage |
|
| 0x07 |
Poison |
|
| 0x08 |
Slow |
|
| 0x09 |
Stop |
|
| 0x0A |
Bind |
|
| 0x0B |
Stun |
|
| 0x0C |
Freeze |
|
| 0x0D |
Burn |
|
| 0x0E |
Confu |
|
| 0x0F |
Blind |
|
| 0x10 |
Death |
|
| 0x11 |
Kill |
|
| 0x12 |
Capture |
|
| 0x13 |
Magnet |
|
| 0x14 |
Zero Gravity |
|
| 0x15 |
Aero |
Fly in circles. |
| 0x16 |
Tornado |
More violent version of Aero |
| 0x17 |
Degenerator |
No effect on player. |
| 0x18 |
Without |
Long launch backwards. |
| 0x19 |
Eat |
No effect on player. |
| 0x1A |
Treasure Raid |
Bound by attack (MF Doom for example) Infinite loop |
| 0x1B |
Sleeping Death |
Long launch backwards. |
| 0x1C |
Sleep |
No Zs appear. |
| 0x1D |
Magnet Munny |
Same as sleep but Zs appear on top of the character. |
| 0x1E |
Magnet HP |
No effect on player. |
| 0x1F |
Magnet Focus |
No effect on player. |
| 0x20 |
Mini |
No effect on player. |
| 0x21 |
Quake |
Mini. |
| 0x22 |
Recover |
Normal hit. |
| 0x23 |
Discommand |
Doesn’t work on player. |
| 0x24 |
Disprize_M |
Blow away commands? |
| 0x25 |
Disprize_H |
Normal hit. |
| 0x26 |
Disprize_F |
Normal hit. |
| 0x27 |
Detone |
Long launch backwards. |
| 0x28 |
GM_BLOW |
Blown upwards and stunned on landing. |
| 0x29 |
Blast |
Long launch backwards and stunned on landing. |
| 0x2A |
Magnet Spiral |
Character goes crazy moving around the whole arena. |
| 0x2B |
Glacial Arts |
Long launch backwards. |
| 0x2C |
Transcendence |
Long launch backwards. |
| 0x2D |
Vengeance |
Same as “Blind”. |
| 0x2E |
Magnet Breaker |
Long launch backwards. |
| 0x2F |
Magic Impulse CF |
Casts Confu or Freeze. |
| 0x30 |
Magic Impulse CFB |
Casts Confu. |
| 0x31 |
Magic Impulse CFBB |
Casts Confu, Freeze or Bind. |
| 0x32 |
Rise Damage |
Launch forces you to be in the air. |
| 0x33 |
Stumble |
Forced to be in Idle animation for 8 seconds. |
| 0x34 |
Mount |
Forced to be in Idle animation while “Press O/X” appears on screen for a few seconds. |
| 0x35 |
Imprisonment |
Character is attached to enemy’s position. |
| 0x36 |
Slow Stop |
Can result in Slow or Stop. |
| 0x37 |
Gathering |
Freezes character for a long time. |
| 0x38 |
Exhausted |
1HP, No Focus, No D-Link, All Commands in cooldown. |
Attack Attribute
| Id |
Kind |
| 0x0 |
Non/Elemental |
| 0x1 |
Physical |
| 0x2 |
Fire |
| 0x3 |
Ice |
| 0x4 |
Thunder |
| 0x5 |
Darkness |
| 0x6 |
Zero |
| 0x7 |
Special |
| 0x8 |
MAX |
Drop Parameters
Items dropped by enemies.
| Offset |
Type |
Description |
| 0x0 |
uint32 |
Value for Drop Kind |
| 0x4 |
uint16 |
Number |
| 0x6 |
uint16 |
Probability |
Drop Kind
| Id |
Kind |
Description |
| 0x0 |
ITEM_KIND_HP_SMALL |
Small HP orb. |
| 0x1 |
ITEM_KIND_HP_BIG |
Big HP orb. |
| 0x2 |
ITEM_KIND_MUNNY_SMALL |
Small Munny orb. |
| 0x3 |
ITEM_KIND_MUNNY_MIDDEL |
Middle Munny orb. |
| 0x4 |
ITEM_KIND_MUNNY_BIG |
Big Munny orb. |
| 0x5 |
ITEM_KIND_FOCUS_SMALL |
Small Focus orb. |
| 0x6 |
ITEM_KIND_FOCUS_BIG |
Big Focus orb. |
| 0x7 |
ITEM_KIND_DRAINMIST |
|
| 0x8 |
ITEM_KIND_D_LINK |
|
| 0x9 |
ITEM_KIND_MANDORAKE1 |
|
| 0xA |
ITEM_KIND_MANDORAKE2 |
|
| 0xB |
ITEM_KIND_JERRYBALL1 |
|
| 0xC |
ITEM_KIND_JERRYBALL2 |
|
| 0xD |
ITEM_KIND_JERRYBALL3 |
|
| 0xE |
ITEM_KIND_JERRYBALL4 |
|
| 0xF |
ITEM_KIND_JERRYBALL5 |
|
| 0x10 |
ITEM_KIND_JERRYBALL6 |
|
| 0x11 |
ITEM_KIND_JERRYBALL7 |
|
| 0x12 |
ITEM_KIND_JERRYBALL8 |
|
This structure contains AI parameters that can change the values in variables used in the enemy’s LUA.
| Offset |
Type |
Description |
| 0x0 |
char[0xC] |
Parameter Name |
| 0xC |
float |
Parameter Value |