0 |
for test |
1 |
Pledge effect test |
2 |
test_enchantweapon |
3 |
test_cure |
4 |
[System] SOS sign |
5 |
test_cureitem |
6 |
[System] kick out |
7 |
[System] leave Session |
8 |
[System] Parameter change during ghost |
9 |
[System] Parameter change when black |
10 |
[System] Black_Soulsign |
11 |
[System] Black_ForceJoinSoulsign |
12 |
[System] bloodSign |
13 |
[System] Soul Steel [Multi] |
14 |
[System] Blue sign visualization |
15 |
[System] Invasion of NPCs |
16 |
[System] Nito intrusion sign scattered |
17 |
[System] l Exit the arena |
20 |
[System] Evaluation effect |
21 |
[System] Equipped with a point light source |
22 |
test_change_wep0 |
23 |
test_change_wep1 |
24 |
[System] Relief request |
25 |
[System] Effect for revival production |
26 |
[System] Invades the bounty neck |
27 |
[System] Scatter the scales of the dragon |
28 |
[System] Set the multi-intrusion time limit to level 0 |
30 |
Parry collapsed state (throwing condition) |
31 |
Counter damage [piercing] |
32 |
Player is falling (throwing condition) |
33 |
Petrochemical |
34 |
Crystallization |
35 |
Throw disabled state |
36 |
Ring equipment throw (throw condition) |
37 |
Soul drain throwing state (throwing conditions) |
38 |
Enhanced throw damage up effect |
39 |
[DLC] Throw invalid state_for prevention of squirrel |
40 |
No resonance |
41 |
Resonance Lv1 |
42 |
Resonance Lv2 |
43 |
Resonance Lv3 |
44 |
Resonance Lv4 |
45 |
Eclipse death |
50 |
Magical nature (slot + 3 version) |
52 |
PG test: detection |
53 |
PG test: waiting for cooperation |
54 |
PG test: cooperation |
55 |
PG test: cooperative transmission |
57 |
PG test: Gravity disabled |
59 |
Cooperation Lv1 |
60 |
Cooperation Lv2 |
61 |
Cooperation Lv3 |
62 |
Cancellation of waiting for cooperation |
71 |
Curse effect_LV1 |
72 |
Curse effect_LV2 |
73 |
Curse effect_LV3 |
74 |
Curse effect_LV4 |
80 |
Curse effect [strengthening spirits] |
90 |
Down |
91 |
Not guardable: Scheduled to be deleted |
92 |
Can be guarded |
93 |
Ritual target |
94 |
SA addition invalid |
95 |
Movement magnification can be changed |
96 |
Visibility cut |
97 |
I'm out of shape |
100 |
Demon Buddha recovery effect 1 |
101 |
Demon Buddha recovery effect 2 |
102 |
Demon Buddha recovery effect 3 |
103 |
Demon Buddha recovery effect 4 |
104 |
Demon Buddha recovery effect 5 |
105 |
Demon Buddha recovery effect 6 |
106 |
Demon Buddha recovery effect 7 |
107 |
Demon Buddha recovery effect 8 |
108 |
Demon Buddha recovery effect 9 |
109 |
Demon Buddha recovery effect 10 |
110 |
Respond recovery effect 1 |
111 |
Respond recovery effect 2 |
112 |
Respond recovery effect 3 |
113 |
Respond recovery effect 4 |
114 |
Respond recovery effect 5 |
115 |
Respond recovery effect 6 |
116 |
Respond recovery effect 7 |
117 |
Respond recovery effect 8 |
118 |
Respond recovery effect 9 |
119 |
Respond recovery effect 10 |
120 |
Effect when returning from falling 1 |
121 |
Effect when returning from falling 2 |
122 |
Effect when returning from falling 3 |
123 |
Effect when returning from falling 4 |
124 |
Effect when returning from falling 5 |
125 |
Effect when returning from falling 6 |
126 |
Effect when returning from falling 7 |
127 |
Effect when returning from falling 8 |
128 |
Effect when returning from falling 9 |
129 |
Effect when returning from falling 10 |
130 |
Demon Buddha_PC Recovery effect when growing |
131 |
Demon Buddha_At rest, decal reset A sign before blindfold activation |
132 |
Demon Buddha _ Resting, decal reset blindfold body |
201 |
[QWC] Area_NPC_ + 1 |
202 |
[QWC] Area_NPC_ + 2 |
203 |
[QWC] Area_NPC_ + 3 |
206 |
[QWC] Area_NPC_1 |
207 |
[QWC] Area_NPC_-2 |
208 |
[QWC] Area_NPC_-3 |
211 |
[QWC] Area_Black_+1 |
212 |
[QWC] Area_Black_+2 |
221 |
[QWC] Area_White_ + 1 |
222 |
[QWC] Area_White_ + 2 |
231 |
[QWC] Area_Gray_ + 1 |
232 |
[QWC] Area_Gray_ + 2 |
236 |
[QWC] Area_Gray_1 |
237 |
[QWC] Area_Gray_-2 |
311 |
[QWC] Player_Black_ + 1 |
312 |
[QWC] Player_Black_ + 2 |
321 |
[QWC] Player_White_ + 1 |
322 |
[QWC] Player_White_ + 2 |
331 |
[QWC] Player_Gray_ + 1 |
332 |
[QWC] Player_Gray_ + 2 |
336 |
[QWC] Player_Gray_1 |
337 |
[QWC] Player_Gray_-2 |
400 |
Broken state |
420 |
[SP] Covered with oil |
421 |
[SP] Fire Daruma |
425 |
[SP] Fire spread damage |
430 |
[FDP] Damage in a fire doll |
490 |
[FDP] Firewood King Addition Effect |
491 |
[FDP] King of Firewood Additional SFX when attacking |
500 |
Gravity |
510 |
Gravity (for users) |
520 |
Hallucination |
530 |
Hidden |
531 |
Hidden-for sound source dead |
540 |
silence |
550 |
Tips blood letters |
560 |
Resurrected when dead |
570 |
Regenerate |
571 |
Regenerate Double Chant (Person) |
580 |
Return [Waiting for activation] |
581 |
Return [Activation] |
600 |
Anti-magic |
610 |
Anti-magic (for users) [Effect] |
611 |
Anti-magic (for users) [Effect] |
620 |
Light |
630 |
Fascination |
640 |
Falling control |
1000 |
Weapon magic enhancement 1 |
1010 |
Weapon magic enhancement 2 |
1020 |
Weapon magic enhancement 3 |
1040 |
Shield enhancement 1 |
1050 |
Shield Strength 2 |
1060 |
Invisible Weapon |
1070 |
Sun sword |
1080 |
Moon sword |
1081 |
Moon Sword_LV1 |
1082 |
Moon Sword_LV2 |
1083 |
Moon Sword_LV3 |
1090 |
The power of madness |
1100 |
Flame weapon enhancement 1 |
1120 |
Water veil |
1130 |
Iron body [Repelling damage reduction effect] |
1140 |
Iron body [movement slow foot effect] |
1150 |
Iron body [Damage animation change effect] |
1160 |
Magic Protection 1 |
1170 |
Magic Protection 2 |
1200 |
Poison for poison cloud |
1210 |
Very poisonous for Death Cloud |
1220 |
Corrosion for cloud corrosion |
1230 |
Deadly poison for the dark fog |
1300 |
Universal treatment [recovery of condition] |
1301 |
Universal treatment [Recovery of bleeding resistance] |
1302 |
Universal treatment [Recovery of poison resistance] |
1303 |
All-purpose treatment [Recovery of virulent resistance] |
1320 |
Poison treatment [state recovery] |
1321 |
Poison treatment [Recovery of resistance] |
1330 |
Weapon and armor repair |
1340 |
Xie Gu |
1350 |
Uji recovery |
1400 |
HP recovery 1 |
1401 |
HP Recovery 1 Double Chant |
1410 |
HP recovery 2 |
1411 |
HP recovery 2_resonance LV1 |
1412 |
HP recovery 2_resonance LV2 |
1413 |
HP recovery 2_resonance LV3 |
1414 |
HP Recovery 2_Resonance LV4 |
1420 |
HP recovery 3 |
1421 |
HP recovery 3_resonance LV1 |
1422 |
HP recovery 3_resonance LV2 |
1423 |
HP recovery 3_resonance LV3 |
1424 |
HP recovery 3_resonance LV4 |
1430 |
HP recovery 4 |
1431 |
HP recovery 4_resonance LV1 |
1432 |
HP recovery 4_resonance LV2 |
1433 |
HP recovery 4_resonance LV3 |
1434 |
HP recovery 4_resonance LV4 |
1500 |
Mimicry |
1510 |
Mimicry [Movement slow foot effect] |
1520 |
Dragon change 1 |
1530 |
Dragon change 2 |
1600 |
Soul Drain 1 [AI] |
1610 |
Soul Drain 1 [PC] |
1620 |
Soul Drain 2 [AI] |
1630 |
Soul Drain 2 [PC] |
1700 |
White Rescue Discovery Magic |
1710 |
Black rescue detection magic |
1720 |
Item detection magic |
1900 |
[FDP] Stepping SA |
1901 |
[FDP] ID overwrite test |
1902 |
[FDP] Maggot-covered test |
1903 |
[FDP] Stepping guard |
1904 |
[FDP] Rotational movement gap |
1905 |
[FDP] Guard correction for stance continuous attack |
1906 |
【FDP】Duet Chanting |
1907 |
[FDP] SA chant |
2000 |
Equipment weight increase |
2010 |
Pinch attack power up |
2013 |
Increased stamina recovery |
2020 |
Inflammation tolerance |
2021 |
Increased lightning resistance |
2022 |
Increased magic resistance |
2023 |
Physical tolerance |
2024 |
All resistance up 1 |
2030 |
Bleeding tolerance |
2031 |
Toxic tolerance |
2034 |
Increased spell resistance |
2040 |
Magic slot up |
2050 |
Increased magic power |
2060 |
MP bias |
2080 |
Bow master |
2090 |
SA up |
2100 |
Item drop up |
2101 |
Get soul up |
2110 |
Sound elimination |
2111 |
Stone roller hat |
2120 |
Just feet |
2121 |
Light work |
2130 |
Revival |
2131 |
Resurrection from the curse |
2140 |
resonance |
2190 |
Words of chaos |
2200 |
Walking in the dark |
2210 |
Lava walk |
2230 |
Grant magic extended |
2240 |
HP drain |
2241 |
HP drain |
2250 |
The curse of the strong man |
2260 |
Counter strengthening |
2270 |
Take good care of your weapons |
2290 |
Pinch defense up |
2300 |
Miracle power up |
2310 |
Magic slot up B |
2320 |
Dark Moon God's Ring |
2330 |
Bandit Ring |
2340 |
HP slight increase |
2350 |
Black dragon ring |
3000 |
Est_Activate + "Cure" (Medium) + Effect: HP recovery |
3020 |
Regeneration_Activation + "Continued (Small)" |
3021 |
Regen_Effect: HP Regen (Small) |
3030 |
kamikaze |
3031 |
instant fire |
3040 |
Elixir_Activation + "Cure (Large)" + Effect: HP / Core Recovery |
3041 |
Elixir_Effect: Abnormal condition recovery |
3042 |
Elixir Effect: Restoration of virus resistance |
3043 |
Elixir _Effect: Eliminates poison slip damage |
3044 |
Elixir _ Effect: Restoration of resistance to fire |
3045 |
Elixir _Effect: Restores madness resistance |
3046 |
Elixir_ "Healing (Large)" |
3050 |
Weird young water thrombus _ activation + "red eye" |
3051 |
Weird water thrombus_Effect: SA grant |
3058 |
-30 10 sec |
3059 |
-45 posture 45 sec |
3060 |
Ohagi_Activated + "Continued" (Large) |
3061 |
Ohagi_Effect: HP Regeneration (Large) |
3062 |
Ohagi_Effect: Trunk Regeneration (Large) |
3063 |
Ohagi_ "Sequel" (Large) |
3070 |
Persimmon _ activation + "sequel" (middle) |
3071 |
Persimmon_Effect: Trunk regeneration (large) |
3075 |
Persimmon (lower son) _ activation + "sequel" (large) |
3076 |
Persimmon (younger man) _Effect: Trunk regeneration (large) |
3080 |
Chigo rice _ activation + "sequel (middle)" |
3081 |
Chigo Rice_Effect: HP Regeneration (Medium) |
3085 |
Chigo Rice_Sasameyuki_Activated + "Continued (Middle)" |
3086 |
Chigo Rice_Sasameyuki_Effect: HP Regeneration (Medium +) |
3151 |
super armor |
3152 |
super armor 2 |
3200 |
Disease recovery_Activation + "Healing" + Effect: State recovery |
3201 |
Disease recovery_Effect_Resistance recovery |
3202 |
Disease recovery_Effect_Slip damage elimination |
3203 |
Disease recovery_effect_resistance UP |
3204 |
Virus Recovery_ "Virus Resistant" |
3210 |
Flame recovery_Activation + "Healing" + Effect: State recovery |
3211 |
Flame Recovery_Effect: Resistance Recovery |
3212 |
Flame recovery_Effect: Increased resistance |
3213 |
Flaming recovery_ "flaming resistance" |
3214 |
Flame recovery_Effect: Resistance UP_Tokugawa |
3220 |
Mad Recovery_Activation + "Healing" + Effect: State Recovery |
3221 |
Madness Recovery_Effect: Resistance Recovery |
3222 |
Mad Recovery_Effect: Increased resistance |
3223 |
Mad recovery_ "fear resistance" |
3230 |
Lightning damage reduction_Activation + "Lightning resistance" |
3231 |
Lightning damage reduction_Resistance UP |
3232 |
isshin eel liver |
3233 |
masamune edge |
3234 |
sheathe more damage |
3238 |
siphon confidence |
3240 |
Aging recovery_Activation + "Rejuvenation" + State recovery |
3241 |
Aging recovery_tolerance recovery |
3242 |
Aging recovery_tolerance UP |
3290 |
suicide |
3295 |
Suicide_infinite |
3300 |
Disease prevention_invocation + "poison resistance" |
3301 |
Disease prevention_Effect: Tolerance recovery |
3302 |
Disease prevention_Effect: Increased resistance |
3310 |
Flame prevention_Activation + "Flame resistance" |
3311 |
Flame Prevention_Effect: Tolerance Recovery |
3312 |
Flame prevention_Effect: Increased resistance |
3320 |
Madness Prevention_Activation + "Fear-Resistant" |
3321 |
Madness Prevention_Effect: Tolerance Recovery |
3322 |
Madness Prevention_Effect: Increased resistance |
3350 |
Attack enhancement (infinite / consumption of form) _ "Attack" |
3351 |
Attack enhancement (infinite / form cost consumption) _ effect |
3360 |
Attack enhancement _ With disadvantages (infinite / consumption of form) _ "Yaksha" |
3361 |
Attack enhancement_with disadvantages (infinite / consumption of form) _effect |
3370 |
Defense enhancement (unlimited/form generation consumption)_「吽护」 |
3371 |
Strengthening defense (infinite / consumption of form) _ effect |
3380 |
Body strengthening (unlimited/form generation consumption)_「Rigid」 |
3381 |
Core strengthening (infinite / shape cost consumption) _ effect |
3390 |
Stealth enhancement (infinite / consumption of form) _ "Tsukigaku" |
3391 |
Stealth enhancement (infinite / shape cost consumption) _ effect |
3400 |
Attack enhancement_ "Attack" |
3401 |
Attack enhancement_effect |
3402 |
50% less damage |
3403 |
25% less damage |
3410 |
Attack enhancement_with disadvantages_ "Yaksha" |
3411 |
Attack enhancement_with disadvantages_effect |
3420 |
Defense enhancement_「吽护」 |
3421 |
Defense enhancement_effect |
3430 |
Body strengthening _ ``rigid'' |
3431 |
Core strengthening_effect |
3440 |
Stealth enhancement_ "Tsukigaku" |
3441 |
Stealth enhancement_effect |
3450 |
Anti-spirit strengthening_ "payment" |
3451 |
Anti-spirit strengthening_effect: spirit enchantment + spirit damage reduction |
3452 |
Anti-Spirit Strengthening_Effect: Anti-Spirit Guard Strengthening |
3453 |
Anti-Spirit Strengthening_Effect: Anti-Spirit Jasuga Strengthening |
3500 |
Pottery piece _ AI sound bullet firing that only you can hear |
3501 |
Pottery piece _ AI sound bullet firing that only you can hear (hanging) |
3502 |
Ceramic piece _ AI sound bullet firing that only you can hear (peeping _ left) |
3503 |
Pottery piece _ AI sound bullet firing that only you can hear (peeping _ right) |
3520 |
Aburatsubo (flaming resistance DOWN) |
3530 |
Invoking illusion |
3531 |
Illusion Dispelled |
3600 |
Money acquisition UP_VFX |
3601 |
Money acquisition UP_effect |
3610 |
Resurrection right acquisition amount UP_VFX |
3611 |
Resurrection right acquisition amount UP_ effect |
3615 |
balloon exp proc |
3620 |
Item drop rate UP_VFX |
3621 |
Item drop rate UP_effect |
3630 |
Form cost drop rate UP_VFX |
3631 |
Form cost drop rate UP_effect |
3635 |
Father's Blessing |
3640 |
White Rappa Water Balloon_Various UP_VFX |
3641 |
White Rappa Water Balloon_Money Acquisition _Effect |
3643 |
White Rappa Water Balloon_Resurrection Right Acquisition Amount UP_Effect |
3645 |
White Rappa Water Balloon_Item Drop Rate UP_Effect |
3647 |
White Rappa Water Balloon_Shape Drop Rate UP_Effect |
3700 |
Gold Nugget_Small |
3704 |
Gold Nugget_Medium |
3708 |
Gold Nugget_Large |
3722 |
tenzen memory |
3723 |
chained memo |
3724 |
snake eyes memory |
3730 |
[Consumption] Bell Demon_Day |
3731 |
【Consumption】Zhong Gui_夕 |
3732 |
【Consumption】Zhong Gui_Night |
3733 |
[Consumption] Bell Ghost_钟宵 |
3800 |
Form conversion (white) |
3980 |
Buddha statue of return |
3990 |
Redo bell _ fade out |
3991 |
Redo bell_fade in |
3999 |
Redo bell _ use prohibited |
4000 |
Suspension ダメージ bed【Poison_Interval adjustment_渓谷谷底(Deep)】 |
4001 |
Sustained damage floor [Poison_Effect body_Canyon bottom (deep)] |
4002 |
Sustained damage floor [Poison_Interval adjustment_Canyon bottom (shallow)] |
4003 |
Sustained damage floor [Poison_Effect body_Canyon bottom (shallow)] |
4010 |
Sustained Damage Floor [Weak Flame + Damage_Interval Adjustment_Castle] |
4011 |
Sustained Damage Floor [Weak Flame + Damage_Effect Body (Damage) _Castle] |
4012 |
Sustained damage floor [Weak flame + damage _ effect body (flaming) _ castle] |
4014 |
Sustained Damage Floor [Flame_Smoke Signal_Castle] |
4015 |
Increased enemy damage for gunpowder box dummy characters |
4020 |
Sustained damage floor [Strong flame + damage_interval adjustment_samurai residence] |
4021 |
Sustained damage floor [Strong flame + damage _ effect body (damage) _ samurai residence] |
4022 |
Sustained damage floor [strong flame + damage _ effect body (flaming) _ samurai residence] |
4050 |
Fall damage invalid |
4051 |
Fall prevention assist disabled (movement to the ground & ground action wall) |
4052 |
Fall prevention assist disabled (ground action wall only) |
4053 |
Fall damage invalid_When the suspension bridge in the valley falls |
4100 |
Hit material judgment _ Riding object |
4200 |
Stealth effect_bushes |
4201 |
Stealth effect_water, underwater bushes |
4400 |
Hidden prison_during tutorial_player is damaged |
4500 |
[Conversation] Within the eavesdropping area |
4510 |
[Conversation] Declaration that special conversation is possible |
4511 |
[Conversation] Waiting for conversation to occur |
4600 |
[Conversation] No eavesdropping |
4700 |
Warp prohibited |
4701 |
Item use request not possible |
4702 |
Full operation prohibited |
4800 |
Medium Boss_No Money & Experience |
4900 |
Enemy visual correction _90% reduction |
4910 |
Event: React as soon as you hear the sound |
5000 |
Non-combat behavior running |
5001 |
Non-combat behavior Smoothly ignored |
5002 |
Non-combat behavior Group patrol invalid |
5010 |
For logic judgment For initial action |
5020 |
General-purpose effect for logic judgment 1 |
5021 |
General-purpose effect for logic judgment 2 |
5022 |
General-purpose effect for logic judgment 3 |
5023 |
General-purpose effect for logic judgment 4 |
5024 |
General-purpose effect for logic judgment 5 |
5025 |
General-purpose effect for logic judgment 6 |
5026 |
General-purpose effect for logic judgment 7 |
5027 |
General-purpose effect for logic judgment 8 |
5028 |
General-purpose effect for logic judgment 9 |
5029 |
General-purpose effect for logic judgment 10 |
5030 |
General-purpose effect for logic judgment 11 |
5031 |
General-purpose effect for logic judgment 12 |
5032 |
General-purpose effect for logic judgment 13 |
5033 |
General-purpose effect for logic judgment 14 |
5034 |
General-purpose effect for logic judgment 15 |
5035 |
General-purpose effect for logic judgment 16 |
5036 |
General-purpose effect for logic judgment 17 |
5037 |
General-purpose effect for logic judgment 18 |
5038 |
General-purpose effect for logic judgment 19 |
5039 |
General-purpose effect for logic judgment 20 |
5040 |
MP reduced by -1 |
5041 |
MP reduction -2 |
5042 |
MP reduction -3 |
5043 |
MP reduction -4 |
5044 |
MP reduction -5 |
5045 |
MP recovery +1 |
5046 |
MP recovery +2 |
5047 |
MP recovery +3 |
5048 |
MP recovery +4 |
5049 |
MP recovery +5 |
5060 |
Apply corpse reaction |
5061 |
Corpse reaction pattern 0 |
5062 |
Corpse reaction pattern 1 |
5063 |
Corpse reaction pattern 2 |
5100 |
EvE enemy weakening doping_attack 75% defense 125% |
5101 |
EvE enemy weakening doping_attack 50% defense 125% |
5102 |
EvE enemy weakening doping_attack 25% defense 125% |
5110 |
EvE Samurai Residence Swordsman Doping_Attack 50% Defense 150% |
5200 |
Combat Balance Adjustment Test_SA |
5201 |
Combat balance adjustment test_HP 75% -50% core performance DOWN |
5202 |
Combat balance adjustment test_HP 50% -25% core performance DOWN |
5203 |
Combat balance adjustment test_HP 25% to 0%, core performance DOWN |
5210 |
Combat balance adjustment test_boss_immortality release |
5211 |
Combat balance adjustment test_Boss_HP complete recovery |
5220 |
Combat balance adjustment test_PC_ Trunk automatic recovery speed basic value |
5221 |
Combat balance adjustment test_PC_HP 75% -50% core performance DOWN |
5222 |
Combat balance adjustment test_PC_HP 50% -25% core performance DOWN |
5223 |
Combat balance adjustment test_PC_HP 25% to 0% core performance DOWN |
5230 |
Combat balance adjustment test_enemy_after being hit hard_increase core damage_direct hit |
5231 |
Combat Balance Adjustment Test_Enemy_After being hit hard_Increased core damage_Guard |
5232 |
Combat balance adjustment test_enemy_after being hit hard_damage level replacement |
5300 |
Resident damage animation change [general purpose / all invalid (additional animation does not appear)] |
5301 |
Resident damage animation change [general purpose / all invalid (additional animation playback)] |
5302 |
Resident damage animation change [general purpose / large / blow-off only] |
5303 |
Resident damage animation change [general purpose / medium / blow-off (small) only] |
5304 |
Resident damage animation change [general purpose / large only] |
5305 |
Resident damage animation change [general purpose / medium only] |
5306 |
Resident damage animation change [general purpose / small only] |
5310 |
Resident damage animation change [dog] |
5311 |
Resident damage animation change [Chief of Ninja Army] |
5312 |
Resident damage animation change [Kensei] |
5313 |
Resident damage animation change [Village zombie] |
5314 |
Resident damage animation change [butterfly] |
5315 |
Resident damage animation change [Japanese style Innsmouth] |
5316 |
Resident damage animation change [Valley enemy sniper] |
5317 |
Resident damage animation change [Okina Dragon] |
5318 |
Resident damage animation change [Samurai Tokugawa] |
5319 |
Resident damage animation change [Chigo monkey] |
5320 |
Resident damage animation change [NTC standard] |
5321 |
Resident damage animation change [Centipede large] |
5322 |
Damage animation change [Butterfly_attack sign] (moment) |
5323 |
Damage animation change [Butterfly_Lower attack] (moment) |
5324 |
Damage animation change [Butterfly_Aerial] (moment) |
5340 |
Damage animation change [Lower man shield] [All invalid] (moment) |
5341 |
Damage animation change [Lonely people] [Small damage invalid] (moment) |
5342 |
Damage animation change [Swordsman / Seiza] (moment) |
5343 |
Damage animation change [True _ Ninja army chief, waiting for sword delivery] (moment) |
5344 |
Damage animation change [earth wall soldier, moment SA] (moment) |
5350 |
Damage animation change [All invalid] (moment) |
5351 |
Damage animation change [minimal, small, medium, large, hit, launch, push invalid] (moment) |
5352 |
Damage animation change [minimal / small / medium / large / push invalid] (moment) |
5353 |
Damage animation change [minimal / small / medium / push invalid] (moment) |
5354 |
Damage animation change [minimal / small / push invalid] (moment) |
5355 |
Damage animation change [Medium or higher] (moment) |
5356 |
Damage animation change [Invalid below medium] (moment) |
5358 |
Damage animation change [Large / Blow-off only] (moment) |
5359 |
Damage animation change [when the trunk collapses] (moment) |
5360 |
Damage animation change at SA [No animation (additional animation playback)] |
5361 |
Damage animation change at SA [Small only] |
5362 |
Damage animation change at SA [Medium only] |
5363 |
Damage animation change at SA [Small and Medium] |
5364 |
Damage animation change at SA [Small only / Large invalid] |
5365 |
Damage animation change at SA [Invalid below medium] |
5366 |
Damage animation change at SA [Lower man] |
5367 |
Damage animation change at SA [Lower man _ Frightened _ Medium damage or more through] (moment) |
5370 |
Damage animation change at SA [All invalid] (moment) |
5371 |
Damage animation change at SA [Small only] (moment) |
5372 |
Damage animation change at SA [Medium only] (moment) |
5373 |
Damage animation change during SA [small and medium] (moment) |
5374 |
Damage animation change at SA [Small only / Large invalid] (moment) |
5375 |
Damage animation change at SA [Kick only effective] |
5379 |
Damage animation change at SA [No animation (no additional animation)] (moment) |
5380 |
Damage animation change at SA [Invalid below medium] (moment) |
5381 |
Damage animation change at SA [Middle or lower invalid / push valid] (moment) |
5382 |
Resident damage animation change [Large / blown away, small damage → medium] (moment) |
5383 |
Damage animation change at SA [Large or less invalid] |
5384 |
Damage animation change at SA [Blow-off only] |
5385 |
Damage animation change at SA [Invalid below medium, do not blow off] |
5386 |
Damage animation change at SA [Do not blow away] |
5400 |
Weapon change Anime ID offset 0 |
5401 |
Weapon change Anime ID offset 10000 |
5402 |
Weapon change Anime ID offset 20000 |
5403 |
Weapon change Anime ID offset 30000 |
5404 |
Anime ID offset 1000000 |
5405 |
Anime ID offset 2000000 |
5406 |
Anime ID offset 3000000 |
5407 |
Anime ID offset 4000000 |
5408 |
Anime ID offset 5000000 |
5410 |
Anime ID offset 100000 |
5411 |
Anime ID offset 200000 |
5412 |
Anime ID offset 300000 |
5413 |
Anime ID offset 400000 |
5414 |
Anime ID offset 500000 |
5450 |
Enemy special standby: For event processing |
5460 |
Enemy character Est [HP] |
5461 |
Enemy character Est [HP] |
5500 |
* Old specification [NTC] Critical expression VFX_ general purpose |
5501 |
* Old specification [NTC] Critical expression VFX_ Shuriken |
5502 |
* Old specification [NTC] Critical expression VFX_prepared ax |
5503 |
* Old specification [NTC] Critical expression VFX_prepared spear |
5510 |
Demon Priest Special effects for magic SFX (small) |
5511 |
Special effects for Demon Priest Spell SFX (Medium) |
5512 |
Demon Priest Special effects for SFX (Large) |
5513 |
Demon Priest Special effects for magic SFX (none) |
5514 |
Demon Priest Spell SFX Accumulation Speed Double |
5515 |
Demon Priest for Flame Enchantment |
5520 |
Jailer slow foot effect |
5530 |
Sullivan Shinigami (Sword) |
5531 |
Sullivan Grim Reaper (sickle) |
5532 |
Shinigami (resident SFX) |
5540 |
Maggot Flame State (for Punish Flag) |
5541 |
Zombie Crow Madness Flag |
5560 |
Covered with wax |
5570 |
Blue: Avatar (provisional) Adds blunt legs |
5571 |
Blue: Avatar (provisional) Surrounding recovery |
5572 |
Blue: Avatar (provisional) Self-reinforcement |
5573 |
Blue: Avatar (provisional) Strengthen allies |
5580 |
Firewood Demon_ (Resident SFX) |
5581 |
Firewood demon HU_ (resident SFX) |
5583 |
Ash Demon_ (Resident SFX) Reservation |
5590 |
New skeleton torch (resident SFX) |
5600 |
Sullivan Enchantment |
5610 |
In front of SFX Hu, the old king of erosion |
5611 |
After the old king of erosion resident SFX Hu |
5700 |
[NTC] Special damage judgment _c1500 Villager zombie |
5750 |
1st playable version provisional support_SFX display in semi-stealth state |
5800 |
[Behavior] Do not cut the movement amount of damage animation |
5810 |
Greatly increased damage while the sand worm is down |
5830 |
Immortal |
5831 |
For enemies who want to avoid immortality_death judgment |
5840 |
[Behavior] Pretending to be dead |
5841 |
【Behavior】 Blast |
5842 |
[Behavior] Pretend to be dead_Zombie |
5845 |
[Behavior] Waiting for resurrection_Play prone animation |
5846 |
[Behavior] Waiting for resurrection_Play the animation on your back |
5850 |
【Behavior】Water |
5851 |
【Behavior】Underwater |
5852 |
【Behavior】Underwater |
5860 |
[Behavior] Treat enemy special state animation in the same way as normal throwing |
5861 |
[Behavior] Treat enemy special state animation as if it were a normal throwing death |
5900 |
[Behavior] Play aerial damage / collapse / death animation |
5905 |
[Behavior] Connect directly to various falling loops at the end of the aerial damage animation |
5910 |
[Behavior] No landing motion |
5920 |
[Behavior] Disable fall prevention assist |
5921 |
[Behavior] Disable fall prevention assist_Infinite life |
5922 |
[Behavior] Disable fall prevention assist_4s |
6000 |
[Behavior] Can be pressed in steps |
6001 |
[Behavior] Step extrusion prohibited |
6010 |
[Behavior] Burning reaction does not play _ moment |
6011 |
[Behavior] Burning reaction does not play _ permanent |
6020 |
[Behavior] Play the flame reaction animation |
6021 |
[Behavior] Play lightning damage animation |
6022 |
[Behavior] Play spirited away reaction animation |
6023 |
[Behavior] Play the illusion release reaction animation |
6030 |
[Behavior] Lightning damage effective _8 seconds |
6031 |
[Behavior] Lightning damage effective_2.5 seconds_for rivals |
6032 |
[Behavior] Lightning damage effective _1 seconds |
6039 |
[Behavior] Lightning damage effective _10 seconds |
6040 |
[Behavior] Death_Transition to special animation_Moment |
6041 |
[Behavior] Death_Transition to special animation_Permanent |
6050 |
[Behavior] Death_Special_Transition to standby animation_Moment |
6051 |
[Behavior] Death_Special_Transition to standby animation_Permanent |
6060 |
[Behavior] Judgment before jump |
6070 |
[Behavior] _ Moment that does not transition to firecracker reaction |
6071 |
[Behavior] Do not transition to firecracker reaction_permanent |
6080 |
[Behavior] It does not collapse during the reaction guarantee time |
6199 |
[Behavior] Lip sync is effective during conversation |
6200 |
Stamina Recovery Down_Head_Level 1 |
6201 |
Stamina Recovery Down_Head_Level 2 |
6202 |
Stamina Recovery Down_Head_Level 3 |
6203 |
Stamina Recovery Down_Head_Level 4 |
6210 |
Stamina Recovery Down_Body_Level 1 |
6211 |
Stamina Recovery Down_Body_Level 2 |
6212 |
Stamina Recovery Down_Body_Level 3 |
6213 |
Stamina Recovery Down_Body_Level 4 |
6220 |
Stamina Recovery Down_Arm_Level 1 |
6221 |
Stamina Recovery Down_Arm_Level 2 |
6222 |
Stamina Recovery Down_Arm_Level 3 |
6223 |
Stamina Recovery Down_Arm_Level 4 |
6230 |
Stamina Recovery Down_Legs_Level 1 |
6231 |
Stamina Recovery Down_Legs_Level 2 |
6232 |
Stamina Recovery Down_Legs_Level 3 |
6233 |
Stamina Recovery Down_Legs_Level 4 |
6300 |
Super armor |
6335 |
Missing chain: Damage reduction |
6340 |
Toughness: Damage reduction: Medium |
6350 |
Toughness: very small (below 30) |
6351 |
Toughness: small (below 50) |
6352 |
Toughness: Medium (below 70) |
6353 |
Toughness: large (below 100) |
6354 |
Toughness: Oversized (greater than 100) |
6400 |
Bleeding_1 |
6401 |
Bleeding_2 |
6402 |
Bleeding_3 |
6403 |
Bleeding_4 |
6404 |
Bleeding_5 |
6405 |
Bleeding_6 |
6500 |
Poison_1 |
6501 |
Poison_2 |
6502 |
Poison_3 |
6503 |
Poison_4 |
6504 |
Poison_5 |
6505 |
Poison_6 |
6510 |
Poison_1 (short lasting) |
6511 |
Poison_2 (short lasting) |
6512 |
Poison_3 (short lasting) |
6513 |
Poison_4 (short lasting) |
6514 |
Poison_5 (short lasting) |
6515 |
Poison_6 (short lasting) |
6600 |
Very poisonous_1 |
6601 |
Deadly poison_2 |
6602 |
Very poisonous _3 |
6603 |
Very poisonous _4 |
6604 |
Very poisonous _5 |
6605 |
Very poisonous _6 |
6980 |
Event: City Map Snipe Stop |
6990 |
Attracting |
7000 |
Growth Doping: Hidden Prison (Tutorial) _Default |
7010 |
Growth Doping: Castle_Morning |
7011 |
Growth Doping: Castle_Day |
7012 |
Growth Doping: Castle_Evening |
7013 |
Growth Doping: Castle_Night |
7014 |
Growth Doping: Castle_Bell Evening |
7020 |
Growth Doping: First Half of Samurai Residence_Default |
7024 |
Growth Doping: First Half of Samurai Residence_Kaneyoi |
7030 |
Growth Doping: Second Half of Samurai Residence_Morning |
7031 |
Growth Doping: Second Half of Samurai Residence_Lunch |
7032 |
Growth Doping: Second Half of Samurai Residence_Evening |
7033 |
Growth Doping: Second Half of Samurai Residence_Night |
7034 |
Growth Doping: Second Half of Samurai Residence_Kaneyoi |
7040 |
Growth Doping: Honjo_Morning |
7041 |
Growth Doping: Honjo_Day |
7042 |
Growth Doping: Honjo_Evening |
7043 |
Growth Doping: Honjo_Night |
7044 |
Growth Doping: Honjo_Kaneyoi |
7050 |
Growth Doping: Hidden Prison_Morning |
7051 |
Growth Doping: Hidden Prison_Day |
7052 |
Growth Doping: Hidden Prison_Evening |
7053 |
Growth Doping: Hidden Prison_Night |
7054 |
Growth Doping: Hidden Prison_Bell Evening |
7060 |
Growth Doping: Dungeon_Morning |
7061 |
Growth Doping: Dungeon_Day |
7062 |
Growth Doping: Dungeon_Evening |
7063 |
Growth Doping: Dungeon_Night |
7064 |
Growth Doping: Dungeon_Bell Evening |
7070 |
Growth Doping: Temple_Morning |
7071 |
Growth Doping: Temple_Day |
7072 |
Growth Doping: Temple_Evening |
7073 |
Growth Doping: Temple_Night |
7074 |
Growth Doping: Temple_Bell Evening |
7080 |
Growth Doping: Canyon_Morning |
7081 |
Growth Doping: Canyon_Day |
7082 |
Growth Doping: Canyon_Evening |
7083 |
Growth Doping: Canyon_Night |
7084 |
Growth Doping: Canyon_Bell Evening |
7090 |
Growth Doping: Lower Valley_Morning |
7091 |
Growth Doping: Lower Valley_Day |
7092 |
Growth Doping: Lower Valley_Evening |
7093 |
Growth Doping: Lower Canyon_Night |
7094 |
Growth Doping: Lower Valley_Bell Evening |
7100 |
Growth Doping: Sick Village_Morning |
7101 |
Growth Doping: Sick Village_Day |
7102 |
Growth Doping: Sick Village_Evening |
7103 |
Growth Doping: Sick Village_Night |
7104 |
Growth Doping: Sick Village_Bell Evening |
7110 |
Growth Doping: Honjo (Ninja Army Invasion) _ Default |
7114 |
Growth Doping: Honjo (Ninja Army Invasion) _ Bell Evening |
7120 |
Growth Doping: Samurai Residence (Truth Edition) _Default |
7124 |
Growth Doping: Samurai Residence (Truth Edition) _ Kaneyoi |
7130 |
Growth Doping: Submerged City_Default |
7134 |
Growth Doping: Submerged City_Kaneyoi |
7140 |
Growth Doping: Honjo (Tokugawa Invasion) _ Default |
7144 |
Growth Doping: Honjo (Tokugawa Invasion) _ Kaneyoi |
7150 |
Growth Doping: Hidden Prison (Tokugawa Invasion) _ Default |
7154 |
Growth Doping: Hidden Prison (Tokugawa Invasion) _ Bell Evening |
7160 |
Growth Doping: Castle (Tokugawa Invasion) _ Default |
7164 |
Growth Doping: Castle (Tokugawa Invasion) _ Bell Evening |
7170 |
Growth Doping: End of Game_Default |
7174 |
Growth Doping: Game End_Bell Evening |
7500 |
Orbital Doping 00: Hidden Prison (Tutorial) _Default |
7510 |
Orbital Doping 00: Castle_Morning |
7511 |
Orbital Doping 00: Castle_Day |
7512 |
Orbital Doping 00: Castle_Evening |
7513 |
Orbital Doping 00: Castle_Night |
7514 |
Orbital Doping 00: Castle_Bell Evening |
7520 |
Orbital Doping 00: First Half of Samurai Residence_Default |
7524 |
Orbital Doping 00: First Half of Samurai Residence_Kaneyoi |
7530 |
Orbital Doping 00: Second Half of Samurai Residence_Morning |
7531 |
Orbital doping 00: Samurai residence second half _ noon |
7532 |
Orbital Doping 00: Second Half of Samurai Residence_Evening |
7533 |
Orbital Doping 00: Second Half of Samurai Residence_Night |
7534 |
Orbital Doping 00: Second Half of Samurai Residence_Kaneyoi |
7540 |
Orbital Doping 00: Honjo_Morning |
7541 |
Orbital doping 00: Honjo_noon |
7542 |
Orbital Doping 00: Honjo_Evening |
7543 |
Orbital Doping 00: Honjo_Night |
7544 |
Orbital Doping 00: Honjo_Kaneyoi |
7550 |
Orbital Doping 00: Hidden Prison_Morning |
7551 |
Orbital Doping 00: Hidden Prison_Day |
7552 |
Orbital Doping 00: Hidden Prison_Evening |
7553 |
Orbital Doping 00: Hidden Prison_Night |
7554 |
Orbital Doping 00: Hidden Prison_Bell Evening |
7560 |
Orbital Doping 00: Dungeon_Morning |
7561 |
Orbital Doping 00: Dungeon_Day |
7562 |
Orbital Doping 00: Dungeon_Evening |
7563 |
Orbital Doping 00: Dungeon_Night |
7564 |
Orbital Doping 00: Dungeon_Bell Evening |
7570 |
Orbital Doping 00: Temple_Morning |
7571 |
Orbital Doping 00: Temple_Day |
7572 |
Orbital Doping 00: Temple_Evening |
7573 |
Orbital Doping 00: Temple_Night |
7574 |
Orbital Doping 00: Temple_Bell Evening |
7580 |
Orbital Doping 00: Canyon_Morning |
7581 |
Orbital Doping 00: Canyon_Day |
7582 |
Orbital Doping 00: Canyon_Evening |
7583 |
Orbital Doping 00: Canyon_Night |
7584 |
Orbital Doping 00: Canyon_Bell Evening |
7590 |
Orbital Doping 00: Lower Valley_Morning |
7591 |
Orbital Doping 00: Lower Valley_Day |
7592 |
Orbital Doping 00: Lower Valley_Evening |
7593 |
Orbital Doping 00: Lower Valley_Night |
7594 |
Orbital Doping 00: Lower Valley _ Bell Evening |
7600 |
Orbital Doping 00: Sick Village_Morning |
7601 |
Orbital Doping 00: Sick Village_Day |
7602 |
Orbital Doping 00: Sick Village_Evening |
7603 |
Orbital Doping 00: Sick Village_Night |
7604 |
Orbital Doping 00: Sick Village_Bell Evening |
7610 |
Orbital Doping 00: Honjo (Ninja Army Invasion) _ Default |
7614 |
Orbital Doping 00: Honjo (Ninja Army Invasion) _ Bell Evening |
7620 |
Orbital Doping 00: Samurai Residence_Truth Edition_Default |
7624 |
Orbital Doping 00: Samurai Residence_Truth Edition_Bell Evening |
7630 |
Orbital Doping 00: Submerged City_Default |
7634 |
Orbital Doping 00: Submerged City_Kaneyoi |
7640 |
Orbital Doping 00: Honjo (Tokugawa Invasion) _ Default |
7644 |
Orbital Doping 00: Honjo (Tokugawa Invasion) _ Bell Evening |
7650 |
Orbital Doping 00: Hidden Prison (Tokugawa Invasion) _ Default |
7654 |
Orbital Doping 00: Hidden Prison (Tokugawa Invasion) _ Bell Evening |
7660 |
Orbital Doping 00: Castle (Tokugawa Invasion) _ Default |
7664 |
Orbital Doping 00: Castle (Tokugawa Invasion) _ Bell Evening |
7670 |
Orbital Doping 00: Game End_Default |
7674 |
Orbital Doping 00: Game End_Bell Evening |
7900 |
Hard Mode Doping_Miscellaneous Fish |
7901 |
Hard Mode Doping_Heavy Fish |
7902 |
Hard Mode Doping_Medium Boss |
7903 |
Hard Mode Doping_Boss |
8000 |
Refresh_HP complete recovery |
8001 |
Refreshing _ full core |
8002 |
Refresh_Abnormal state recovery All |
8003 |
Refresh_Abnormal state resistance recovery_Poison |
8004 |
Refresh_Recovery of abnormal condition resistance_Flame |
8005 |
Refresh_Abnormal state resistance recovery_Madness |
8006 |
Refresh_Abnormal condition recovery_Poison (slip damage elimination) |
8007 |
Refresh_Abnormal condition recovery_Recovery sealed |
8008 |
Refresh_Recovery of abnormal condition resistance_Electricity |
8009 |
Refresh_Recovery of abnormal condition resistance_Aging |
8010 |
Refresh_Full recovery |
8100 |
Resurrection Recast Recovery_MAXpoint |
8105 |
Resurrection Recast Recovery_005point |
8110 |
Resurrection Recast Recovery_010point |
8115 |
Resurrection Recast Recovery_015point |
8120 |
Resurrection Recast Recovery_020point |
8125 |
Resurrection Recast Recovery_025point |
8130 |
Resurrection Recast Recovery_030point |
8135 |
Resurrection Recast Recovery_035point |
8140 |
Resurrection Recast Recovery_040point |
8145 |
Resurrection Recast Recovery_045point |
8150 |
Resurrection Recast Recovery_050point |
8200 |
Waiting for resurrection Death notice continued_Permanent |
8300 |
During dizziness reaction |
8500 |
Remaining machine protection (demon Buddha) |
8600 |
Progressive doping addition |
8610 |
Hard mode |
9000 |
Virus resistance cut り 00【PC_From the virus】 |
9001 |
Disease resistance scraping 01 [PC_Blood smoke shinobi_Poison smoke] |
9002 |
Disease resistance scraping 02 [PC_Granting Shinobi_Poison Encha] |
9003 |
Virus resistance cut 03【PC_Poison Firecracker】 |
9005 |
Disease resistance shaving 05 [PC_Kodachi 1_Shaving 12.5] |
9006 |
Disease resistance shaving 06 [PC_Kodachi 2_Shaving 25] |
9007 |
Disease resistance shaving 07 [PC_Kodachi 3_Shaving 50] |
9010 |
Disease resistance scraping 10 [enemy_sample] |
9011 |
Disease resistance scraping 11 [Gecko_poison fog] |
9012 |
Virus resistance cut 12【Sura Shi_Poisonous mist】 |
9013 |
Disease resistance shaving 13 [Shura Samurai_Poison Enchantment] |
9014 |
Disease resistance scraping 14 [Rappa_poison bed] |
9015 |
Poison resistance shaving 15 [Rappa_poison blowgun] |
9016 |
Disease resistance scraping 16 [Bandit_poison arrow] |
9017 |
Disease resistance shaving 17 [Okina Dragon_coughing] |
9018 |
Virus resistance cut ri 18 [Gu Yingzhong_Poisonous Hand] |
9019 |
Disease resistance scraping 19 [Ninja army chief_poison bed] |
9020 |
Disease Poison Damage_Anti-Woman 00 [PC_Kodachi Poison] |
9040 |
Virus ダメージ 00【PC_From Virus】 |
9041 |
Virus ダメージ01【PC_Ninjutsu Poison】 |
9043 |
Virus ダメージ05【PC_Firecracker poison】 |
9045 |
Disease Poison Damage 05 [PC_Kodachi Poison] |
9049 |
Poison damage 09 [Map_Poison bed] |
9050 |
Disease Poison Damage 10 [Enemy_General Poison] |
9080 |
Female poison additional damage permission |
9100 |
Burning damage 00 [PC_Shaving 25] |
9101 |
Burning damage 01 [PC_Shaving 33] |
9102 |
Burning damage 02 [PC_Shaving 50] |
9103 |
Burning damage 03 [PC_Shaving 67] |
9104 |
Burning damage 04 [PC_Shaving 75] |
9105 |
Burning damage 05 [PC_Shaving 100] |
9106 |
Burning damage 06 [PC_Shaving 125] |
9107 |
Burning damage 07 [PC_Shaving 150] |
9108 |
Burning damage 08 [PC_Shaving 175] |
9109 |
Burning damage 09 [PC_Shaving 200] |
9110 |
Burn damage 10 [Enemy_Sample] |
9111 |
Burning damage 11 [Centipede_flaming floor] |
9112 |
Burning damage 12 [Bandit_Fire arrow] |
9113 |
Burning Damage 13 [Demon Buddhist Master_Flame Floor] |
9114 |
Burning damage 14 [Fire cow_rush] |
9115 |
Burning damage 15 [Bandit_Torches] |
9116 |
Burning damage 16 [Demon Buddhist _ Flame arm] |
9117 |
Flame damage 17 [Tokugawa Samurai_Flame radiation] |
9118 |
Burning damage 18 [Tokugawa Samurai_Incendiary Gun] |
9119 |
Burning Damage 19 [Shura Samurai_Ignition Encha Slash] |
9120 |
Burning damage 20 [Shura Samurai_Fire Breathing] |
9121 |
Burning damage 21 [Fire cow_burning] |
9122 |
Burning damage 22 [Fire cow_flaming slip damage] |
9123 |
Burn damage 23 [Sword sword holy _ weak flame] |
9124 |
Burn damage 24 [Sword sword holy _ strong flame] |
9125 |
Flame Damage 25 [Nightjars_Flame Encha Attack] |
9200 |
Scary damage 00 |
9201 |
Scary damage 01 |
9202 |
Scary damage 02 |
9203 |
Scary damage 03 |
9204 |
Scary damage 04 |
9205 |
Scary damage 05 |
9206 |
Scary damage 06 |
9207 |
Scary damage 07 |
9208 |
Scary damage 08 |
9209 |
Scary damage 09 |
9210 |
Scary damage 10 [enemy_sample] |
9211 |
Scary damage 11 [Seven-sided warrior_Grief bullet (weak)] |
9212 |
Scary Damage 12 [Seven-sided Warrior_Grief Bullet (Strong)] |
9213 |
Scary damage 13 [Neckless_Attack (weak)] |
9214 |
Scary damage 13 [Neckless_Attack (Middle)] |
9215 |
Scary damage 14 [Neckless_Attack (strong)] |
9216 |
Scary damage 16 [Yasha Ape_Roar] |
9218 |
Scary damage 17 [Demon monkey test_all attacks] |
9219 |
Scary Damage 19 [Seven-sided Warrior_Grief Field] |
9220 |
Scary damage 20 [Yasha Ape's mad roar] |
9221 |
Scary Damage 21 [Underwater Neckless Hair Bullet] |
9222 |
Scary damage 22 [Village zombies_mad dumplings_parents] |
9223 |
Scary damage 23 [Village zombie _ Mad dumpling _ Child] |
9280 |
Fear_Resistance Shaving Permit |
9281 |
Fear_Resistance Shaving Hold |
9400 |
Kanden_Hit effect 00 [PC_Lightning return] |
9405 |
Kanden_Hit effect 05 [PC_Lightning return] |
9410 |
Kanden_Hit effect 10 [Enemy_Lightning_Strength 1] |
9411 |
Kanden_Hit effect 11 [Enemy_Lightning_Strength 2] |
9412 |
Kanden_Hit effect 12 [Enemy_Lightning_Strength 3] |
9413 |
Kanden_Hit effect 13 [Enemy_Lightning_Strength 4] |
9414 |
Kanden_Hit effect 14 [Enemy_Lightning_Strength 5] |
9415 |
Electric shock_hit effect 19 [enemy_strong thunder_mermaid dragon] |
9420 |
Electric shock_resistant scraping 00 [PC_lightning return] |
9425 |
Electric shock_resistant scraping 05 [PC_strong lightning return] |
9430 |
Electric shock_resistant scraping 10 [enemy_lightning_strength 1] |
9431 |
Electric shock_resistant scraping 11 [enemy_lightning_strength 2] |
9432 |
Electric shock_resistant scraping 12 [enemy_lightning_strength 3] |
9433 |
Electric shock_resistant scraping 13 [enemy_lightning_strength 4] |
9434 |
Electric shock_resistant scraping 14 [enemy_lightning_strength 5] |
9435 |
Electric shock_resistant scraping 15 [enemy_strong thunder_mermaid dragon] |
9440 |
Electric shock_Resistance scraping_Recovery [Common] |
9445 |
lightning from isshin |
9450 |
Electric shock_damage Behavior notification 00 [common to lightning] |
9451 |
Electric shock_damage Behavior notification 01 [common to strong lightning] |
9460 |
Electric shock damage magnification change _0.00 times |
9461 |
Electric shock damage magnification change _0.25 times |
9462 |
Electric shock damage magnification change _0.50 times |
9463 |
Electric shock damage magnification change_0.75 times |
9464 |
Electric shock damage magnification change_ |
9465 |
Electric shock damage magnification change_ |
9466 |
Electric shock damage magnification change_ |
9467 |
Electric shock damage magnification change_ |
9468 |
Electric shock damage magnification change_ |
9469 |
Electric shock damage magnification change_ |
9480 |
Electric shock_resistant scraping permission |
9481 |
Electric shock_resistant scraping hold |
9490 |
Electric shock_charged enchantment [weak lightning_strength 1] |
9491 |
Electric shock_charged enchantment [weak lightning_strength 2] |
9492 |
Electric shock_charged enchantment [weak lightning_strength 3] |
9493 |
Electric shock_charged enchantment [weak lightning_strength 4] |
9494 |
Electric shock_charged enchantment [weak lightning_strength 5] |
9495 |
Electric shock_charged enchantment [strong thunder_mermaid dragon] |
9498 |
Electric shock_charged enchantment [for checking lightning] |
9499 |
Electric shock_charged enchantment [for checking strong lightning] |
9500 |
Electric shock_lightning enchantment erase |
9505 |
Electric shock_Discharge_Parent [Weak lightning] |
9506 |
Electric shock_discharge_parent [strong lightning] |
9507 |
Electric shock_discharge_child [lightning / strong lightning] |
9508 |
Electric shock_discharge_child [lightning / strong lightning] |
9600 |
Aging_resistant scraping |
9601 |
Aging_tolerance return |
9620 |
Aging_invoking |
9640 |
Aging_Relief_上书き版 |
9641 |
Aging_Release_Time Elapsed Version |
9800 |
Firecracker debuff |
9807 |
isshin deflect timer |
9900 |
custom buildup |
10400 |
[NTC] Broken Ring Monk_Transparency of Magic Magic |
10500 |
[NTC] Dog_Dripping Resident SFX |
10550 |
Ninjutsu Ninjutsu_Puppet Technique_Symbol SFX_Eyes |
10600 |
[NTC] Tominaga Servant General_Hand_Resident SFX |
10601 |
[NTC] Tominaga Servant General_Chest_Resident SFX |
10602 |
[NTC] Samurai Tominaga _ flank _ resident SFX |
10603 |
[NTC] Samurai Tominaga _Foot_Resident SFX |
10604 |
[NTC] General Tominaga _ Deadly stance _ Resident SFX |
10605 |
[NTC] Shinobi kills 720 health |
10606 |
[NTC] The maximum value of stamina is reduced by playing animation |
10607 |
[NTC] Increase stamina maximum value by shinobi + decrease stamina recovery speed by 100 |
10700 |
[NTC] Straw doll bug revival judgment |
10701 |
[NTC] HP recovery when the straw doll bug revives |
30000 |
[Conversation] 00 for animation status judgment |
30001 |
[Conversation] 01 for animation status judgment |
30002 |
[Conversation] For animation status judgment 02 |
30003 |
[Conversation] For animation status judgment 03 |
30004 |
[Conversation] For animation status judgment 04 |
30005 |
[Conversation] For animation status judgment 05 |
30006 |
[Conversation] For animation status judgment 06 |
30007 |
[Conversation] For animation status judgment 07 |
30008 |
[Conversation] For animation status judgment 08 |
30009 |
[Conversation] For animation status judgment 09 |
30100 |
[Conversation] For judgment to treat as dead in EzState |
30200 |
[Conversation] Throw invalid / Trunk damage multiplier 0 (permanent) |
30201 |
[Conversation] Damage is completely invalid |
30300 |
[Conversation] Non-resisting NPC attack response_death production |
30500 |
[Conversation] Judgment using artificial limbs |
30600 |
[Conversation] Quick turn at the start of conversation |
30601 |
[Conversation] Do not turn to the nest |
30700 |
[Conversation] Judgment during conversation |
31100 |
[Conversation] [Prince] Completely hidden |
31101 |
[Conversation] [Prince (censer)] For instant judgment when the material is added to the incense |
31102 |
[Conversation] [Prince (censer)] Suppressing the start of cutscenes that burn incense |
31110 |
[Conversation] [Prince] Completely hidden |
31111 |
[Conversation] [Prince] Completely hidden _ for initial use |
31120 |
[Conversation] [Prince] Phantom conversation sign SFX (for Prince) |
31121 |
[Conversation] [Prince] Phantom conversation sign SFX (for Emma) |
31122 |
[Conversation] [Prince] No quick turn for phantom conversation |
31200 |
[Conversation] [Chief of the Ninja Army (Truth Edition)] For determining whether the sword animation has ended |
32900 |
[Conversation] [Mermaid Yaohi] |
32901 |
[Conversation] [Yahyobioka Nun] I used a motion item that the PC prays for. |
71100 |
All invalid |
71110 |
Immortal invalid |
71111 |
All valid |
80000 |
All invalid |
80011 |
Remnants & soul sucking invalid |
80101 |
Remnants & fascination invalid |
80111 |
Residual invalid |
81001 |
Sucking soul & fascination invalid |
81011 |
Ineffective sucking soul |
81101 |
Fascination invalid |
81111 |
All valid |
90000 |
All invalid * Unused |
90011 |
Poison & flaming invalid (flaming bleeding) |
90111 |
Poison invalid |
91011 |
Ineffective on fire (flaming = bleeding) |
99000 |
Shallow snow |
99001 |
Deep snow |
99002 |
Dead torch state |
99003 |
Blood glue blown from the sword |
99004 |
Display off |
99005 |
Post-ritual test |
99006 |
Playable version Enemy unnoticed |
99007 |
Playable version The power of evil spirits |
99008 |
Counter test |
99013 |
Concept version Suspension bridge For the dead Always throwing invalid |
99014 |
Suspension bridge for determining the waiting status of the dead |
99020 |
Special effects for slime |
99050 |
Corrosion test |
99100 |
[FDP] Test_No damage to fire |
99101 |
[FDP] Test_Damage when throwing a wolf |
99102 |
[FDP] Test_Firefly item use event acquisition |
99200 |
[FDP] Proto_Giant slime frozen |
99201 |
[FDP] Proto_Giant slime frozen SFX |
99300 |
Dragon Bleeding |
99310 |
Dragon bleeding 1 |
99311 |
Dragon bleeding 2 |
99312 |
Dragon bleeding 3 |
99313 |
Dragon bleeding 4 |
99314 |
Dragon bleeding 5 |
99400 |
[Test] Curse of the King of the Dead |
99401 |
c1210 Blue Estrus Permit Test |
99402 |
c1210 Blue in estrus Anime ID offset 3000000 |
99410 |
c1240 Poor dead rolling test |
99420 |
c2180 Maggot A test for changing the damage animation with flames |
99430 |
12 End version avatar for pseudo-death state |
99440 |
Great ash demon hot air damage |
99441 |
Ash demon hot air damage small |
99450 |
Resident damage animation change [for temporary black knight] |
99451 |
Resident damage animation change [for temporary crucifixion A] |
99500 |
Basilica Golem Test |
99600 |
Test for measuring the time to revival of pseudo-death |
99700 |
Team type change test |
99800 |
TAE-EventMaker cooperation test |
100000 |
On the move (walking) |
100001 |
On the move (running) |
100002 |
Moving (dash) |
100005 |
Stop moving (walking) |
100006 |
Stop moving (running) |
100007 |
Stop moving (dash) |
100010 |
Quick turn judgment |
100020 |
For judging player stamina out |
100030 |
For upper body animation end transition judgment |
100040 |
Lower body animation end transition judgment |
100050 |
Rotation attack For specifying the transitionable period |
100060 |
For backstep prohibition judgment during blow-off motion |
100070 |
For jump animation fall transition judgment |
100080 |
For determining wall collision processing when throwing |
100090 |
For determining when the charge attack can be interrupted |
100100 |
For determining death timing for wall collision when throwing |
100110 |
For determining the timing of issuing a bonfire event |
100120 |
For guard reversal possible timing judgment |
100130 |
For rightward movement judgment |
100140 |
For right diagonal movement judgment |
100150 |
For leftward movement judgment |
100160 |
For left diagonal movement judgment |
100170 |
For 180 degree turn judgment during dash |
100180 |
For dash impossible judgment |
100190 |
For judging that running / dashing is not possible |
100200 |
For non-movable judgment |
100210 |
Judgment that you are in the forced crouching area |
100211 |
Bounce infinite wall Judgment that you are in the jumpable area |
100240 |
PC: Transition possible with interpolation between states |
100241 |
PC: Transition enabled with interpolation between states |
100242 |
PC: Hold down and transfer the deadly sword |
100243 |
PC: Can only be canceled at the 3rd stage of the kick rush |
100244 |
PC: Can only be canceled with a trained ax derivative attack |
100245 |
PC: Can only be canceled with an iron fan derivative attack |
100246 |
PC: Resurrection possible |
100250 |
PC: Dash transition possible |
100251 |
PC: Special sword input can be canceled |
100252 |
PC: Special sword combo possible |
100253 |
PC: Right finger is adding |
100254 |
PC: Accepting dash transition input |
100255 |
PC: Deadly Sword: Iai: Issue 1st stage variation |
100256 |
PC: Special Sword: Eight Jump Rush: Finish at the 2nd stage |
100257 |
PC: Special Sword: Eight Jump Rush: Finish at the 3rd stage |
100258 |
PC: Attack transition is possible after step |
100259 |
PC: Dash-derived action transition possible |
100260 |
PC: Artificial limb hold transition possible |
100261 |
PC: Artificial limb variation effective |
100262 |
PC: Artificial limb guard action possible |
100263 |
PC: Dash → Driving connection: Initial operation end |
100264 |
PC: Dash → Driving connection: Satellite end |
100265 |
PC: Normal attack 2nd stage reverse foot transition possible |
100266 |
PC: Jumpable after hitting a deadly sword |
100267 |
PC: Jump derivative action is possible after hitting the deadly sword |
100268 |
PC: In non-combat state |
100269 |
PC: Hold down step transition is possible |
100270 |
PC: Addition input_Wall jump |
100271 |
PC: No kicking in the air |
100272 |
PC: Treat as standby state |
100273 |
PC: Special effect applied to lock target_finger whistle |
100274 |
PC: Reverse foot guard can be started |
100275 |
PC: Redo bell during darkening |
100276 |
PC: Redo bell darkening release |
100277 |
PC: Artificial limb hold can be used_Ignition |
100278 |
PC: Check whether artificial limbs can be used |
100279 |
PC: Throw while down direction specified _ prone |
100280 |
PC: Hold down step prohibited |
100281 |
PC: Right finger addition is prohibited |
100282 |
PC: Addition input_Special sword |
100283 |
PC: Addition Cancel_Special Sword |
100284 |
PC: The rise and fall in the water may start to migrate |
100285 |
PC: Addition Jasuga is possible |
100286 |
PC: Special Sword Lifting _Iai_Variation |
100287 |
PC: Positioning jump landing possible |
100288 |
PC: Treated as a wait state during an event |
100289 |
PC: Damage animation transition prohibited |
100290 |
PC: Can only be canceled by flamethrower |
100291 |
PC: Can only be canceled at the 3rd stage of fist attack |
100292 |
PC: Can only be canceled with Kodachi derivative attacks |
100293 |
PC: Special sword hold can be released |
100294 |
PC: Move loop transition possible |
100295 |
PC: Non-combat area movement transition possible |
100296 |
PC: Normal attack 1st stage reverse foot transition possible |
100297 |
PC: Cancellation is possible only in the second stage of face-to-face |
100298 |
PC: Always bare hands |
100300 |
Can be canceled only for transformation |
100301 |
Attack hit derivative action possible |
100302 |
Dedicated landing transition possible |
100303 |
Dash-derived action transition possible_after dash |
100304 |
Dash-derived action transition possible_Dashing |
100305 |
QT transition is possible while dash is stopped |
100306 |
Death transition possible during down |
100307 |
Atemi changeable transition possible |
100308 |
Listening can be finished |
100309 |
Can be issued while down |
100310 |
Can be activated during additional damage |
100311 |
Reaction when guarding Overwriting: Minimal damage |
100312 |
During a standing quick turn |
100313 |
Standing quick turn possible |
100314 |
Ax horizontal derivative attack possible |
100315 |
Items can be used continuously |
100316 |
Prohibition of re-sticking _ After wall sticking |
100317 |
Prohibition of re-walling_Walling |
100319 |
PC: Set guard start animation to 2 (reverse foot) |
100320 |
Can attack while guarding |
100321 |
PC: Lock-on angle fixed release during quick turn |
100322 |
PC: Dash stop prohibited |
100323 |
PC: Can be hung while grabbing |
100324 |
PC: Fall prevention assist disabled |
100325 |
PC: Items can be used and moved |
100326 |
PC: Speed change transition possible |
100327 |
PC: Hanging and grabbing can be completed |
100328 |
PC: Storm jump transition possible |
100329 |
PC: Positioning jump landing movement can be started |
100330 |
PC: Landing animation disabled |
100331 |
PC: Wall jump is possible |
100332 |
PC: Can be hung in the air and grabbed |
100333 |
PC: Hanging and grabbing finished |
100334 |
PC: Kicking enemy jump transition possible |
100336 |
PC: Quick turn is possible while guarding |
100337 |
PC: Guard can be terminated |
100338 |
PC: Normal attack input can be canceled |
100339 |
PC: Normal attack animation disabled |
100340 |
PC: Throw kill transition effective |
100341 |
PC: Sub-weapon combo possible |
100342 |
PC: Sub-weapon derivative attack possible |
100343 |
PC: Sub-weapon input can be canceled |
100344 |
PC: Damage can be canceled and rumbling is possible |
100345 |
PC: Damage can be canceled and played |
100346 |
PC: Down cancellation and rumbling are possible |
100347 |
PC: Addition input reissue |
100348 |
PC: Water swimming is accelerating |
100349 |
PC: Water landing movement can be started |
100350 |
PC: Can surface |
100351 |
PC: Underwater descent loop transition possible |
100352 |
PC: Dolphin jump possible |
100353 |
PC: Braking is possible while accelerating swimming |
100354 |
PC: Ascending underwater |
100355 |
PC: Descent in the water |
100356 |
PC: Normal attack 1st stage transition possible |
100357 |
PC: Normal attack 2nd stage transition possible |
100358 |
PC: Normal attack 3rd stage transition possible |
100359 |
PC: No switching of artificial limbs |
100360 |
PC: Normal attack 4th stage transition possible |
100361 |
PC: Normal attack 5th stage transition possible |
100362 |
PC: Docking movement stop prohibited |
100363 |
PC: Set the guard start animation to 3 * Not required depending on the performance |
100364 |
PC: Sub-weapon addition ska effective |
100365 |
PC: Fall prevention assist disabled (movement to the ground & ground action wall) |
100366 |
PC: Fall prevention assist disabled (wall only for ground action) |
100367 |
PC: Cancel with guard (hold down) |
100368 |
PC: Cancel with artificial limb ninja (hold down) |
100369 |
PC: Addition input_jump |
100370 |
PC: Addition Cancel_Jump |
100371 |
PC: Addition input_item |
100372 |
PC: Addition Cancel_Item |
100373 |
PC: Artificial limb switching 2nd stage transition possible |
100374 |
PC: Artificial limb switching 3rd stage transition possible |
100375 |
PC: Sub-weapon forced input cancellation |
100376 |
PC: Kodachi back combo prohibited |
100377 |
PC: Additive input_Crouching |
100378 |
PC: Addition Cancel_Crouching |
100379 |
PC: Tele-glasses in use |
100380 |
PC: Additive input_Normal attack |
100381 |
PC: Addition Cancel_Normal Attack |
100382 |
PC: Addition input_guard |
100383 |
PC: Addition Cancel_Guard |
100384 |
PC: Addition input_Artificial limb attack |
100385 |
PC: Addition Cancel_Prosthetic Hand Ninja Attack |
100386 |
PC: Addition input_wire |
100387 |
PC: Addition Cancel_Wire |
100388 |
PC: Addition input_Walled / hanging |
100389 |
PC: Addition cancellation_Walled / hanging |
100390 |
PC: Addition input_Kick |
100391 |
PC: Addition Cancel_Kick |
100392 |
PC: Iron fan damage level for overwriting _ provisional |
100393 |
PC: Artificial limb guard release connection possible |
100394 |
PC: Addition input_Prosthetic hand ninja tool switching |
100395 |
PC: Addition cancellation _ Artificial limb ninja equipment switching |
100396 |
PC: It's possible to move the 1st segment in your hand |
100397 |
PC: It is possible to move the 2nd stage in the hand |
100398 |
PC: The possibility of migration of the 3rd segment in the hand |
100399 |
PC: Jumpable without preparatory movement |
100400 |
PC damage animation change [Small / Medium / Push → Minimal] |
100401 |
PC damage animation change [All → Minimal] |
100402 |
PC damage animation change [minimal → small] |
101000 |
Moving on the water (walking) |
101001 |
Moving on the water (running) |
101002 |
Moving on the water (dash) |
101005 |
Stop moving on the water (walking) |
101006 |
Stop moving on the water (running) |
101007 |
Stop moving on the water (dash) |
104000 |
Critical symbol SFX_for enemy attack_piercing |
104001 |
Critical symbol SFX_for enemy attack_ground |
104002 |
Critical symbol SFX_for enemy attack_light fire / anti-aircraft |
104005 |
Critical symbol SFX_for enemy attack_flame |
104010 |
Critical symbol SFX_piercing |
104011 |
Critical symbol SFX_ground |
104012 |
Critical symbol SFX_light / anti-aircraft |
104015 |
Critical symbol SFX_flame |
104016 |
Critical symbol SFX_anti-spirit |
104017 |
anti air |
104018 |
sweep counter |
104020 |
Critical symbol SFX_reaction system_firecracker |
104021 |
Critical symbol SFX_reaction system_ax |
104022 |
Critical symbol SFX_reaction system_female poison |
104023 |
Critical symbol SFX_reaction system_spear |
104024 |
Critical symbol SFX_reaction system_enemy turning |
104025 |
Critical symbol SFX_reaction system_seed ringing |
104026 |
Critical symbol SFX_reaction system_finger whistle |
104030 |
Critical symbol SFX_Reaction system playback permission_Firecracker |
104031 |
Critical symbol SFX_Reaction system playback permission_Ax |
105010 |
Just guard judgment |
105020 |
Just guard performance change _1st |
105021 |
Just guard performance change_2nd time |
105022 |
Just guard performance change_3rd |
105023 |
Just guard performance change_4th and later |
105025 |
Just Guard Success SFX Change_Aim and Success |
105026 |
Just guard success SFX change_success with repeated hits |
105040 |
Successful closeout production + core recovery |
105050 |
Core recovery at the time of shinobi _ effect |
105051 |
Restoration of the trunk at the time of shinobi _Effect_Recovery prohibited by stopping through |
105052 |
Restoration of the trunk at the time of shinobi _Effect_Removal of recovery prohibition by stopping through |
105100 |
Wire attack hit |
106000 |
No enchantment |
106010 |
living force from LF |
106020 |
Flame enchantment |
106021 |
Flame Enchantment_Call effect on hit |
106030 |
Spirit enchantment |
106031 |
Spirit Enchantment_Strengthen Anti-Spirit Guard |
106032 |
Spirit Enchantment_Anti-Spirit Jasuga Enhancement |
106040 |
Red blood enchantment |
106050 |
Poisonous blood enchantment |
106060 |
Leukemia enchantment |
106065 |
Leukemia_HP recovery_Encha attack hit |
106066 |
Leukemia_HP recovery_Blood smoke hit |
106070 |
Orange wind enchantment |
106080 |
Gold wind enchantment |
106085 |
Orange Wind Enchantment Erase_Parent |
106086 |
Gold Wind Enchantment Erase_Parent |
106087 |
Orange Wind Enchantment Erase_Child |
106088 |
Gold Wind Enchantment Erase_Child |
106089 |
Orange Wind / Gold Wind Enchantment Erase_Grandson |
106100 |
Storm jump 1st stage_possible |
106101 |
Storm jump 2nd stage_possible |
106110 |
In the first stage of Storm Jump |
106111 |
In the second stage of Storm Jump |
106112 |
After the storm jump |
107100 |
firecracker timer for beasts |
107300 |
Artificial limb ninja _ training ax _ attack hit |
107400 |
Artificial limb ninja _ transformation _ atemi core damage reduction |
107600 |
Artificial limb ninja _ iron fan _ charge LV0 monitoring / holding |
107601 |
Artificial limb ninja _ iron fan _ charge LV1 monitoring / holding |
107602 |
Artificial limb ninja _ iron fan _ charge LV2 monitoring / holding |
107603 |
Artificial limb ninja _ iron fan _ charge LV3 monitoring / holding |
107610 |
Artificial limb ninja _ iron fan _ charge LV1 is active |
107611 |
Artificial limb ninja _ iron fan _ charge LV2 is active |
107612 |
Artificial limb ninja _ iron fan _ charge LV3 is active |
107615 |
Artificial limb ninja _ iron fan _ charge reset |
107621 |
Artificial limb Ninja _ Iron fan _ Charge _1 Accumulate in 1 time |
107622 |
Artificial limb ninja _ iron fan _ charge-accumulate in 2 times |
107623 |
Artificial limb ninja _ iron fan _ charge _ collect in 3 times |
107624 |
Artificial limb ninja _ iron fan _ charge _ collect in 4 times |
107625 |
Artificial limb ninja _ iron fan _ charge _ collect in 5 times |
107626 |
Artificial limb ninja _ iron fan _ charge _ collect in 6 times |
107627 |
Artificial limb ninja _ iron fan _ charge _ collect in 7 times |
107628 |
Artificial limb ninja _ iron fan _ charge _ collect in 8 times |
107629 |
Artificial limb ninja _ iron fan _ charge _ collect in 9 times |
107630 |
Artificial limb ninja _ iron fan _ charge _ collect in 10 times |
107640 |
Artificial limb ninja _ iron fan _ charge monitoring / holding possible |
107641 |
Artificial limb ninja _ iron fan _ charge can be added |
107650 |
Artificial limb ninja _ iron fan _ light fire reduction _ guard |
107651 |
Artificial limb ninja _ iron fan _ light fire reduction _ just guard |
107700 |
Artificial limb ninja _ enemy turning LV1 / 2_ wind collecting (1 remaining) |
107701 |
Artificial limb ninja _ enemy turning LV1 / 2_ wind release (1 → 0 remaining) |
107702 |
Artificial limb ninja _ Enemy turning LV2_ Wind collecting (2 remaining) |
107703 |
Artificial limb ninja _ enemy turning LV2_ wind release (remaining 2 → 1) |
107704 |
Artificial limb ninja _ Enemy turning LV3_ Wind collecting (2 remaining) |
107705 |
Artificial limb ninja _ enemy turning LV3_ wind release (remaining 2 → 1) |
107706 |
Artificial limb ninja _ Enemy turning LV3_ Wind collecting (1 remaining) |
107707 |
Artificial limb ninja _ enemy turning LV3_ wind release (1 → 0 remaining) |
107709 |
Artificial limb ninja _ enemy turning LV2 / 3_ windbreak (remaining 2 → 0) |
107710 |
Artificial limb ninja _ enemy turning _ enemy turning reaction |
107711 |
Artificial limb ninja _ Enemy turn _ Enemy turn reaction _ Transparency |
107712 |
Artificial limb ninja _ Enemy turn _ Enemy turn reaction _ Short-term blindness |
107715 |
Artificial limb ninja _ Enemy turning LV1 / 2_ Wind collecting (1 extension remaining) |
107716 |
Artificial limb ninja _ Enemy turning LV2_ Wind collecting (2 extensions remaining) |
107717 |
Artificial limb ninja _ Enemy turning LV3_ Wind collecting (1 extension remaining) |
107718 |
Artificial limb ninja _ Enemy turning LV3_ Wind collecting (2 extensions remaining) |
107720 |
Artificial limb ninja _ enemy turning _ wind collection can be held |
107900 |
Artificial limb ninja _ finger whistle _ provocation effect |
107910 |
Artificial limb ninja _ finger whistle _ AI sound bullet firing A (reservoir) that only you can hear |
107911 |
Artificial limb ninja _ finger whistle _ AI sound bullet firing that only you can hear B |
107912 |
Artificial limb ninja _ finger whistle _ AI sound bullet firing B (hanging) that only you can hear |
107914 |
Artificial limb ninja _ finger whistle _ AI sound bullet firing B that only you can hear (peeping _ left) |
107915 |
Artificial limb ninja _ finger whistle _ AI sound bullet firing B that only you can hear (peeping _ right) |
107916 |
Artificial limb ninja _ finger whistle _ lock-on Special effect that applies special effect to the target (reservoir) |
107917 |
Artificial limb ninja _ finger whistle _ lock-on Special effect to apply special effect to target (release) |
107918 |
Artificial limb ninja _ finger whistle _ effect on lock-on target |
107919 |
Artificial limb Ninja_Finger whistle_Lock-on Effect that removes the effect on the target |
107920 |
Artificial limb ninja _ finger whistle LV3_ AI sound bullet firing A (reservoir) that only you can hear |
107921 |
Artificial limb ninja _ finger whistle LV3_ AI sound bullet firing that only you can hear B |
107922 |
Artificial limb ninja _ finger whistle LV3_ AI sound bullet firing B (hanging) that only you can hear |
107924 |
Artificial limb ninja _ finger whistle LV3 _ AI sound bullet firing B that only you can hear (peeping _ left) |
107925 |
Artificial limb ninja _ finger whistle LV3 _ AI sound bullet firing B that only you can hear (peeping _ right) |
108000 |
Slow foot effect (swamp) |
108001 |
Dull foot effect (miasma) |
108010 |
Judgment that you are on a steep slope roof |
108020 |
Judgment that you are in the deep water |
108030 |
Detained from villager zombies |
108800 |
In eavesdropping mode |
108801 |
Eavesdropping mode exit |
108900 |
In the conversational attack prohibited area |
109000 |
Crushed pinch (for PC) |
109001 |
Crushed pinch (for NPCs) |
109002 |
Wall jump Shinobi for success judgment |
109003 |
Fall down to kill and start to judge |
109004 |
Behind the conditions for nihilo is established |
109005 |
Critical hit |
109006 |
Falling ninja killing conditions established |
109007 |
The conditions for falling down to kill are not established |
109010 |
HP automatic recovery |
109011 |
HP automatic recovery cancellation |
109012 |
Crouching |
109013 |
In the cover |
109014 |
Cover peeping (left) area |
109015 |
Cover peeping (right) area |
109016 |
Looking into the cover |
109017 |
Air throwing bullet can be fired (falling shinobi) |
109018 |
Air-throwing bullet can be fired (wall jump shinobi) |
109023 |
Ready to play |
109029 |
Slightly recovers HP by shinobi |
109031 |
Player Down / Revenge Reception |
109035 |
Prototype limited _ Only during rush hour of centipede (large) _ Make it easier to just guard |
109039 |
Temporarily disable movement fall prevention assist |
109200 |
Crouching stealth |
109201 |
Crouching shadow covert |
109202 |
Forced stealth_3 seconds |
109203 |
Crouching bush covert |
109210 |
Covert with wall |
109220 |
Hanging covert |
109221 |
Hanging covert / hanging start only |
109230 |
Blood smoke technique covert |
109250 |
Wire stealth |
109300 |
Crouching behind shinobi can be activated |
109304 |
Wall pull-in shinobi (left) can be activated |
109305 |
Wall pull-in shinobi (right) can be activated |
109306 |
Withdrawal Shinobi killing can be activated |
109307 |
The special possibility of enduring the killing of the monk |
109308 |
Large snake special ninja killing can be activated |
109400 |
Increased damage taken while being destroyed |
109450 |
Stopping core recovery after being hit_parent |
109451 |
Stopping core recovery after being hit _ child |
109900 |
Dashing_Refer to Enemy AI |
109910 |
Reduced stamina recovery after attack |
109920 |
Special SFX control bullet / mud dirt decal permission when moving |
109940 |
Litter hiding |
109941 |
Judgment that jumped out of the litter and killed |
109950 |
Prototype Limited: Successful closeout production |
109960 |
Enemy AI reference_wire attack |
109961 |
Enemy AI reference_jump attack |
109962 |
Enemy AI reference_hanging attack |
109963 |
Enemy AI reference_aging attack |
109970 |
Enemy AI reference_Push |
109971 |
Enemy AI reference _ 袈裟 slash |
109972 |
Enemy AI reference_Reverse slash |
109973 |
Enemy AI reference_vertical slash |
109974 |
Enemy AI reference_horizontal slash |
109980 |
Enemy AI reference_Guard / Jasuga non-attack |
109990 |
Enemy AI reference_continuous attack |
110010 |
Resurrection Technique_Pretending to be Dead Effect |
110015 |
Resurrection Technique_HP Half Recovery |
110016 |
Resurrection Technique_A strong enemy notices when you get up |
110020 |
Cling judgment |
110030 |
Enemy AI Reference_Ninja Killing |
110031 |
Enemy AI reference_after resurrection 1 |
110032 |
Enemy AI Reference_After Resurrection 2 |
110033 |
Enemy AI Reference_After Resurrection 3 |
110040 |
Water judgment |
110041 |
Water judgment |
110050 |
SA when stepping on |
110060 |
Death verdict |
110070 |
Resurrection Technique_When using SFX "Regeneration" + Directed VFX |
110080 |
Blood Smoke Ninja Kill_SFX "Smoke" when used |
110081 |
Puppet Ninja _ SFX "Puppet" when used |
110082 |
Granted Shinobi _ When using SFX "Matoi" |
110090 |
Resurrection Technique_Key FE |
110091 |
Resurrection Technique_Heart Sound SE_Parent |
110092 |
Resurrection Technique_Heart Sound SE_Child |
110093 |
Resurrection Technique_Heart Sound SE_Parent Erase |
110094 |
Resurrection Technique_Heart Sound SE_Child Restriction |
110111 |
PC jump start_positioning_before |
110112 |
After PC jump start_positioning_ |
110113 |
PC jump start_positioning_left |
110114 |
PC jump start_positioning_right |
110115 |
PC jump start_positioning_left front |
110116 |
PC jump start_positioning_right front |
110117 |
PC jump start_positioning_left rear |
110118 |
PC jump start_positioning_right back |
110120 |
PC jump start_vertical |
110121 |
PC jump start_before |
110125 |
Judgment during PC collapse |
110126 |
Regaining _ Trunk damage cut |
110127 |
Full recovery of the trunk at the time of shinobi |
110130 |
Yame_ activation |
110131 |
Night eye _ erase |
110135 |
Eavesdropping_for discrimination |
110136 |
Checkpoint_for discrimination |
110140 |
Enchantment erasure by sword |
110145 |
PC down _ Remove enchantment when immersed in water |
110146 |
Soak in water and remove enchantment |
110147 |
Material to remove enchantment when PC is down |
110200 |
Enemy AI reference_Shuriken chasing slash |
110210 |
Enemy AI reference _火竹溜め散 |
110211 |
Enemy AI Reference_Firecracker Spread |
110212 |
Enemy AI reference_Firecracker chasing slash |
110220 |
Enemy AI reference_Pump fire |
110221 |
Enemy AI reference_fire |
110222 |
Enemy AI reference_flamethrower |
110223 |
Enemy AI reference_Ignition and slashing |
110230 |
Enemy AI reference_Ax sweep |
110231 |
Enemy AI reference_Ax slamming |
110232 |
Enemy AI reference_Ax series slash |
110240 |
Enemy AI reference_Transformation Sky Ren Slash |
110241 |
Enemy AI reference _ Transforming ground slashing |
110250 |
Enemy AI reference_Kodachi Table 1 |
110251 |
Enemy AI reference_Kodachi Table 2 |
110252 |
Enemy AI reference_Kodachi Table 3 |
110253 |
Enemy AI reference_Kodachi Table 4 |
110254 |
Enemy AI reference_Kodachi Table 5 |
110255 |
Enemy AI reference_Kodachi Table 6 |
110256 |
Enemy AI reference_Kodachi back 1 |
110257 |
Enemy AI reference_Kodachi back 2 |
110258 |
Enemy AI reference_Kodachi back 3 |
110259 |
Enemy AI reference_Kodachi back 4 |
110260 |
Enemy AI reference_Kodachi back 5 |
110261 |
Enemy AI reference_Kodachi back 6 |
110262 |
Enemy AI reference_Aerial Kodachi |
110263 |
Enemy AI reference_Kodachi derivative attack |
110270 |
Enemy AI reference_Iron fan guard |
110271 |
Enemy AI reference_Iron fan slashing |
110280 |
Enemy AI reference_Enemy turning |
110281 |
Enemy AI reference_Enemy turning Shimatoi slashing |
110290 |
Enemy AI reference_Spear assault |
110291 |
Enemy AI reference_Spear thrust |
110292 |
Enemy AI reference_Spear attraction |
110293 |
Enemy AI reference_Spear Nagisa |
110294 |
Enemy AI reference_Spear chasing slash |
110295 |
Enemy AI reference_Spear chain slash |
110300 |
Enemy AI reference_Finger whistle slash |
110400 |
Enemy AI reference_Rotating slash |
110410 |
Enemy AI reference_Dive slash |
110411 |
Enemy AI reference_jumping slash |
110420 |
Enemy AI reference_face |
110421 |
Enemy AI reference_follow-up |
110430 |
See enemy AI_Sword Holy Iai |
110440 |
Enemy AI reference_Iai |
110450 |
Enemy AI reference_Invisible Iai continuous attack 1 |
110451 |
Enemy AI reference_Invisible Iai continuous attack 2 |
110460 |
Enemy AI Reference_Hachiman Flying Rush 1 |
110461 |
Enemy AI Reference_Hachiman Flying Rush 2 |
110462 |
Enemy AI Reference_Hachiman Flying Rush 3 |
110463 |
Enemy AI Reference_Hachiman Flying Rush 4 |
110464 |
Enemy AI Reference_Hachiman Flying Rush F |
110470 |
Enemy AI Reference_Immortal Slash 1 |
110471 |
Enemy AI Reference_Immortal Slash 2 |
110480 |
Enemy AI Reference_Kick Rush 1 |
110481 |
Enemy AI Reference_Kick Rush 2 |
110482 |
Enemy AI Reference_Kick Rush 3 |
110483 |
Enemy AI Reference_Kick Rush 4 |
110490 |
Enemy AI reference_Fist attack 1 |
110491 |
Enemy AI reference_Fist attack 2 |
110492 |
Enemy AI reference_Fist attack 3 & Reservoir Tetsuyama Yasushi |
110500 |
Enemy AI reference_Pump sneak stab |
110501 |
Enemy AI reference_Sneak stab |
110502 |
Enemy AI reference_Sneak stab derivative rotation slash |
110600 |
Enemy AI reference _ Dedicated coping order after receiving Hachiman Flying Rush F |
110610 |
Enemy AI reference_Special coping command after receiving kick rush F |
111000 |
Environment-dependent_white breath |
111001 |
Environment-dependent_white breath / prohibited |
112000 |
Ninjutsu Ninjutsu_Blood Smoke |
112001 |
Ninjutsu Ninjutsu_Puppet Technique |
112002 |
Ninjutsu Ninjutsu_Encha Technique |
113000 |
Hand Sweep_Recovery speed of body stem decreased |
113020 |
Recovery slot increase + 1_A |
113021 |
Recovery slot increase + 1_B |
113022 |
Recovery slot increase + 1_C |
113030 |
For parachute judgment |
118000 |
Blood smoke shinobi type designation_normal_ red blood |
118060 |
Blood smoke shinobi type designation_radiation_red blood |
118070 |
Blood smoke shinobi type designation_radiation_poisonous blood |
118080 |
Blood smoke shinobi type designation_radiation_white blood |
118100 |
Blood Smoke Shinobi Type Change_Normal_Red Blood |
118160 |
Blood Smoke Shinobi Type Change_Radiation_Red Blood |
118170 |
Blood Smoke Shinobi Type Change_Radiation_Poisonous Blood |
118180 |
Blood smoke shinobi type change_radiation_white blood |
118200 |
Puppet ninja killing type designation_normal |
118210 |
Puppet ninja killing type specification_normal_infinite duration |
118300 |
Puppet Ninja Type Change_Normal |
118310 |
Puppet Ninja Type Change_Normal_Infinite Duration |
118400 |
Granted Ninja Type Designation_Normal_Red Blood |
118410 |
Granted Ninja Type Designation_Normal_Poisonous Blood |
118420 |
Granted shinobi type designation_normal_white blood |
118500 |
Granted Ninja Type Change_Normal_Red Blood |
118510 |
Granted Ninja Type Change_Normal_Poisonous Blood |
118520 |
Granted shinobi type change_normal_white blood |
127000 |
Shuriken LV1 |
127010 |
Shuriken LV2 (can be stored) |
127020 |
Shuriken LV3-A (can be stored + penetrated) |
127021 |
Shuriken LV3-B (can be stored + butterfly phantom bullet) |
127022 |
Shuriken LV3-C (can be stored + throwing money) |
127030 |
Shuriken LV4 (can be stored + penetration + power up) |
127060 |
Money throwing _ possession LV0 |
127061 |
Money throwing _ possession LV1 |
127062 |
Money throwing _ possession LV2 |
127063 |
Money throwing _ possession LV3 |
127070 |
Money throwing _ consumption LV0 accumulation |
127071 |
Money throwing _ consumption LV0 |
127072 |
Money throwing _ consumption LV1 accumulation |
127073 |
Money throwing _ consumption LV1 |
127074 |
Money throwing _ consumption LV2 accumulation |
127075 |
Money throwing _ consumption LV2 |
127076 |
Money throwing _ consumption LV3 accumulation |
127077 |
Money throwing _ consumption LV3 |
127100 |
Firecracker LV1 |
127110 |
Firecracker LV2 (It’s possible to slip away) |
127120 |
Firecrackers LV3-A (you may slip + explosion time prolonged) |
127121 |
Firecrackers LV3-B (slipping possible + hazardous substances) |
127200 |
Ignition LV1 |
127210 |
Ignition LV2 (can be stored) |
127220 |
Ignition LV3 (can be stored + flame can be emitted) |
127230 |
Ignition LV4 (can be stored + flame can be emitted + anti-spirit) |
127300 |
Axe LV1 |
127310 |
Ax LV2 (can be stored) |
127320 |
Axe LV3 (slide め possibility + burst) |
127330 |
Ax LV4 (can be stored + explodes + illusion eraser) |
127400 |
Transformation LV1 |
127410 |
Transformation LV2 (can be activated after damage) |
127420 |
Transformation LV3 (Can be activated after damage + Shock wave when activated) |
127500 |
Kodachi LV1 |
127510 |
Kodachi LV2 (derivative attack possible) |
127520 |
Kodachi LV3-A (derivative attack possible + guard penetration) |
127521 |
Kodachi LV3-B (derivative attack possible + poison fog spray) |
127600 |
Iron fan LV1 |
127610 |
Iron fan LV2 (can be turned) |
127620 |
Iron fan LV3-A (can be turned + anti-flame) |
127621 |
Iron fan LV3-B (can be turned + anti-spirit) |
127700 |
Enemy turning LV1 |
127710 |
Enemy turning LV2 (can be activated continuously) |
127720 |
Enemy turning LV3 (continuous activation possible + stealing) |
127800 |
Gun LV1 |
127810 |
Spear LV2-A (Available for charge) |
127811 |
Spear LV2-B |
127820 |
Spear LV3-A (chargeable assault + corkscrew) |
127821 |
Spear LV3-B (Can be wiped off + flame) |
127900 |
Finger flute LV1 |
127910 |
Finger flute LV2 (you can slip away) |
127920 |
Whistling LV3 (can be stored + minor) |
130000 |
Wetting control: Wetting |
130010 |
Wetting control: Poisonous wetting |
130020 |
Wetting control: Mud wet |
130030 |
Wetting control: Frostbite wet |
140000 |
Deadly Sword_Rotating Sword |
140100 |
Deadly Sword_Dive Sword |
140101 |
Special Sword_Dive Sword + 1_Slash Retreat Added |
140200 |
Deadly Sword_Face |
140201 |
Special Sword_Face + 1_2nd stage added |
140210 |
Deadly Sword_Face _Core Recovery_Effect |
140300 |
Deadly Sword_Sword Holy Iai |
140310 |
Special sword _ sword sacred iaido _ with form |
140400 |
Deadly Sword_Iai |
140410 |
Deadly Sword_Flame Iaido_There is a form fee |
140500 |
Deadly Sword_Eight Jump Rush |
140501 |
Special Sword_Eight Jump Rush + 1_ Increase in Number of Stages |
140510 |
Special Sword _ Eight Jump Rush + 1 _ There is a form fee |
140600 |
Deadly Sword_Immortal Sword |
140601 |
Special Sword_Immortal Sword + 1_ Addition of Reservoir |
140610 |
Deadly Sword_Immortal Sword + 1_ There is a form fee |
140700 |
Deadly Sword_Kick Rush |
140701 |
Special Sword_Kick Rush + 1_Increase in number of steps |
140800 |
Deadly Sword_Body Art Consecutive Attack |
140801 |
Special Sword_Body Art Consecutive Attack + 1_ Yasushi Tetsuyama Added |
140900 |
Deadly Sword_Sneak Stab |
140901 |
Special Sword_Sneak Stab + 1_Descent Rotation Slash Added |
140910 |
Special sword _ sneak stab _ with shape fee |
150000 |
Covert A (make the sign smaller) |
150010 |
Covert B (makes the sound quieter) |
150100 |
Good luck LV1 effect |
150101 |
Good luck LV2 effect |
150200 |
Knowledge of medicine LV1 effect |
150201 |
Knowledge of medicine LV2 effect |
150202 |
Knowledge of medicine LV3 effect |
150203 |
Knowledge of medicine LV4 effect |
150204 |
Knowledge of medicine LV5 effect |
150210 |
For improving the knowledge effect of medicine |
150300 |
HP recovery at the time of shinobi (A) _ permission |
150301 |
HP recovery at the time of shinobi (A) _ effect |
150302 |
HP recovery at the time of shinobi (A) _ effect _ recovery prohibited by stopping through |
150303 |
HP recovery at the time of shinobi (A) _Effect_Releasing the recovery prohibition by stopping through |
150310 |
HP recovery at the time of shinobi (B) _ permission |
150311 |
HP recovery at the time of shinobi (B) _ effect |
150312 |
HP recovery at the time of shinobi (B) _ effect _ recovery prohibited by stopping through |
150313 |
HP recovery at the time of shinobi (B) _ effect _ cancellation of recovery prohibition by stop through |
150320 |
Body dry recovery during endurance (A)_Permission |
150321 |
Core recovery at the time of shinobi (A) _Effect |
150322 |
Core recovery at the time of shinobi (A) _Effect_Recovery prohibited by stopping through |
150323 |
Restoration of trunk at the time of shinobi (A) _Effect_Removal of recovery prohibition by stopping through |
150330 |
Body dry recovery during endurance killing (B)_Permission |
150331 |
Core recovery at the time of shinobi (B) _ effect |
150332 |
Core recovery at the time of shinobi (B) _Effect_Recovery prohibited by stopping through |
150333 |
Restoration of the trunk at the time of shinobi (B) _Effect_Removal of recovery prohibition by stopping through |
150400 |
Parting off trunk shaving UP |
150410 |
Jasuga's trunk shaving UP |
150420 |
The guard's trunk is shaved and cut |
150421 |
Jasuga's trunk is shaved and cut |
150500 |
Jasuga rear sword attack trunk shaving UP_permission |
150501 |
Jasuga rear sword attack trunk shaving UP_ effect |
150600 |
Buff duration UP |
160000 |
Player Growth_Core Level 0 |
160001 |
Player Growth_Core Level 1 |
160002 |
Player Growth_Core Level 2 |
160003 |
Player Growth_Core Level 3 |
160004 |
Player Growth_Core Level 4 |
160005 |
Player Growth_Core Level 5 |
160006 |
Player Growth_Core Level 6 |
160007 |
Player Growth_Core Level 7 |
160008 |
Player Growth_Core Level 8 |
160009 |
Player Growth_Core Level 9 |
160010 |
Player Growth_Core Level 10 |
160011 |
Player Growth_Core Level 11 |
160012 |
Player Growth_Core Level 12 |
160013 |
Player Growth_Core Level 13 |
160014 |
Player Growth_Core Level 14 |
160015 |
Player Growth_Core Level 15 |
160016 |
Player Growth_Core Level 16 |
160017 |
Player Growth_Core Level 17 |
160018 |
Player Growth_Core Level 18 |
160019 |
Player Growth_Core Level 19 |
160020 |
Player Growth_Core Level 20 |
160021 |
Player Growth_Core Level 21 |
160022 |
Player Growth_Core Level 22 |
160023 |
Player Growth_Core Level 23 |
160024 |
Player Growth_Core Level 24 |
160025 |
Player Growth_Core Level 25 |
160026 |
Player Growth_Core Level 26 |
160027 |
Player Growth_Core Level 27 |
160028 |
Player Growth_Core Level 28 |
160029 |
Player Growth_Core Level 29 |
160030 |
Player Growth_Core Level 30 |
160031 |
Player Growth_Core Level 31 |
160032 |
Player Growth_Core Level 32 |
160033 |
Player Growth_Core Level 33 |
160034 |
Player Growth_Core Level 34 |
160035 |
Player Growth_Core Level 35 |
160036 |
Player Growth_Core Level 36 |
160037 |
Player Growth_Core Level 37 |
160038 |
Player Growth_Core Level 38 |
160039 |
Player Growth_Core Level 39 |
160040 |
Player Growth_Core Level 40 |
160041 |
Player Growth_Core Level 41 |
160042 |
Player Growth_Core Level 42 |
160043 |
Player Growth_Core Level 43 |
160044 |
Player Growth_Core Level 44 |
160045 |
Player Growth_Core Level 45 |
160046 |
Player Growth_Core Level 46 |
160047 |
Player Growth_Core Level 47 |
160048 |
Player Growth_Core Level 48 |
160049 |
Player Growth_Core Level 49 |
160050 |
Player Growth_Core Level 50 |
160051 |
Player Growth_Core Level 51 |
160052 |
Player Growth_Core Level 52 |
160053 |
Player Growth_Core Level 53 |
160054 |
Player Growth_Core Level 54 |
160055 |
Player Growth_Core Level 55 |
160056 |
Player Growth_Core Level 56 |
160057 |
Player Growth_Core Level 57 |
160058 |
Player Growth_Core Level 58 |
160059 |
Player Growth_Core Level 59 |
160060 |
Player Growth_Core Level 60 |
160061 |
Player Growth_Core Level 61 |
160062 |
Player Growth_Core Level 62 |
160063 |
Player Growth_Core Level 63 |
160064 |
Player Growth_Core Level 64 |
160065 |
Player Growth_Core Level 65 |
160066 |
Player Growth_Core Level 66 |
160067 |
Player Growth_Core Level 67 |
160068 |
Player Growth_Core Level 68 |
160069 |
Player Growth_Core Level 69 |
160070 |
Player Growth_Core Level 70 |
160071 |
Player Growth_Core Level 71 |
160072 |
Player Growth_Core Level 72 |
160073 |
Player Growth_Core Level 73 |
160074 |
Player Growth_Core Level 74 |
160075 |
Player Growth_Core Level 75 |
160076 |
Player Growth_Core Level 76 |
160077 |
Player Growth_Core Level 77 |
160078 |
Player Growth_Core Level 78 |
160079 |
Player Growth_Core Level 79 |
160080 |
Player Growth_Core Level 80 |
160081 |
Player Growth_Core Level 81 |
160082 |
Player Growth_Core Level 82 |
160083 |
Player Growth_Core Level 83 |
160084 |
Player Growth_Core Level 84 |
160085 |
Player Growth_Core Level 85 |
160086 |
Player Growth_Core Level 86 |
160087 |
Player Growth_Core Level 87 |
160088 |
Player Growth_Core Level 88 |
160089 |
Player Growth_Core Level 89 |
160090 |
Player Growth_Core Level 90 |
160091 |
Player Growth_Core Level 91 |
160092 |
Player Growth_Core Level 92 |
160093 |
Player Growth_Core Level 93 |
160094 |
Player Growth_Core Level 94 |
160095 |
Player Growth_Core Level 95 |
160096 |
Player Growth_Core Level 96 |
160097 |
Player Growth_Core Level 97 |
160098 |
Player Growth_Core Level 98 |
160099 |
Player Growth_Core Level 99 |
200000 |
AI state_normal |
200001 |
AI state_non-combat vigilance |
200002 |
AI status_combat alert |
200004 |
AI State_Discovery / Combat |
200005 |
[GC version provisional] AI sound that occurs regularly during battle |
200010 |
Anime ID offset 00 [0] _000000 |
200011 |
Anime ID offset 00 [1] _000000 |
200012 |
Anime ID offset 00 [2] _000000 |
200013 |
Anime ID offset 00 [3] _000000 |
200030 |
Anime ID offset [0] 00_000000 |
200031 |
Anime ID offset [1] 00_000000 |
200032 |
Anime ID offset [2] 00_000000 |
200033 |
Anime ID offset [3] 00_000000 |
200034 |
Anime ID offset [4] 00_000000 |
200050 |
Behavior pattern change 0 |
200051 |
Behavior pattern change 1 |
200052 |
Behavior pattern change 2 |
200053 |
Behavior pattern change 3 |
200054 |
Behavior pattern change 4 |
200060 |
Behavior pattern change / weapon on |
200061 |
Behavior pattern change / weapon off |
200070 |
Enemy state: Before heat up |
200071 |
Enemy state: After heat up |
200080 |
Body fluid type at the time of shinobi _ normal |
200081 |
Body fluid type at the time of shinobi _ illusion |
200082 |
Body fluid type at the time of shinobi _ poison |
200083 |
Body fluid type at the time of shinobi _ spirit |
200100 |
Crouching_Capsule size change |
200110 |
Hearing search enemy cut |
200120 |
Sight width change _15 degrees |
200130 |
Blindness due to smoke balls |
200140 |
Hearing 0 times |
200141 |
Restore from 0x hearing |
200150 |
Hearing 0 times _ after the battle |
200160 |
Visual enlargement |
200200 |
AI interrupt judgment_played to the right_strong |
200201 |
AI interrupt judgment_played to the left_strong |
200205 |
AI interrupt judgment_played to the right_weak |
200206 |
AI interrupt judgment_played to the left_weak |
200210 |
AI interrupt judgment_played to the right_strong |
200211 |
AI interrupt judgment_played to the left_strong |
200215 |
AI interrupt judgment_played to the right_weak |
200216 |
AI interrupt judgment_played to the left_weak |
200220 |
Enemy Just Guard_Playing Defense Strengthening |
200225 |
AI interrupt judgment_played to the right_weak_special |
200226 |
AI interrupt judgment_played to the left_weak_special |
200227 |
AI interrupt judgment_played to the right_strong_special |
200228 |
AI interrupt judgment_played to the left_strong_special |
200229 |
AI interrupt judgment_played Kodachi |
200230 |
Special playing animation playback |
200231 |
Special playing animation 2 playback |
200250 |
AI interrupt judgment_weak play count |
200300 |
AI interrupt judgment_played to the right_special_strong |
200301 |
AI interrupt judgment_played to the left_special_strong |
200305 |
AI interrupt judgment_played to the right_special_weak |
200306 |
AI interrupt judgment_played to the left_special_weak |
200400 |
AI interrupt judgment_played to the right_special 2_strong |
200401 |
AI interrupt judgment_played to the left_special 2_strong |
200405 |
AI interrupt judgment_played to the right_special 2_weak |
200406 |
AI interrupt judgment_played to the left_special 2_weak |
200500 |
Map visibility type [always good] |
200510 |
Map visibility type [0 that works in the dark] |
200511 |
Map visibility type [Eyes work in the dark 1] |
200520 |
Map visibility type [I can't see the darkness] |
200530 |
Map visibility type [0 where bright areas cannot be seen] |
200531 |
Map visibility type [I can't see bright places 1] |
200532 |
Map visibility type [I can't see bright places 2] |
200600 |
Cannot be locked_permanent |
200601 |
Cannot be locked_moment |
200602 |
Cannot be locked_Specify the number of seconds_Chief of the Ninja Army |
200603 |
Cannot be locked_Specify the number of seconds_Rappa |
200700 |
Hide all UI_persistent |
200701 |
Full UI non-display_moment |
200702 |
Hide all UI_Specify the number of seconds_Rappa |
201000 |
Event control_Boss BGM stop |
205025 |
General-purpose effect for logic judgment 6 cycles activated |
205026 |
General-purpose effect for logic judgment 7 cycles activated |
205027 |
General-purpose effect for logic judgment 8 cycles activated |
205028 |
General-purpose effect for logic judgment 9 cycles activated |
205029 |
General-purpose effect for logic judgment 10 cycles activated |
205030 |
General-purpose effect for logic judgment 11 Cycle activation |
205031 |
General-purpose effect for logic judgment 12 cycles activated |
205032 |
General-purpose effect for logic judgment 13 cycles activated |
205033 |
General-purpose effect for logic judgment 14 cycle activation |
205034 |
General-purpose effect for logic judgment 15 cycles activated |
205035 |
General-purpose effect for logic judgment 16 cycles activated |
205036 |
General-purpose effect for logic judgment 17 cycle activation |
205037 |
General-purpose effect for logic judgment 18 cycles activated |
205038 |
General-purpose effect for logic judgment 19 cycles activated |
205039 |
General-purpose effect for logic judgment 20 cycles activated |
205050 |
Do nothing with _common_logic for logic judgment_persistent |
205051 |
Do nothing with _common_logic for logic judgment_moment |
205060 |
For logic judgment_Do not react to sound_Permanent |
205061 |
For logic judgment_No reaction to sound_Moment |
205070 |
For logic judgment_Do not return _ Permanent |
205071 |
For logic judgment _ Do not return home _ Moment |
205080 |
For logic judgment_No state transition_Permanent |
205081 |
For logic judgment_state transition does not occur_moment |
205090 |
For logic judgment _ Don't forget in asphyxia _ Permanent |
205091 |
For logic judgment _ Don't forget in asphyxia _ Moment |
205100 |
For logic judgment_Normal general-purpose posture_Permanent |
205101 |
For logic judgment _ Normal general-purpose posture _ Moment |
209000 |
For conversation start animation judgment |
210000 |
First wounded |
210002 |
Waist injury |
211000 |
Dangerous attack of the enemy_VFX |
211001 |
Dangerous enemy attack_VFX_ for huge enemies |
220000 |
Enemy reaction playback_long |
220001 |
Enemy reaction playback_short |
220010 |
Enemy reaction playback _ blinding (blood smoke) |
220011 |
Enemy reaction playback _ blinding (firecracker) |
220012 |
Enemy Reaction Play_Dazzle (Blood Smoke) _ Moment Blind for Target Erasing |
220013 |
Enemy reaction playback_Dazzle_Blind for target erasure_Longer life |
220014 |
Blood Smoke Ninja Kill_Blind |
220015 |
custom smoke bomb duration |
220016 |
Enemy reaction regeneration_Semicircular canal destruction (firecracker) |
220018 |
Enemy reaction playback _ blinding (ash bag) |
220020 |
Puppet Shinobi _ For judgment during effect |
220021 |
Puppet Shinobi _ 360 degree vision |
220022 |
Puppet ninja _ died over time |
220030 |
Puppet Ninja Kill_Undead_45 Seconds |
220031 |
Puppet Ninja Kill_Not Dead_90 Seconds |
220032 |
Puppet Ninja _ immortality_ infinite |
220040 |
Puppet ninja _ team type change _ fascination |
220041 |
Puppet ninja _ team type change _ indiscriminate |
220050 |
Enemy Reaction Play_Crisis |
220060 |
Shield destruction reaction playable |
220061 |
Armor destruction reaction playable |
220062 |
Armor guard possible |
220063 |
Shield guard possible |
220070 |
Damage judgment not found |
220080 |
Ash bag invalid (momentary) |
220081 |
Ash bag invalid (permanent) |
220100 |
Shinobi killing reception icon display (VFX only) |
220110 |
Find judgment (VFX only) |
220200 |
Suspected squad AI voice |
220300 |
Weird Wakamizu_Red Eye VFX |
220301 |
red eyes 15 |
220302 |
red eyes 45 seconds |
220310 |
Weird Wakamizu_Red Eye VFX (Koi) |
220400 |
Discover UI Hide |
220410 |
Discover UI Hide (Permanent) |
220420 |
Trunk FE display change_Collapse |
220500 |
Various reactions prohibited (moment) |
220501 |
Various reactions prohibited (permanent) |
220600 |
General purpose_Visual 0 Hearing 0 (Permanent) |
220601 |
General purpose_Visual 0 Hearing 0 (momentary) |
220610 |
General-purpose _ phantom enemy _ state change type setting |
220611 |
General_Phantom Enemy_Dead body becomes transparent upon death |
220620 |
General-purpose _ revenge spirit _ state change type setting |
220621 |
General_Vengeance_Dead body transparency when dying |
220631 |
General_Water Enemy_Dead body becomes transparent when it dies |
220690 |
For events_completely hidden |
220695 |
For events_white eyes |
220700 |
BGM kick prohibited |
220800 |
[Experiment] Hit the fall prevention assist in the cliff area |
220900 |
Event Judgment_Enemy battle ongoing |
221000 |
Parry interrupt rank A |
221001 |
Parry interrupt rank B |
221002 |
Parry interrupt rank C |
222000 |
Use event animation as death start animation (ID20000) |
222001 |
Use event animation as death start animation (ID20001) |
222002 |
Use event animation as death start animation (ID20002) |
222003 |
Use event animation as death start animation (ID20003) |
222004 |
Use event animation as death start animation (ID20004) |
222005 |
Use event animation as death start animation (ID20005) |
222006 |
Use event animation as death start animation (ID20006) |
222007 |
Use event animation as death start animation (ID20007) |
222008 |
Use event animation as death start animation (ID20008) |
222009 |
Use event animation as death start animation (ID20009) |
222010 |
Use event animation as death start animation (ID20010) |
222011 |
Use event animation as death start animation (ID20011) |
222012 |
Use event animation as death start animation (ID20012) |
222013 |
Use event animation as death start animation (ID20013) |
222014 |
Use event animation as death start animation (ID20014) |
222015 |
Use event animation as death start animation (ID20015) |
222016 |
Use event animation as death start animation (ID20016) |
222017 |
Use event animation as death start animation (ID20017) |
222018 |
Use event animation as death start animation (ID20018) |
222019 |
Use event animation as death start animation (ID20019) |
222020 |
Use event animation as death start animation (ID20020) |
230100 |
Firecracker_special attack character definition |
230110 |
Firecracker _ vs. non-special attack character attack |
230111 |
Firecracker _ vs. special attack character attack |
230300 |
Prepared ax_HP when guarding after destroying shield, trunk damage multiplier correction |
230301 |
Ax _ HP after destroying shield, trunk damage multiplier correction |
230310 |
After destroying the ax_shield one step |
230400 |
Prepared spear _ HP damage multiplier correction when guarding after destroying armor |
230401 |
Prepared spear _ HP damage multiplier correction at Jasuga after destroying armor |
230410 |
Spear _ After destroying one stage of armor |
230500 |
Finger whistle_enemy madness_effect can be activated |
230510 |
Finger whistle _ Enemy madness _ Activated _ Parent |
230511 |
Finger whistle _ Enemy madness _ Activated _ Parent _ Minor Ver. |
230515 |
Finger whistle_enemy madness_invoking |
230516 |
Finger whistle _ Enemy madness _ Activated _ Minor Ver. |
230518 |
Finger whistle_enemy AI activation |
230519 |
Finger whistle_enemy AI activation_minor Ver. |
230520 |
Finger whistle LV3_minor_effect can be activated |
230530 |
Finger whistle LV3_minor_invocation |
230540 |
Whistling LV3_minor_invalid |
230541 |
Finger whistle LV3_minor_cancellation timing |
230600 |
Enemy turning _ Spirited away corpse transparency |
230610 |
Enemy turn _ Enemy turn VFX_Orange_Small |
230611 |
Enemy turn _ Enemy turn VFX_Orange_Medium |
230612 |
Enemy turn _ Enemy turn VFX_Orange_Large |
230615 |
Enemy Turn_Enemy Turn VFX_Gold_Small |
230616 |
Enemy Turn_Enemy Turn VFX_Gold_Medium |
230617 |
Enemy turn _ Enemy turn VFX_ Fri _ Large |
230620 |
Enemy turn _ Enemy turn VFX_Orange_Playable |
230625 |
Enemy Turn_Enemy Turn VFX_Gold_Playable |
230630 |
Enemy turn_invalid (resident) |
230631 |
Enemy turning_invalid (specific timing) |
230640 |
Anti-spirit _ grudge barrier _ neckless |
230641 |
Anti-spirit _ grudge barrier _ seven-sided warrior |
230642 |
Anti-spirit _ grudge barrier _ female player |
230645 |
Anti-spirit _ grudge barrier eraser |
230646 |
Anti-spirit _ ghost barrier erase _ shinobi start |
240000 |
[Common AI branch] Detect the technique of PC revival |
240100 |
[Common AI branch] Don't lose sight of your PC by turning enemies |
240200 |
[Common AI branch] Reacts to the PC during the sword animation |
241000 |
[Common AI branch] Small fish_sound reaction / There is an animation to search |
241010 |
[Common AI branch] Small fish_sound reaction / No animation to search |
241100 |
[Common AI branch] Middle boss_sound reaction / There is an animation to search |
241110 |
[Common AI branch] Middle boss_sound reaction / No animation to search |
241200 |
[Common AI branch] Boss |
241900 |
[Common AI branch] No basic animation |
255080 |
gyoubu firecracker timer |
261400 |
[Character identification] c1400_ Swordsman |
261470 |
[Character identification] c1470_Kageshu |
271470 |
[NTC] HP / Total amount of trunk change_Lonely people_Middle boss |
275000 |
[NTC] HP and body dry volume change_broken monk_second フェーズ (use of magic spells) |
275001 |
[NTC] HP and body dry weight change_breaking monk_third フェーズ (worm) |
275060 |
[NTC] HP / Total amount of trunk change_True_Ninja army chief_After HU |
275061 |
[NTC] HP / Total amount of trunk change_Old_Ninja army chief_After HU |
275080 |
[NTC] HP / Total amount of trunk change_Cavalry warrior |
275100 |
[NTC] HP / Total amount of trunk change_Yasha monkey_First match |
275101 |
[NTC] HP / Total amount of trunk change_Yasha Ape_Second race |
275400 |
[NTC] HP / Total amount of trunk change_Revived Kensei |
275401 |
[NTC] HP / Total amount of trunk change_Revived Kensei |
275430 |
[NTC] HP / Total amount of trunk change_Revived Kensei_Swordsman in bed |
277020 |
[NTC] HP / Total amount of trunk change_Busshi demon_HU1 |
277021 |
[NTC] SA maximum value change_Busshi demon_HU1 |
277022 |
[NTC] HP / Total amount of trunk change_Busshi demon_HU2 |
277023 |
[NTC] SA maximum value change_Busshi demon_HU2 |
277100 |
[NTC] HP / total trunk volume change_rivals |
281400 |
[NTC] Swordsman_Red Eye Reaction Cool Time_Reacting |
281401 |
[NTC] Swordsman_Red Eye Reaction Cool Time_After Reaction |
281450 |
[NTC] Nightjars _ Red-eye Homura Reaction Cool Time _ Reactioning |
281451 |
[NTC] Nightjars_Red Eye Reaction Cool Time_After Reaction |
285020 |
[NTC] Akaoni_Red Eye Flame Reaction Cool Time_Reacting |
285021 |
[NTC] Red Demon _ Red Eye Homura Reaction Cool Time _ After Reaction |
287410 |
[NTC] Fascinated Samurai_Red-Eye Flame Reaction Cool Time_Reacting |
287411 |
[NTC] Fascinated Samurai_Red Eye Reaction Cool Time_After Reaction |
287470 |
[NTC] kidnapped younger man_red-eye flame reaction cool time_reacting |
287471 |
[NTC] kidnapped younger man_red eye flame reaction cool time_after reaction |
291400 |
[NTC] Swordsman_Red Eye Doping |
291450 |
[NTC] Nightjars_Red Eye Doping |
297410 |
[NTC] Fascinated Samurai_Red Eye Doping |
297470 |
[NTC] kidnapped younger man_red-eye doping |
300010 |
Core damage _10 due to being hit hard |
300020 |
Core damage _20 due to being hit hard |
300030 |
Trunk damage _30 due to being hit hard |
300040 |
Trunk damage _40 due to being hit hard |
300050 |
Trunk damage _50 due to being hit hard |
300060 |
Heavy hits cause core damage_60 |
300070 |
Heavy hits cause core damage_70 |
300080 |
Trunk damage _80 due to being hit hard |
300090 |
Heavy hits cause core damage_90 |
300100 |
Heavy hits cause core damage_100 |
300110 |
Heavy hits cause core damage_110 |
300120 |
Heavy hits cause core damage_120 |
300200 |
Core recovery_30% |
300210 |
Core recovery_10 / sec |
300220 |
Core recovery_20 / sec |
300230 |
Core recovery_30 / sec |
300240 |
Core recovery_40 / sec |
300250 |
Core recovery_50 / sec |
300260 |
Core recovery_60 / sec |
300270 |
Core recovery_70 / sec |
300280 |
Core recovery_80 / sec |
300290 |
Core recovery_90 / sec |
300300 |
Core recovery_100 / sec |
300301 |
Core recovery_100 / sec |
300302 |
Core recovery_100 / sec |
300305 |
Body dry reduction_-100/sec |
300306 |
Body dry reduction_-100/sec |
300307 |
Body dry reduction_-100/sec |
300310 |
Trunk 0 (permanent) |
300311 |
Trunk 0 (moment) |
300320 |
Trunk damage multiplier 0 (permanent) |
300321 |
Trunk damage multiplier 0 (instantaneous) |
300330 |
HP damage multiplier 0 (permanent) |
300331 |
HP damage multiplier 0 (instantaneous) |
300340 |
SA damage multiplier 0 (permanent) |
300341 |
SA damage multiplier 0 (instantaneous) |
300350 |
Flame resistance multiplier 0 (permanent) |
300351 |
Flame resistance magnification 0 (instantaneous) |
300360 |
Abnormal state invalid (permanent) |
300361 |
Abnormal condition invalid (momentary) |
300400 |
Enemy Just Guard Success Production |
300410 |
Make the enemy guard and produce success |
300500 |
Kick jump around the back_for hitting the enemy |
300501 |
Kick jump around the back_for PC |
300590 |
Core performance DOWN at HP 64% or less |
300591 |
Core performance DOWN at HP 48% or less |
300592 |
Core performance DOWN when HP is 32% or less |
300600 |
Core performance DOWN when HP is 80% or less |
300601 |
Core performance DOWN when HP is 60% or less |
300602 |
Core performance DOWN when HP is 40% or less |
300605 |
Core performance DOWN at HP 80% or less (for core elite) |
300606 |
Core performance DOWN at HP 60% or less (for core elite) |
300607 |
Core performance DOWN at HP 40% or less (for core elite) |
300610 |
HP reset |
310000 |
[NTC] Combat Tutorial_Ochimusha Sideways Movement |
310001 |
[NTC] Combat Tutorial_Ochimusha Attack and Lateral Movement |
310002 |
[NTC] Combat Tutorial_Ochimusha Destroying Ninja Judgment |
310003 |
[NTC] Combat Tutorial_Ochimusha Playing Ninja Judgment |
310004 |
[NTC] Combat Tutorial_Ochimusha Destroying Falling Ninja Judgment |
310005 |
[NTC] Combat Tutorial _ For Ochimusha Closeout Shinobi Judgment Judgment |
310006 |
[NTC] Battle Tutorial_Ochimusha Ninjutsu Ninjutsu Judgment |
310007 |
[NTC] Combat Tutorial_Ochimusha For Judgment of Behind Shinobi |
310009 |
[NTC] Combat Tutorial_Ochimusha For all Shinobi killing judgments |
310010 |
[NTC] Combat Tutorial_Ochimusha Swashbuckler and Trunk_Guard Sideways movement, attack after playing |
310011 |
[NTC] Combat Tutorial_Ochimusha Swashbuckler and Trunk_Continuous Slash |
310020 |
[NTC] Combat Tutorial_Avoiding Ochimusha |
310021 |
[NTC] Combat Tutorial_Avoiding Ochimusha |
310030 |
[NTC] Combat Tutorial_Ochimusha Dangerous Attack_Push and Sideways Movement |
310031 |
[NTC] Combat Tutorial_Ochimusha Dangerous Attack_Lower |
310040 |
[NTC] Combat Tutorial_Ochimusha Practice using what you have learned |
310041 |
[NTC] Combat Tutorial_Ochimusha Practice using what you have learned_Tackle only |
310042 |
[NTC] Combat Tutorial_Ochimusha Practice using what you have learned_Dangerous Attack |
310050 |
[NTC] Combat Tutorial_Ochimusha HP and Core: Tackle and Jump Slash |
310051 |
[NTC] Combat Tutorial_Ochimusha HP and Core: Attack normally |
310060 |
[NTC] Combat Tutorial _ Ochimusha Crushing Behind the Scenes and Ninjutsu Ninjutsu _ Sideways Movement |
310061 |
[NTC] Combat Tutorial_Ochimusha Destruction Behind the Scenes and Ninjutsu Ninjutsu_Attack |
310070 |
[NTC] Combat Tutorial_Ochimusha Practical Battle Practice (Advanced) |
310080 |
[NTC] Combat Tutorial_Ochimusha Dangerous Attack_Push and Sideways Movement |
310100 |
[NTC] Combat Tutorial_Ochimusha Playing Shinobi _Attack and Lateral Movement |
310101 |
[NTC] Combat Tutorial_Ochimusha Playing Shinobi _Continuous Slash |
310489 |
[NTC] Combat Tutorial_Ochimusha For fighting in the first battle |
310490 |
[NTC] Combat Tutorial_Ochimusha Removed special effects for logic judgment |
310500 |
[NTC] Combat Tutorial_Direct Hit_Core Damage Magnification 0x |
310501 |
[NTC] Combat Tutorial_Direct Hit_Core Damage Magnification 0.7x |
310502 |
[NTC] Combat Tutorial_Direct Hit_Core Damage Magnification 0.55x |
310503 |
[NTC] Combat Tutorial_Direct Hit_Core Damage Magnification 0.29x |
310504 |
[NTC] Combat Tutorial_Direct Hit_Core Damage Magnification 0.22x |
310505 |
[NTC] Combat Tutorial_Direct Hit_Core Damage Magnification 0.11x |
310510 |
[NTC] Combat Tutorial_When Guarding_Core Damage Multiplier 0x |
310511 |
[NTC] Combat Tutorial_When Guarding_Core Damage Magnification 0.7x |
310512 |
[NTC] Combat Tutorial_When Guarding_Core Damage Magnification 0.5x |
310513 |
[NTC] Combat Tutorial_When Guarding_Core Damage Magnification 0.35x |
310514 |
[NTC] Combat Tutorial_When Guarding_Core Damage Magnification 0.22x |
310515 |
[NTC] Combat Tutorial_When Guarding_Core Damage Magnification 0.11x |
310520 |
[NTC] Combat Tutorial_Jasuga_Core Damage Magnification 0x |
310521 |
[NTC] Combat Tutorial_Jasuga_Core Damage Magnification 0.7x |
310522 |
[NTC] Combat Tutorial_Jasuga_Core Damage Magnification 0.5x |
310523 |
[NTC] Combat Tutorial_Jasuga_Core Damage Magnification 0.35x |
310524 |
[NTC] Combat Tutorial_Jasuga_Core Damage Magnification 0.22x |
310525 |
[NTC] Combat Tutorial_Jasuga_Core Damage Magnification 0.11x |
310550 |
[NTC] Combat Tutorial _ Direct Hit _ Core Damage Magnification 0x _ For Intermission |
310560 |
[NTC] Combat Tutorial_When Guarding_Core Damage Magnification 0x_For Intermission |
310570 |
[NTC] Combat Tutorial _ At Jasuga _ Trunk Damage Magnification 0x _ For Intermission |
310599 |
[NTC] Combat Tutorial_Ochimusha_Enable special effects for intermission |
310600 |
[NTC] Combat Tutorial_Ochimusha SEQ4 Dangerous Attack |
310601 |
[NTC] Combat Tutorial_Ochimusha SEQ4 Dangerous Attack Lower Middle |
310610 |
[NTC] Combat Tutorial_Ochimusha Damage Animation Change_No Push Damage |
310611 |
[NTC] Combat Tutorial _ Ochimusha Damage Animation Change _ No Push Damage _ Trunk Normal Reduction |
310620 |
[NTC] Combat Tutorial_Ochimusha Damage Animation Change_Press Only Valid |
310630 |
[NTC] Combat Tutorial_Ochimusha Quadruple your core |
310631 |
[NTC] Combat Tutorial_Double Ochimusha HP |
310632 |
[NTC] Combat Tutorial_Ochimusha Increase your core by 1.1 times |
310640 |
[NTC] Combat Tutorial_Core Recovery_30 / sec |
310645 |
[NTC] Combat Tutorial_Core Recovery_0 / sec |
310650 |
[NTC] Combat Tutorial_Direct Hit_Core Damage Magnification 10x |
310660 |
[NTC] Combat Tutorial_Ochimusha HP is quadrupled |
310699 |
[NTC] Combat Tutorial_Ochimusha_Damage Enable special effects related to animation |
310900 |
[NTC] Combat Tutorial_Ochimusha Enables tutorial-related special effects |
310950 |
[NTC] Combat Tutorial_HP bar is invalid when Ochimusha is involved |
310998 |
[NTC] Combat Tutorial_Ochimusha Trunk Regeneration_Permanent |
310999 |
[NTC] Combat Tutorial_Ochimusha HP Regeneration_Permanent |
311000 |
[NTC] Combat Tutorial_Shamo Chicken Watch |
311001 |
[NTC] Combat Tutorial_Shamo Chicken Approach and Attack |
315000 |
[NTC] Combat Tutorial_PC_ You can play and kill enemies with a single shot at Jasuga. |
315001 |
[NTC] Combat Tutorial_PC_ The enemy's core does not decrease when Jasuga |
315002 |
[NTC] Combat Tutorial_PC_Reduce the enemy's core by 30 when Jasuga |
315003 |
[NTC] Combat Tutorial_PC_Reduce the enemy's core by 20 when Jasuga |
315499 |
[NTC] Combat Tutorial_PC_Tutorial-related special effects enabled |
315500 |
[NTC] Combat Tutorial_50% Trunk Recovery For event issuance |
315501 |
[NTC] Combat Tutorial_50% recovery of core |
315510 |
[NTC] Combat Tutorial_Core Max For event issuance |
315511 |
[NTC] Battle Tutorial_Core Max |
315900 |
[NTC] Battle Tutorial_Text Change |
315990 |
[NTC] Combat Tutorial_Special effects that should not be talked to |
380000 |
Tutorial Achievement Detection_Attack |
380010 |
Tutorial Achievement Detection_Just Guard |
380020 |
Tutorial achievement detection_use of artificial limbs |
380030 |
Tutorial achievement detection_switching of artificial limbs |
380100 |
Tutorial achievement detection_demon Buddha access |
385000 |
Tutorial Occurrence Detection_Todome Shinobi Killing |
400000 |
Throw disabled state (lifetime infinite) |
400100 |
Invalid turning from behavior when damaged (life is infinite) |
400110 |
Make sure to turn from the behavior when damaged (life is infinite) |
400200 |
Jump kick is effective when critical _ posture is low |
400201 |
Critical _ Jump kick is effective when posture is low _ Centipede large |
400204 |
Critical _ Jump kick is effective when posture is low _ PC |
400205 |
Critical _ Jump kick is effective when posture is low _ Always version (VFX only) |
400210 |
Puncture is effective when critical_guarding |
400214 |
Critical _ piercing is effective when guarding _ PC |
400220 |
Critical_Overall effective when in agony |
400230 |
Critical_Shield Effective only for heavy hits when guarding |
400240 |
Critical_Light fire / anti-aircraft is effective when jumping |
400244 |
Critical _ Light fire / anti-aircraft is effective when jumping _ PC |
400245 |
Critical _ Light fire is effective when jumping _ Always version (VFX only) |
400250 |
Critical _ Armor damage halved when guarded |
400260 |
Critical_Attracted self-harm damage_Lower man (armor) |
400261 |
Critical _ attracted and self-harm damage _ Tokugawa Shura Samurai (armor) |
400262 |
Critical_Attracted self-harm damage_Yasha Monkey (HU) |
400300 |
Prohibition of quick turn at the start of movement |
400310 |
Relaxed quick turn conditions at the start of movement |
400400 |
Team attack influence 0 |
400410 |
Team attack influence 0 (permanent) |
400500 |
Throw from the system Judgment invalid (permanent) |
400501 |
Throw from the system invalid judgment (moment) |
401000 |
Enemy HP full recovery |
500000 |
[NTC] Enemy general purpose_wire possible (instantaneous) |
500001 |
[NTC] Enemy general purpose_wire possible (permanent) |
510000 |
[NTC] Wire hits |
510010 |
[NTC] Wire transitions to hit _8910 |
510011 |
[NTC] Wire transitions to hit _8911 |
510012 |
[NTC] Wire transitions to hit _8912 |
510013 |
[NTC] Wire transitions to hit _8913 |
510014 |
[NTC] Wire transitions to hit _8914 |
510090 |
[NTC] Wire hits_only while throwing |
800000 |
Now accepting shinobi input |
800010 |
Ninjutsu Ninjutsu input accepted |
800020 |
Large snake event Shinobi killing (hidden litter) input is being accepted |
900000 |
Dying damage screen effect |
900001 |
Just guard is always possible (playing defense + stamina cut rate UP) |
900002 |
Always break |
900100 |
Effective pretending to be dead |
900101 |
Effective pretending to be dead (for determining cord shape) |
900200 |
In the clouds |
900300 |
Don't lose soul even if you die |
900400 |
HP 100% keep_test |
900501 |
Iron fan Genkitama test Lv1 charging |
900502 |
Iron fan Genkitama test Lv2 charging |
900503 |
Iron fan Genkitama test Lv3 charging |
900510 |
Iron fan Genkitama test Lv0 Gauge management / monitoring |
900511 |
Iron fan Genkitama test Lv1 gauge management / monitoring |
900512 |
Iron fan Genkitama test Lv2 gauge management / monitoring |
900513 |
Iron fan Genkitama test Lv3 gauge management / monitoring |
900520 |
Iron fan Genkitama test gauge +1 |
900529 |
Iron fan Genkitama test gauge clear |
950000 |
Variable FPS test_Interval activation varies depending on FPS |
950001 |
Variable FPS test_The number of executions in TAE fluctuates |
3100000 |
[NTC] Group patrol dummy Can walk left and right rear during normal times |
3100010 |
[NTC] Demon Buddha dummy Unkai character judgment |
3100011 |
[NTC] Demon Buddha Dummy For Demon Buddha Judgment |
3101000 |
[NTC] Ochimusha_One-handed sword_For AI sound emission |
3101001 |
[NTC] Ochimusha_Eight Phases_AI For sound emission |
3101002 |
[NTC] Ochimusha_Spear_AI For sound emission |
3101003 |
[NTC] Ochimusha_Matchlock_AI sound firing |
3101010 |
[NTC] Ochimusha_Fire Crisis Reaction Prohibition_Moment |
3101011 |
[NTC] Ochimusha_Fire Depression Reaction prohibited_Lifespan |
3101020 |
[NTC] Martial Artist_Fire 縄铳_E3 Use_Action Immobilization |
3101030 |
[NTC] Ochimusha_Eight Phases_Eight Phases to Guard |
3101100 |
[NTC] Tutorial Ochimusha R1 attack sharpens the core |
3101110 |
[NTC] Tutorial Ochimusha Tutorial Ochimusha Judgment |
3101120 |
[NTC] Tutorial Ochimusha collapsed judgment |
3101121 |
[NTC] Tutorial Ochimusha Bounced Judgment |
3101190 |
[NTC] Tutorial for identifying Ochimusha characters |
3101200 |
[NTC] Re-Tutorial Ochimusha Put out bugs |
3101500 |
[NTC] Ochimusha_for placement_I love stone throwing |
3101510 |
[NTC] Ochimusha_For placement_For E3_Akaoni becomes quiet after activation. |
3101511 |
[NTC] Ochimusha_For placement_For E3_Active after the death of the red demon |
3101520 |
[NTC] Ochimusha_For placement_Akaoni no longer throws |
3101530 |
[NTC] Ochimusha_For placement_Fire tutorial |
3101540 |
[NTC] Ochimusha_Suzu Auntie only waits when the PC is in the area while alive |
3101550 |
[NTC] Ochimusha_For dying production_HP magnification 5% start |
3101800 |
[NTC] Re-Tutorial Ochimusha Only move sideways |
3101801 |
[NTC] Re-Tutorial Ochimusha attacks only, PC attacks do not reduce the core |
3101802 |
[NTC] Re-Tutorial For Ochimusha Destruction Shinobi Judgment |
3101803 |
[NTC] Re-tutorial for Ochimusha playing Shinobi killing judgment |
3101804 |
[NTC] Re-Tutorial Ochimusha Prevent PC attacks from reducing your core |
3101805 |
[NTC] Re-Tutorial Ochimusha For Tutorial 6 |
3101806 |
[NTC] Re-Tutorial Ochimusha For Tutorial 7 |
3101807 |
[NTC] Re-Tutorial Ochimusha For Tutorial 8 |
3101808 |
[NTC] Re-Tutorial Ochimusha For Tutorial 9 |
3101809 |
[NTC] Re-Tutorial Ochimusha For Tutorial 10 |
3101810 |
[NTC] Re-Tutorial for Ochimusha Tutorial 11 |
3101811 |
[NTC] Re-Tutorial Ochimusha For Tutorial 12 |
3101812 |
[NTC] Re-Tutorial Ochimusha For Tutorial 13 |
3101813 |
[NTC] Re-Tutorial Ochimusha For tutorial 14 |
3101814 |
[NTC] Re-Tutorial Ochimusha For tutorial 15 |
3101815 |
[NTC] Re-Tutorial Ochimusha For Tutorial 16 |
3101816 |
[NTC] Re-Tutorial Ochimusha For Tutorial 17 |
3101817 |
[NTC] Re-Tutorial Ochimusha For Tutorial 18 |
3101818 |
[NTC] Re-Tutorial Ochimusha For Tutorial 19 |
3101819 |
[NTC] Re-Tutorial Ochimusha For Tutorial 20 |
3101820 |
[NTC] Re-Tutorial Ochimusha For Tutorial 21 |
3101999 |
[NTC] Re-Tutorial Ochimusha Always regenerate |
3102000 |
[NTC] General Samurai_Step restrictions immediately after backstepping |
3102010 |
[NTC] General Samurai_Double visual distance |
3102020 |
[NTC] [Behavior] For pretending to be dead |
3102021 |
[NTC] [Behavior] For pretending to be dead |
3102030 |
[NTC] General Samurai_Fire Depression Reaction Prohibition_Moment |
3102031 |
[NTC] Samurai General _ Flame Crisis Reaction Prohibition _ Lifetime |
3102040 |
[NTC] General Samurai_Recovering the trunk_Shuriken special attack |
3102050 |
[NTC] Samurai General_PC item use reaction lifted |
3107000 |
[NTC] Shura Samurai_for interrupt attack (for hanging on Shura Samurai) |
3107001 |
[NTC] Shura Samurai_for interrupt attack (for hanging on a PC) |
3107010 |
[NTC] Shura Samurai_Poison Enchantment |
3107011 |
[NTC] Shura Samurai_Flame Enchantment |
3107020 |
[NTC] Shura Samurai_Poison Drool |
3107021 |
[NTC] Shura Samurai_Poison Drool Deleted |
3107022 |
[NTC] Shura Samurai_Flame Drool |
3107030 |
[NTC] Shura Samurai_HP damage multiplier other than Shinobi killing 0 (permanent) |
3107040 |
[NTC] Shura Servant_Poison |
3107041 |
[NTC] Shura Servant _ Yan |
3107050 |
[NTC] Shura Samurai_Wire available 0 |
3107051 |
[NTC] Shura Samurai_Wire available 1 |
3107052 |
[NTC] Shura Samurai_Wire available 2 |
3108000 |
[NTC] Seven-sided warrior_wire possible 0 |
3108001 |
[NTC] Seven-sided warrior_wire possible 1 |
3108002 |
[NTC] Seven-sided warrior_wire possible 2 |
3108010 |
【NTC】Seven-faced Warrior_License for Ninja Killing |
3108020 |
[NTC] Seven-faced Warrior_ワープ中 Transparency |
3108030 |
[NTC] Seven-sided warrior_spirit body SFX |
3108040 |
[NTC] Seven-sided warrior_guard transition animation is playing |
3109000 |
[NTC] Dog_Dripping Resident SFX |
3109001 |
[NTC] Dog_AI sound_jumping and biting |
3110000 |
[NTC] Gecko_with ceiling |
3110001 |
[NTC] Gecko _ with wall covering |
3110002 |
[NTC] Gecko _ with wall sticking _ reverse |
3110003 |
[NTC] Gecko _ release sticking |
3112000 |
[NTC] Handmaiden Aunt_Light AFX (resident) |
3112010 |
[NTC] Handmaiden Aunt Pseudo Platoon AI Sound (Dedicated) |
3112500 |
[NTC] Lookout number_logic judgment |
3113000 |
[NTC] Nanban armor _ for dash slashing judgment |
3113010 |
[NTC] Nanban armor _ for anger judgment |
3113020 |
[NTC] Nanban armor _ collides with the wall |
3113030 |
[NTC] Nanban Armor _ If you fall, lie down |
3113031 |
[NTC] Nanban Armor_Lie on your back if you fall |
3113040 |
[NTC] Nanban Armor_Damage Judgment |
3113050 |
[NTC] Nanban armor _ staggering |
3113060 |
[NTC] Nanban Armor_Preparation for Fall_Lie on Your Back |
3113061 |
[NTC] Nanban Armor_Preparation for Fall_Prone |
3113070 |
[NTC] Nanban armor _ for wall judgment |
3113080 |
[NTC] Nanban Armor_Failed Judgment |
3113900 |
[NTC] Nanban armor_wire possible |
3113901 |
[NTC] Nanban Armor _ Wireable _ Moment |
3114000 |
[NTC] Earthen wall soldier _ Immediately after the earthen wall escape _ Waiting time |
3114001 |
[NTC] Earthen wall soldier _ in the wall |
3114002 |
[NTC] Earthen wall soldier _ Todome reception status |
3114010 |
[NTC] Earthen wall soldier _ can be stopped and killed |
3115000 |
[NTC] Dog_Instant Death Special Effect |
3115010 |
[NTC] Dog_Firecracker |
3115020 |
[NTC] Dog_Logic Judgment_Ninja Dog |
3115021 |
[NTC] Dog _ For logic judgment _ Phantom dog |
3115025 |
[NTC] Dog _ For logic judgment _ Initial action _ Biting |
3115030 |
[NTC] Dog_dog whistle can be ordered |
3115040 |
[NTC] Dog_Ninja dog_Attack power up |
3118000 |
[NTC] Lower man _ Special effect of narrowing the field of vision during a rampage attack |
3118010 |
[NTC] Lower man _ Damage animation change during rampage [All invalid] |
3118020 |
[NTC] Younger man _ crying hearing cut |
3118030 |
[NTC] Lower man _ Do not move sideways during patrol (VP provisional support) |
3118041 |
[NTC] Younger son Zombie_Bell_Flame Depression Reaction |
3118045 |
[NTC] Younger Zombie _ Flame Crisis Reaction Prohibition _ Moment |
3118046 |
[NTC] Younger Zombie _ Flame Crisis Reaction Prohibition _ Lifetime |
3118050 |
[NTC] Younger man_wire possible |
3118060 |
[NTC] Lower man _ Posture judgment _ Weapon swing up |
3118061 |
[NTC] Lower man _ Posture judgment _ Just before throwing a bell |
3118100 |
[NTC] Lower man_shield_shield destruction For reaction judgment |
3118110 |
[NTC] For younger man_shield_jasuga / guard count |
3118120 |
[NTC] Lower man_shield_for pursuit judgment |
3118130 |
[NTC] Lower man _ Trunk ratio damage during a rampage attack |
3118140 |
[NTC] Lower man _ Trunk ratio damage during home run attack |
3118150 |
[NTC] Lower man _ Trunk ratio damage when armor is destroyed |
3119000 |
[NTC] Valley enemy_Miscellaneous fish_Waiting for judgment |
3120000 |
[NTC] Sokushinbutsu_HP Special effect to put out a lag before fully recovering |
3120010 |
[NTC] Immediate Buddha_Pretending to be dead Damage multiplier 0x |
3120020 |
[NTC] [Behavior] For pretending to be dead |
3120030 |
[NTC] For judging while pretending to be dead |
3120040 |
[NTC] Sokushinbutsu _ For centipede weakness judgment |
3120050 |
[NTC] Sokushinbutsu _ Winding drain [HP] |
3120100 |
[NTC] Instantly _A |
3120101 |
[NTC] Instantly _B |
3120102 |
[NTC] Instantly _C |
3121000 |
[NTC] Sokushinbutsu_Gero Damage_Parent |
3121001 |
[NTC] Sokushinbutsu_Gero Damage_Child |
3121100 |
[NTC] Cricket _ activation |
3121101 |
[NTC] Cricket _ attack |
3122000 |
[NTC] Temple foundation Zako_for interrupt attack (like hanging on the temple foundation Zako) |
3122010 |
[NTC] Temple foundation Zako_for interrupt attack (like hanging on a PC) |
3122020 |
[NTC] Temple foundation Zako_for interrupt attack (like hanging on the temple foundation Zako) |
3122030 |
[NTC] Temple foundation Zako_for interrupt attack (like hanging on a PC) |
3122040 |
[NTC] Temple Foundation Zako_Fist_Attack Strengthening_ |
3122050 |
[NTC] Temple Basic Zako_Stick Technique_Defense Strengthening_ |
3122100 |
[NTC] Temple foundation Zako_Stick technique_For interrupt attack (like hanging on the temple foundation Zako) |
3122101 |
[NTC] Temple foundation Zako_stick technique_for interrupt attack (like hanging on a PC) |
3122110 |
[NTC] Temple foundation Zako_stick art_tin cane alert |
3122200 |
[NTC] Temple Basic Zako_For Judgment of Skills |
3122500 |
[NTC] Temple foundation Zako_reading sutras playing |
3122510 |
[NTC] Temple Foundation Zako_Khakkhara Alert Judgment |
3122520 |
[NTC] Temple foundation Zako_The field of vision becomes narrower during sutra chanting |
3122530 |
[NTC] Temple Foundation Zako Visual 0 [Moment] |
3122540 |
[NTC] Temple Foundation Zako Auditory Phenomenon [Permanent] |
3124000 |
[NTC] Shamo chicken_change the attack multiplier between enemies |
3124010 |
[NTC] Shamo chicken_for interrupt attack (like hanging on a game chicken) |
3124020 |
[NTC] Shamo chicken_for interrupt attack (like hanging on a PC) |
3124030 |
[NTC] Shamo chicken _ for interrupt attack 2 (like hanging on a game chicken) |
3124040 |
[NTC] Shamo chicken_interrupt attack 2 (like hanging on a PC) |
3124050 |
[NTC] Damage animation change _ Pushing damage while flying Invalid |
3125000 |
[NTC] Yasha Ape's genus_for derivative attack judgment |
3125040 |
[NTC] Yasha Ape's genus _ sanding |
3125041 |
[NTC] Yasha Ape's genus _ poisoning |
3125090 |
[NTC] Yasha Ape's genus Snake's burrow puppet test |
3125091 |
[NTC] Yasha Ape's genus search enemy visibility cut test |
3125092 |
[NTC] Yasha Ape's genus Visual hearing 0 |
3125099 |
[NTC] Yasha Ape's genus transparent processing disabled |
3126000 |
[NTC] Chigo Monkey Visual Hearing 0 [3 seconds] |
3126001 |
[NTC] Chigo Monkey Visual Hearing 0 [Moment] |
3126002 |
[NTC] Chigo Monkey Vision 0 [Permanent] |
3126003 |
[NTC] Chigo monkey with narrow downward visibility [Permanent] |
3126005 |
[NTC] Chigo Monkey Hearing 0 [Permanent] |
3126006 |
[NTC] Chigo Monkey Hearing 0 [Instantaneous] * Erase later if unnecessary, no use for now |
3126010 |
[NTC] Chigo Monkey_Boss HP gauge management |
3126020 |
[NTC] Chigo Monkey_Phantom Appearance_Seeing Monkey |
3126021 |
[NTC] Chigo Monkey_Phantom Appearance_Hearing Monkey |
3126022 |
[NTC] Chigo monkey _ phantom appearance _ saying monkey |
3126023 |
[NTC] Chigo Monkey_Phantom Appearance_Visible Monkey |
3126024 |
[NTC] Chigo Monkey_Phantom Appearance_Visible Monkey_Release |
3126025 |
[NTC] Chigo monkey _ phantom appearance _ temple miscellaneous fish |
3126030 |
[NTC] Chigo Monkey_Foot Decal Enabled (Apply to other than visible monkeys) |
3126040 |
[NTC] Chigo Monkey _ Hidden Monkey _ Foot SFX None |
3126041 |
[NTC] Chigo monkey _ Hidden monkey _ Foot SFX available |
3126050 |
[NTC] Activated at night when entering the light source room |
3126051 |
[NTC] Full view of darkness for disabling night eyes in the light source room |
3126060 |
[NTC] For determining warp prohibition during jumping |
3126070 |
[NTC] Chigo Monkey_Visible Monkey Do not approach the PC |
3126071 |
[NTC] Chigo Monkey_Visible Monkey Do not warp to PC |
3130000 |
[NTC] Japanese-style Innsmouth_Rejuvenation |
3130010 |
[NTC] Japanese style Innsmouth_Fuefuki 1_VFX |
3130011 |
[NTC] Japanese style Innsmouth_Fuefuki 2_VFX |
3130020 |
[NTC] Japanese-style Innsmouth_animation sucking SE |
3130030 |
[NTC] Japanese-style Innsmouth _ Judgment during animation |
3130040 |
[NTC] Japanese-style Innsmouth_Fuebuki 1 playable |
3130041 |
[NTC] Japanese-style Innsmouth_Fuebuki 2 playable |
3130050 |
[NTC] Japanese-style Innsmouth_Suction VFX |
3130060 |
[NTC] Japanese-style Innsmouth_Judgment that you are breathing life |
3130100 |
[NTC] Japanese-style Innsmouth_scale shop clerk_pot mist |
3130500 |
[NTC] Japanese-style Innsmouth_Suction Bullet SFX |
3131000 |
[NTC] Genpei Warrior_Thunder type on stage |
3131010 |
[NTC] Genpei Warrior_Sword Bow_Navimesh Switch to bow only when not passing |
3131020 |
[NTC] Genpei Warrior_Sword Bow_I love bows_Switch to a sword when approached |
3131030 |
[NTC] Genpei Warrior_Call when entering the area (priority is given to bow → sword) |
3131031 |
[NTC] Genpei Warrior_Call when you get out of the area (priority is given to sword → bow) |
3131040 |
[NTC] Genpei Warrior_When you are in a small area, do not choose a jump type attack |
3132010 |
[NTC] Treasure carp _ Collision with the wall |
3132011 |
[NTC] Treasure carp _ Continues to collide with the wall |
3134000 |
[NTC] No underwater neck_PC warp at the event |
3135000 |
[NTC] Neckless_swamp generation |
3135010 |
[NTC] Neckless_Transparency |
3135500 |
[NTC] Neckless_Grief Enchantment |
3136000 |
[NTC] Rappa_for interrupt attack (like hanging on Rappa) |
3136001 |
[NTC] Rappa_for interrupt attack (like hanging on a PC) |
3136010 |
[NTC] Rappa_HP for testing to turn off the display |
3136020 |
[NTC] Grass unevenness judgment test |
3136030 |
[NTC] Rappa_for shield judgment |
3136031 |
[NTC] Rappa_shield for judgment of broken |
3136040 |
[NTC] Rappa_Reeds_Poison |
3136041 |
[NTC] Rappa_Reeds_Normal bullets |
3136100 |
[NTC] Rappa_for poison bed generation |
3136110 |
[NTC] Rappa_poison bed cycle generation test |
3136120 |
[NTC] Rappa_ cannot be locked Special effect |
3136200 |
[NTC] Rappa_Kite For event judgment |
3136201 |
[NTC] Rappa_Kite Event_Permanent Puppet Special Effects |
3136900 |
[NTC] Rappa character identification _ reed skipping main |
3136901 |
[NTC] Rappa character discrimination _ Shugendo jumping judgment |
3136902 |
[NTC] Rappa for character identification_Kikasa Rappa |
3136910 |
[NTC] Rappa For character identification_Hidden prison attack Squeezed Rappa |
3137000 |
[NTC] Fire Bull_Judged on the go |
3137001 |
[NTC] Fire cow _ angry judgment |
3137002 |
[NTC] Fire Bull_Walking_Conflict Judgment |
3137003 |
[NTC] Fire Bull_ Angry り中_ Used for conflict determination |
3137004 |
[NTC] Fire Bull_Proximity Determination |
3137005 |
[NTC] Fire cow_SFX_Resident: Log fire |
3137010 |
[NTC] Fire Bull_Head ダメ for judging |
3137015 |
[NTC] Fire Bull_Undead ON |
3137016 |
[NTC] Fire Bull_Undead OFF |
3137020 |
[NTC] Fire cow_flame log test |
3137030 |
[NTC] Fire cow_wire point at the left end of the log |
3137031 |
[NTC] Fire cow_wire point at the right end of the log |
3137040 |
[NTC] Fire Bull_For Judgment of Yanshang Attack |
3138000 |
[NTC] Innsmouth Fire Cow_SFX_Resident: Log Fire |
3138040 |
[NTC] Innsmouth Fire Cow_For spirit attribute attack judgment |
3140000 |
[NTC] For swordsman_face continuous hit start |
3140010 |
[NTC] Swordsman_face repeated hits and judgment |
3140020 |
[NTC] Swordsman_for continuous face-to-face hit |
3140100 |
[NTC] Swordsman_Samurai Residence Event_Activated |
3140101 |
[NTC] Swordsman_Samurai Residence Event_Release |
3140200 |
[NTC] Swordsman_Flame Depression No reaction |
3140201 |
[NTC] Swordsman_Flame Depression No reaction for a few seconds |
3140300 |
[NTC] Swordsman_Crushing Shinobi (Near) Effective |
3140301 |
[NTC] Swordsman_Crushing Shinobi (normal) effective |
3145000 |
[NTC] Nightjars_Weapon Ignition Encha |
3145001 |
[NTC] Nighthawks_Weapons on fire エンチャ_Right Hand VFX |
3145002 |
[NTC] Nightjars_Weapon Ignition Encha_Left Hand VFX |
3145010 |
[NTC] Nighthawks_凧 on standby |
3145020 |
[NTC] Nighthawks_Blew up |
3145030 |
[NTC] Nighthawks _ self-destruct |
3145040 |
[NTC] Nightjars_Action Judgment ID Offset |
3145050 |
[NTC] Nightjars_Fire Depression Reaction Prohibition_Moment |
3145051 |
[NTC] Nightjars_Fire Depression Reaction prohibited_Lifespan |
3147000 |
[NTC] Kokageshu_Dog Whistle |
3147010 |
[NTC] Lonely people __ I kicked from the roof |
3147100 |
[NTC] Kokageshu_Samurai Residence_Jump off the roof |
3147101 |
[NTC] Kokageshu_Samurai Residence_Jump off the roof_End |
3147102 |
[NTC] Kokageshu_Samurai Residence_Mie Tower Special Waiting |
3147110 |
[NTC] Kokageshu_Samurai Residence_Generate_Start |
3147111 |
[NTC] Kokageshu_Samurai Residence_Generate_End |
3147112 |
[NTC] Kokageshu_Samurai Residence_Generate_Can't generate anymore |
3147120 |
[NTC] Lonely people_Attack enhancement_Disadvantages VFX only |
3147121 |
[NTC] Lonely people_Attack enhancement_Disadvantages_Inflicts HP and core damage |
3147500 |
[NTC] Kokageshu_Samurai Residence_First action is a finger whistle |
3147510 |
[NTC] Kokageshu_Samurai Residence_Judgment that a finger whistle can be blown |
3147520 |
[NTC] Kokageshu_Samurai Residence_First action uses candy |
3150000 |
[NTC] Villager Zombie_Behavior Control_General Purpose: Run |
3150010 |
[NTC] Villager Zombie_Behavior Control_Bare Hand: I love hitting stones |
3150011 |
[NTC] Villager Zombie_Behavior Control_Bare Hand: I love stone throwing |
3150012 |
[NTC] Villager Zombie_Behavior Control_Bare Hand: I love bucket toilets |
3150013 |
[NTC] Villager Zombie_Behavior Control_Bare Hand: Bare Hand Type Judgment |
3150014 |
[NTC] Villager Zombie_Behavior Control_Bare Hand: I love throwing crazy dumplings |
3150015 |
[NTC] Villager Zombie_Behavior Control_Bare Hands: Surrounding Actions & Throwing Mad |
3150050 |
[NTC] Villager Zombie_SFX_Resident: Firefly Basket |
3150051 |
[NTC] Villager Zombie_SFX_Resident: For overwriting firefly basket |
3150060 |
[NTC] Villager Zombie_Stone possession status |
3150061 |
[NTC] Villager Zombie_Stone not possessed |
3150100 |
[NTC] Villager Zombie_Determining a restraint from the ground |
3150101 |
[NTC] Villager zombie restraint can be interrupted (other than throwing through) |
3150110 |
[NTC] Villager Zombie_Lacrimal gland throwing |
3150111 |
[NTC] Villager Zombie_Lacrimal gland throwing finished |
3150112 |
[NTC] Villager Zombie _ Lacrimal Gland Throw _ Successful Throw |
3150120 |
[NTC] Villager Zombie _ Lacrimal Gland Throw _ Successful Throw Expand your horizons |
3150200 |
[NTC] Villager Zombie _ Judgment of restraint from the ground _ Normal |
3150201 |
[NTC] Villager Zombie _ Judgment of Detainees from the Ground_ Review Spirit |
3150500 |
[NTC] Villager Zombie_Prisoner Recipient When the spirit balls are full, hang 3150502. |
3150501 |
[NTC] Villager Zombie_Prisoner Count the number of deaths. |
3150502 |
[NTC] Villager Zombie_Prisoner The number of deaths has reached the upper limit, and the special effect of immortality has been removed. |
3150509 |
[NTC] Villager Zombie_Prisoner Count the number of deaths. Accumulate up to Max at once |
3150510 |
[NTC] [Behavior] For pretending to be dead |
3150511 |
[NTC] [Behavior] For pretending to be dead |
3150600 |
[NTC] Villager Zombie_Flame Depression No reaction |
3150601 |
[NTC] Villager Zombie_Flame Depression No reaction for a few seconds |
3150610 |
[NTC] Villager Zombie_Underground |
3150990 |
[NTC] [Behavior] For pretending to be dead |
3151000 |
[NTC] Villager Zombie (Butterfly Summon Version) _ Hallucination Transparency |
3151010 |
[NTC] Villager Zombie (Butterfly Summon Version) _ Waiting judgment after generation |
3151030 |
[NTC] Villager Zombie (Butterfly Summon Version) _ Appearance Anime Switching Test |
3151031 |
[NTC] Villager Zombie (Butterfly Summon Version) _Transition to Appearance Animation Switch_A |
3151032 |
[NTC] Villager Zombie (Butterfly Summon Version) _Transition to Appearance Animation Switch_B |
3151033 |
[NTC] Villager Zombie (Butterfly Summon Version) _Transition to Appearance Animation Switch_C |
3151034 |
[NTC] Villager Zombie (Butterfly Summon Version) _Transition to Appearance Animation Switch_D |
3151100 |
[NTC] Villager Zombie (Butterfly Summon Version) _ Attack Power / Stamina Attack Power Adjustment |
3155000 |
[NTC] Bandit_SFX_Resident: Torch |
3155010 |
[NTC] Bandit_for interrupt attack (like a bandit) |
3155020 |
[NTC] Bandit_for interrupt attack (like hanging on a PC) |
3155030 |
[NTC] Bandit_Does not transition to normal stance even if damaged |
3155040 |
[NTC] Bandit_for interrupt attack (like a bandit) |
3155050 |
[NTC] Bandit_for interrupt attack (like hanging on a PC) |
3155060 |
[NTC] Bandit_Shield Type Guard |
3155070 |
【NTC】Wild Thief_Poison Arrow |
3155071 |
[NTC] Bandit_Normal arrow user |
3155080 |
[NTC] Bandit_Drunk_Visual 0.2x, Hearing 0x |
3155081 |
[NTC] Bandit_Drunk_Returns sight and hearing |
3155090 |
[NTC] Bandit_bow type_do not switch to a sword |
3155100 |
[NTC] Bandit_High-end type |
3155110 |
[NTC] Bandit_E3_PC retreats when guarded |
3155111 |
[NTC] Bandit_E3_PC charges shield when guarded |
3155120 |
[NTC] Bandit_Shield Type_Shield Bang Bang Prohibition |
3155130 |
[NTC] Bandit_Bow type_Adjustable bandit |
3155140 |
[NTC] Bandit _ Burning down due to oil jar |
3155500 |
[NTC] Bandit_For placement_Bow type_Escape to a specific point after shooting one bow |
3155510 |
[NTC] Bandit_For placement_Shield type_Hold the shield even during non-combat |
3155520 |
[NTC] Bandit_Shield type_No shield bang bang in the first action |
3155530 |
[NTC] Bandit_Phantom_Hearing 0x, Visibility 0x |
3155540 |
[NTC] Bandit_Phantom_Hidden |
3155541 |
[NTC] Bandit_Phantom_Seal the hidden figure |
3155550 |
[NTC] Bandit _ Shura Samurai Area _ Take a wait-and-see action |
3155560 |
[NTC] Bandit_Bow type_Aburatsubo throw |
3155570 |
[NTC] Bandit_bow type_do not use a reservoir bow |
3155900 |
[NTC] Bandit_bow type_normal arrow |
3155901 |
[NTC] Bandit_Bow Type_Normal Arrow (Phantom) |
3170100 |
[NTC] SE delivery _ heavy equipment type |
3170101 |
[NTC] SE delivery _ light clothing type |
3170200 |
[NTC] Samurai Tokugawa _ Flamethrower _ Flamethrower all the time |
3170210 |
[NTC] Samurai Tokugawa_Die with a single blow in any attack |
3170211 |
[NTC] Samurai Tokugawa_Continuous damage for flaming escape |
3170900 |
[NTC] Samurai Tokugawa_For determining the role of a Buddhist demon |
3500000 |
[NTC] Broken Ring Monk_Transparency of Magic Magic |
3500010 |
[NTC] Haunting Monk_Shinobi event animation transition not possible |
3500020 |
[NTC] Broken Ring Monk_Physical Recovery_1point |
3500021 |
[NTC] Broken Ring Monk_Recovery of Physical Strength_719point |
3500030 |
[NTC] Haunting Monk_Damage Magnification 0 |
3500040 |
[NTC] Haunting Monk_Damage Anime Replacement_Lower Middle Jump Kick Effective |
3500050 |
[NTC] Buddhist monk_Phantom release_Self-harm damage |
3500051 |
[NTC] Haunting Monk_Phantom Release_Interrupt Attack Timing |
3500500 |
[NTC] The illusion of a priest _ transparent during non-combat |
3500599 |
[NTC] AI Judged_E3 Phantom |
3501000 |
[NTC] Sigh of a large snake |
3501001 |
[NTC] Large snake litter hiding _ Shinobi killing reception marker display |
3501002 |
[NTC] Large Snake Falling Shinobi _ Shinobi Killing Reception Marker Display |
3501003 |
[NTC] Large Snake Falling Ninja Pursuit_Ninja Reception Marker Display |
3501004 |
[NTC] Large Snake_Hidden at the time of initial generation |
3501010 |
[NTC] Big Snake_Early Valley Warning Center |
3501011 |
[NTC] Big Snake_In front of Mikami |
3501012 |
[NTC] Large Snake_Hidden Shinobi Waiting |
3501013 |
[NTC] Large snake _PC waiting for escape |
3501014 |
[NTC] Large Snake_Awaiting Fall Shinobi |
3501015 |
[NTC] Large Snake_Falling Shinobi Killing 1 |
3501016 |
[NTC] Large snake _ Watching the canyon _ Going to see the Shinboku side |
3501017 |
[NTC] Large Snake_Hidden Shinobi Killing Transition |
3501020 |
[NTC] Large Snake_QTE Test |
3501021 |
[NTC] Large Snake_Event Shinobi (Hiding) Condition Judgment_Protomap |
3501022 |
[NTC] Large Snake_Event Shinobi (Litter Hiding) Condition Judgment_Castle |
3501030 |
[NTC] Large snake _ Litter shinobi killed |
3501031 |
[NTC] Large Snake_Leaving after the killing of Litter Shinobi |
3501032 |
[NTC] Sigh of the snake_for sleep |
3501033 |
[NTC] Large snake _ Mikamiki side has been migrated |
3501040 |
[NTC] Large snake _ visibility cut |
3501050 |
[NTC] Big Snake_Horizon License |
3501060 |
[NTC] Large Snake_Visibility Change A |
3501061 |
[NTC] Large Snake_Visibility Change B |
3501062 |
[NTC] Large Snake_Visibility Change C |
3501063 |
[NTC] Large Snake_Visibility Change D |
3501070 |
[NTC] Transition to event animation after the end of the large snake _ portable shrine shinobi |
3501080 |
[NTC] Large Snake_Shinobi Scratch Scroll Display |
3501090 |
[NTC] Large snake_BGM flag ON (for canyon) |
3501100 |
[NTC] Large snake_Invalid per initial posture (for canyon) |
3502000 |
[NTC] Akaoni_for interrupt attack (like hanging on Akaoni) |
3502010 |
[NTC] Akaoni_for interrupt attack (like hanging on a PC) |
3502020 |
[NTC] Akaoni _ Wire is possible on the choker _ Grab |
3502021 |
[NTC] Akaoni _ Wire is possible on the choker _ Tackle |
3502022 |
[NTC] Akaoni_Wire is possible on the choker_Collapse |
3502030 |
[NTC] Akaoni_Flame Depression No reaction |
3502031 |
[NTC] Akaoni_Flame Depression No reaction for a few seconds |
3502040 |
[NTC] Akaoni_for damage judgment |
3502500 |
[NTC] Akaoni_E3 Judgment_Battle transition animation after chain destruction |
3502510 |
[NTC] Red Demon_E3 Judgment_Play a rampaging loop |
3502511 |
[NTC] Red Demon_E3 Judgment_Random Rampage Play |
3502512 |
[NTC] Akaoni_E3 Judgment_Handmaiden Be quiet in the aunt area |
3502520 |
[NTC] Akaoni_for placement_99 times more attack power against Ochimusha |
3502530 |
[NTC] Red Demon _ For Placement _ Red Demon with Chain |
3502900 |
[NTC] Akaoni_Can be wired to the choker Resident test |
3503000 |
[NTC] Gull _ for poison vomiting when stepped on (poison vomiting when caught on gecko) |
3504000 |
【NTC】Humanoid_Water Surface Judgment |
3504001 |
[NTC] Straw doll_right calf judgment |
3504002 |
[NTC] Straw doll_left calf judgment |
3504003 |
[NTC] Straw doll_right thigh judgment |
3504004 |
[NTC] Straw doll_left thigh judgment |
3504005 |
【NTC】Human Form_Left Hand Judgment |
3504006 |
[NTC] Straw doll_body judgment |
3504007 |
[NTC] Straw doll _ Judging the life or death of nape bugs |
3504008 |
[NTC] Straw doll _ Judge the life or death of the bug on the neck |
3505000 |
[NTC] Koi_ Permanent Bubble SFX |
3505010 |
[NTC] Nishikigoi _ Collision against the wall |
3505020 |
[NTC] Nishikigoi_secret |
3505030 |
[NTC] Nishikigoi_ Patrol OK |
3505040 |
[NTC] Nishikigoi_Looking for enemy Cool time |
3505050 |
[NTC] Nishikigoi_In the first stealth area |
3505060 |
[NTC] Nishikigoi_Prepare target lost |
3505070 |
[NTC] Nishikigoi Visual Hearing 0 |
3506000 |
[NTC] Ninja Army Chief_Kick_Interrupt Attack (hang on PC) |
3506001 |
[NTC] Ninja Army Chief_Damage Animation Replacement_Lower Middle Jump Kick Effective |
3506002 |
[NTC] Ninja Army Chief_Damage Animation Replacement_Recovering Core |
3506003 |
[NTC] Ninja Army Chief _ Core Damage Magnification Change_ Trunk Recovery |
3506004 |
[NTC] Chief of Ninja Army_Shinobi _For interrupt attack (hang on PC) |
3506010 |
[NTC] Ninja Army Chief_Owl Summon |
3506020 |
[NTC] Chief of Ninja Army_Warp withdrawal after being damaged |
3506021 |
[NTC] Ninja Army Chief_Attacking Warp |
3506022 |
[NTC] Ninja Army Chief_Attacking Warp (Special) |
3506030 |
[NTC] Ninja Army Chief_Warp Medium Transparency |
3506031 |
[NTC] Chief of Ninja Army_SFX during warp |
3506040 |
[NTC] Ninja Army Chief_For Logic Judgment_Immediately after Warp |
3506050 |
[NTC] Chief of Ninja Army_Immortality Release |
3506060 |
[NTC] Chief of the Ninja Army_Shinobi killed |
3506070 |
[NTC] Ninja Army Chief_For Logic Judgment_Special Weak Play |
3506080 |
[NTC] Chief of Ninja Army_Action Judgment_HU Animation |
3506081 |
[NTC] Chief of Ninja Army_Action Judgment_Poison Throwing |
3506082 |
[NTC] Ninja Army Chief_Action Judgment_HU Animation (Loop) |
3506090 |
[NTC] Ninja Army Chief_Recovery Seal_Effect |
3506091 |
[NTC] Ninja Army Chief_Recovery Seal_For issuing effect characters |
3506100 |
[NTC] Ninja Army Chief_Wire Possible 0 |
3506101 |
[NTC] Ninja Army Chief_Wire Possible 1 |
3506102 |
[NTC] Ninja Army Chief_Wire Possible 2 |
3506200 |
[NTC] Ninja Army Chief_Identification_Samurai Residence |
3506210 |
[NTC] Ninja Army Chief_Identification_Honjo |
3507000 |
[NTC] Chief Owl_Position Swap Ninjutsu_Aerial |
3507001 |
[NTC] Chief Owl_Position Swap Ninjutsu_Ground |
3507002 |
[NTC] Chief Owl_Position Swap Ninjutsu_Definite Activation |
3507010 |
[NTC] Called by the chief owl |
3507020 |
[NTC] Chief Owl_Spiritual Expression Resident SFX |
3508000 |
[NTC] Horseback Warrior_Judged in the Walking System |
3508001 |
[NTC] Cavalry Warrior_Running Judgment |
3508010 |
[NTC] Cavalry Warrior_Camera Switching_Jumping Attack |
3508011 |
[NTC] Horse-riding warrior_Camera switching_First appearance production |
3508020 |
[NTC] Cavalry warrior_helmet can be wired 1 |
3508021 |
[NTC] Cavalry warrior_helmet can be wired 2 |
3508022 |
[NTC] Cavalry warrior_helmet can be wired 3 |
3508030 |
[NTC] Cavalry Warrior_SA Damage multiplier 0 |
3508040 |
[NTC] Cavalry Warrior_Futtobashi attack hit |
3508050 |
[NTC] Cavalry Warrior_Uncle has been damaged |
3508060 |
[NTC] Cavalry Warrior_Drifting: 3032 |
3508061 |
[NTC] Cavalry Warrior_Drifting: 3033 |
3508070 |
[NTC] Cavalry Warrior_Stop at the drifting wire OK Special effect: 3032 |
3508071 |
[NTC] Cavalry Warrior_Stop at the drifting wire OK Special effect: 3033 |
3508080 |
[NTC] Cavalry warrior_wire, stopped by firecrackers |
3508090 |
[NTC] Cavalry warrior_Pinch state (played a big skill, eaten a firecracker, etc.) |
3508100 |
[NTC] Cavalry Warrior_Running Start |
3508110 |
[NTC] Cavalry Warrior_Firecracker You can't cut your core with firecrackers during the animation |
3508120 |
[NTC] Cavalry Warrior_SA Increases damage When small damage occurs |
3508500 |
[NTC] Cavalry warrior Behaivior Do not put out a turning animation when escaping after |
3508510 |
[NTC] Cavalry warrior _ passed the PC |
3508520 |
[NTC] Cavalry Warrior_Running_For collision detection |
3509000 |
[NTC] Butterfly _ Shinobi killing |
3509010 |
[NTC] Butterfly _ Immortality release |
3509020 |
[NTC] Butterfly_command to hallucinations |
3509030 |
[NTC] Butterflies _ Release orders for hallucinations |
3509040 |
[NTC] Butterfly_For phantom summon judgment |
3509041 |
[NTC] Butterfly_Phantom bullet conversion judgment |
3509050 |
[NTC] Butterfly _ damage animation change |
3509060 |
[NTC] Butterfly_Phantom Fog_ON |
3509070 |
[NTC] Butterfly_Butterfly change |
3509080 |
[NTC] Butterfly_Camera switching_Rushing |
3509100 |
[NTC] Butterflies _ HU After Todome Shinobi |
3509110 |
[NTC] At the time of reception of Todome Shinobi after Butterfly_HU |
3509200 |
[NTC] Butterfly_HU for bullet activation |
3509210 |
[NTC] Butterfly_HU After the Great Buddha transparent |
3510000 |
[NTC] Yasha Ape_Undead Released |
3510010 |
[NTC] Yasha Ape_Shinobi killed |
3510020 |
[NTC] Yasha Ape_Battle start can be canceled |
3510030 |
[NTC] Yasha Ape_Damage part camouflage |
3510040 |
[NTC] Yasha Ape_Trained spear pulling out damage invalid |
3510050 |
[NTC] Yasha Ape_Sword can be wired |
3510060 |
[NTC] Yasha Ape_AI Judgment_Lost |
3510070 |
[NTC] Yasha Ape_SA Damage increased Medium damage |
3510071 |
[NTC] Yasha Ape_SA Increases damage When small damage occurs |
3510100 |
[NTC] Yasha Ape_For determining monkeys in the canyon |
3510110 |
[NTC] Change the damage multiplier when Yasha Ape_HU |
3510200 |
[NTC] Yasha Ape and Bug, team type change |
3510500 |
[NTC] Yasha Ape_SFX_Resident: Blood drips from the neck |
3510510 |
[NTC] Yasha Ape_SFX_Instant |
3510520 |
[NTC] Yasha Ape_SFX_Resident: Make it transparent |
3510530 |
[NTC] Yasha Ape_SFX_Particles |
3510540 |
[NTC] Yasha Ape_SFX_Death Explosion |
3510600 |
[NTC] Yasha Ape_The neck was cut |
3510900 |
[NTC] Yasha ape_ order to marry ape |
3510901 |
[NTC] Yasha ape_ order to marry ape |
3510902 |
[NTC] Yasha ape_ order to marry ape |
3510903 |
[NTC] Yasha ape_ order to marry ape |
3510904 |
[NTC] Yasha ape_ order to marry ape |
3510905 |
[NTC] Yasha ape_ order to marry ape |
3510990 |
[NTC] Parameter change at Yasha Ape_HU |
3510991 |
[NTC] SA change at Yasha Ape_HU |
3520000 |
[NTC] Mermaid Dragon_Storm Enchantment SFX |
3520001 |
[NTC] Mermaid Dragon_Storm Enchantment SFX Deleted |
3520010 |
[NTC] Mermaid Dragon_Continuous attack interruption |
3520011 |
[NTC] Mermaid Dragon_Collapse Judgment |
3520012 |
[NTC] Mermaid Dragon_Storm Enchantment |
3520013 |
[NTC] Mermaid Dragon_PC Blow-off interrupt timing |
3520014 |
[NTC] Mermaid Dragon_Wide Range Attack Timing |
3520020 |
[NTC] Mermaid Dragon_Thunder Return Timing Display |
3520030 |
[NTC] Mermaid Dragon_Camera Change_Before Shinobi |
3520031 |
[NTC] Mermaid Dragon_Camera Change_Storm Jump Near the top |
3520040 |
[NTC] Mermaid Dragon_Storm SFX around the base |
3520050 |
[NTC] Mermaid Dragon _ Wire in your hand _ Ride _ Palm |
3520051 |
[NTC] Mermaid Dragon_Wireable in hand_Riding_Back of hand |
3520055 |
[NTC] Mermaid Dragon_Wire in hand_Cannot ride_Palm |
3520056 |
[NTC] Mermaid Dragon_Wire is possible in hand_Cannot ride_Back of hand |
3520060 |
[NTC] Mermaid Dragon_Tentacles wither |
3520061 |
[NTC] Mermaid Dragon_Tentacles generate updraft |
3520062 |
[NTC] Mermaid Dragon_Tentacles wither (permanent) |
3520070 |
[NTC] Mermaid Dragon_Sakura Flowering_Withered |
3520071 |
[NTC] Mermaid Dragon_Sakura Flowering_Full Bloom |
3520080 |
[NTC] Mermaid Dragon_Damage_Right Hand / Body |
3520081 |
[NTC] Mermaid Dragon_Damage_Head |
3520085 |
[NTC] Mermaid Dragon_Thunderstorm hit |
3530000 |
[NTC] Weng Long_Praying |
3530001 |
[NTC] Weng Long_大技 A |
3530002 |
[NTC] Weng Long_大技B |
3530010 |
[NTC] Okiryu_Resident Damage Animation Change |
3530020 |
[NTC] Okiryu_Damage for the main body |
3530030 |
[NTC] Old man _ Black old man judgment |
3530040 |
[NTC] Okiryu_Falling Shinobi Killing HP Trunk Gauge Erase |
3530041 |
[NTC] Okiryu_Falling Shinobi Killing Bumping Gauge Revival |
3530100 |
[NTC] Okiryu_withering effect |
3530500 |
[NTC] Weng Long_Body dry half minute |
3530501 |
[NTC] Okiryu_HP half |
3530510 |
[NTC] Okiryu_Increase team attack power |
3531000 |
[NTC] Tentacle_Attack Judgment A |
3531001 |
[NTC] Tentacle_Attack Judgment B |
3531002 |
[NTC] Tentacle_Attack Judgment C |
3531010 |
[NTC] Tentacle_Attack Judgment D |
3531011 |
[NTC] Tentacle_Attack Judgment E |
3531012 |
[NTC] Tentacle_Attack Judgment F |
3531060 |
[NTC] Tentacles_Mermaid Dragon Battle_Lightning Strike Signs |
3531061 |
[NTC] Tentacles_Mermaid Dragon Battle_PC hits a lightning strike sign 1 |
3531062 |
[NTC] Tentacles_Mermaid Dragon Battle_PC hits the sign of a lightning strike 2 |
3531063 |
[NTC] Tentacles_Mermaid Dragon Battle_PC hits the sign of a lightning strike 3 |
3531064 |
[NTC] Tentacles_Mermaid Dragon Battle_PC hits the sign of a lightning strike 4 |
3531065 |
[NTC] Tentacles_Mermaid Dragon Battle_PC hits the sign of a lightning strike 5 |
3531066 |
[NTC] Tentacles_Mermaid Dragon Battle_PC hits the sign of a lightning strike 6 |
3531067 |
[NTC] Tentacles_Mermaid Dragon Battle_PC hits a lightning strike sign 7 |
3531068 |
[NTC] Tentacles_Mermaid Dragon Battle_PC hits the sign of a lightning strike 8 |
3531069 |
[NTC] Tentacles_Mermaid Dragon Battle_PC hits the sign of a lightning strike 8 |
3531070 |
[NTC] Tentacles_Mermaid Dragon Battle_PC hits a lightning strike sign_General purpose |
3531100 |
[NTC] Tentacle_withering effect |
3531500 |
[NTC] Tentacles_wire possible |
3532000 |
[NTC] Okiryu (Large) _ Resident Damage Animation Change |
3532010 |
[NTC] Okiryu (Large) _ Can be wired to a cane |
3532011 |
[NTC] Okiryu (Large) _ Can be wired to the right corner |
3532012 |
[NTC] Okiryu (Large) _ Wire is possible in the left corner |
3540000 |
[NTC] Revived Kensei _ Delayed damage of swallowing (hangs on PC) |
3540001 |
[NTC] Revived Kensei _ Delayed damage of swallowing (hangs on Kensei) |
3540005 |
[NTC] Revived Kensei _ Delayed damage of swallowing (applying to PC) |
3540006 |
[NTC] Revived Kensei _ Delayed damage of swallowing (hangs on Kensei) |
3540010 |
[NTC] Revived Kensei_Yurari Special effects while moving |
3540020 |
[NTC] Revived Kensei_Special effects while walking |
3540030 |
[NTC] Revived Kensei_Timing to avoid a single sheet of paper |
3540040 |
[NTC] Revived Kensei _AI interrupt judgment_additional play |
3540041 |
[NTC] Revived Kensei _AI Interruption Judgment_Connect to direct attack from being swept away 1 |
3540050 |
[NTC] Revived Kensei _ After HU_ For slamming posture judgment |
3540060 |
[NTC] Revived Kensei _ After HU_ Interruption for distance judgment |
3540070 |
[NTC] Revived Kensei _HU After _SA invalid |
3540080 |
[NTC] Resurrected Kensei _ After HU_ Judgment whether the attraction was hit |
3540081 |
[NTC] Resurrected Kensei _ After HU_ Judgment whether the attraction was hit |
3540090 |
[NTC] Revived Kensei_Trunk damage multiplier suppression |
3540100 |
[NTC] Revived Kensei_Super Reaction Guard System Prohibition |
3540110 |
[NTC] Revived Kensei_SA Endurance up |
3540120 |
[NTC] The resurrected Kensei_Spear disappears |
3540130 |
[NTC] Revived Kensei_SFX Judgment |
3540140 |
[NTC] Revived Kensei_Swords of the sickbed_SFX judgment |
3540150 |
[NTC] Revived Kensei_HU Front HP / Trunk Magnification |
3540151 |
[NTC] Revived Kensei_HU First Stage HP / Trunk Magnification |
3540152 |
[NTC] Revived Kensei_HU Second Stage HP / Trunk Magnification |
3540153 |
[NTC] Revived Kensei _ Kensei on the bed _ HP after HU / Trunk magnification |
3540500 |
[NTC] Revived Kensei _ Kensei on the sickbed |
3540510 |
[NTC] Revived Kensei_Sickbed: For firing a flame bullet firing event |
3540990 |
[NTC] Revived Kensei _ For debugging Inflicts 66% damage |
3700000 |
[NTC] Female player_Counterattack posture |
3700001 |
[NTC] Female Musician_Gap |
3700010 |
[NTC] Female player _ Weak playing _ Increased amount of core scraping when losing |
3700020 |
[NTC] Female player_Special effect for AI judgment_Slash around 180 degrees |
3700030 |
[NTC] Female player_Performance SE playback |
3700040 |
[NTC] Female Musician_Transparency |
3700041 |
[NTC] Female musicians_transparency_100% |
3700050 |
[NTC] Female player_damage animation changing Medium → Large |
3700500 |
[NTC] Female player_SFX_Resident: Translucent, spiritual effect |
3700510 |
[NTC] Female player_SFX_Resident: Spirit effect |
3700511 |
[NTC] Female player_SFX_Resident: Translucent |
3700600 |
[NTC] Female player _ disguised part when guarding |
3702000 |
[NTC] Buddhist demon for normal condition |
3702001 |
[NTC] Buddhist demon HU1 for state |
3702002 |
[NTC] Buddhist demon HU2 for state |
3702003 |
[NTC] Buddhist demon close-up attack possible timing |
3702004 |
[NTC] Buddhist demon close-up attack pursuit monitoring |
3702005 |
[NTC] For judgment after the second killing of the Buddhist demon Shinobi |
3702006 |
[NTC] Limited visibility for the start of the Buddhist demon |
3702010 |
[NTC] Buddhist demon arm SFX_normal |
3702011 |
[NTC] Buddhist demon arm SFX_strong |
3702020 |
[NTC] Buddhist demon HU pre-flame judgment |
3702021 |
[NTC] Buddhist demon HU After flame judgment |
3702030 |
[NTC] Buddhist demon right shoulder wire _ for self-centered explosion |
3702031 |
[NTC] Buddhist demon right shoulder wire _ for breath |
3702040 |
[NTC] For attack judgment from Buddhist demon reaction |
3702041 |
[NTC] Increased SA damage multiplier during Buddhist demon damage reaction |
3702050 |
[NTC] State after Buddhist demon HU |
3702060 |
[NTC] Buddhist demon self-light source |
3702070 |
[NTC] For judgment during the Buddhist demon big jump |
3702071 |
[NTC] For judgment during the lower attack of the Buddhist demon jump |
3702080 |
[NTC] Buddhist demon _ For judgment near the feet _ Right foot |
3702081 |
[NTC] Buddhist demon _ For judgment near the feet _ Left foot |
3702085 |
[NTC] Buddhist demon _For judgment near the feet _ PC side |
3702100 |
[NTC] Dummy with demon Buddha ghost bullets |
3702101 |
[NTC] Dummy OFF with demon Buddha ghost bullets |
3702110 |
[NTC] Demon Buddha_Wire Jump Test_ON |
3702111 |
[NTC] Demon Buddha for individual identification_01 |
3702112 |
[NTC] Demon Buddha for individual identification_02 |
3702113 |
[NTC] Demon Buddha for individual identification_03 |
3702114 |
[NTC] Demon Buddha for individual identification _04 |
3702115 |
[NTC] Demon Buddha for individual identification_05 |
3702116 |
[NTC] Demon Buddha for individual identification_06 |
3702117 |
[NTC] Demon Buddha for individual identification_07 |
3702118 |
[NTC] Demon Buddha for individual identification_08 |
3702119 |
[NTC] Demon Buddha for individual identification_09 |
3702120 |
[NTC] Demon Buddha for individual identification_10 |
3710000 |
[NTC] Rival_For lateral movement logic judgment after throwing |
3710010 |
[NTC] Judgment that rival _ attack was not guarded (reduce swashbuckler count) |
3710020 |
[NTC] Rival_Shinobi Judgment (Set the swashbuckler count to 0) |
3710030 |
AI interrupt judgment_addition played |
3710031 |
AI interrupt judgment _ played by Migi _ strong _ connect to direct attack 1 |
3710032 |
AI interrupt judgment _ flipped by folds _ strong _ connect to direct attack 1 |
3710033 |
AI interrupt judgment _ played by Migi _ strong _ connect to direct attack 2 |
3710034 |
AI interrupt judgment _ flipped by folds _ strong _ connect to direct attack 2 |
3710040 |
[NTC] Rival_Gap |
3710050 |
[NTC] Rival _ A roundhouse kick hit |
3711000 |
[NTC] Rival (naked) _ Dash Eight stabs hit |
3711010 |
[NTC] Rival (naked) _ Immortal slash hit |
3711500 |
[NTC] Rival (naked) _ 3rd round _ Susuki field |
3711900 |
[NTC] Rival (naked) _ Super reaction for a few seconds City test _ 3 seconds |
3711910 |
[NTC] Rival (naked) _ Super reaction for a few seconds City test _ 6 seconds |
3720000 |
【NTC】Prince_Judged in the line of travel |
3720010 |
[NTC] Prince_Running system end judgment |
3720020 |
[NTC] Prince_down judgment |
3720100 |
[NTC] Prince_hate test |
3720110 |
[NTC] Prince_pretend to be dead |
3720800 |
【NTC】Prince_Induced Phantom |
3721000 |
[NTC] Prince_Judgment that warped to a loophole |
3721010 |
[NTC] Prince_Susuki When lying down in the field SFX |
3730000 |
[NTC] Chigo_Rice is being given |
3740000 |
[NTC] Isei's daughter_for pushing and playing judgment |
3740010 |
[NTC] Daughter of Isei_for phantom conversation |
3747000 |
[NTC] kidnapped young man _ spirited away effective special effect |
3952000 |
[NTC] Samurai Sasaki _ for interrupt attack (like hanging on Samurai Sasaki) |
3952010 |
[NTC] Samurai Sasaki _ for interrupt attack (like hanging on a PC) |
3952020 |
[NTC] General Sasaki _ stance on the ground (like hanging on General Sasaki) |
3952030 |
[NTC] General Sasaki _ Anti-aircraft stance (like hanging on General Sasaki) |
3952040 |
[NTC] General Sasaki _ A stance of crushing the situation (like hanging on General Sasaki) |
3952050 |
[NTC] Samurai Sasaki _ Offensive and defensive stance (like hanging on Samurai Sasaki) |