SpEffectParam - SekiroResurrection/modding-wiki GitHub Wiki

About

SpEffects are effects that contain a multitude of different parameters, allowing for a staggering amount of functionality. They can be applied to entities, items, areas, and more.


Parameters  
Name Type Value Description
iconId s32 -1
conditionHp f32 -1
effectEndurance f32 -1
motionInterval f32 0
maxHpRate f32 1
maxMpRate f32 1
maxStaminaCutRate f32 1
slashDamageCutRate f32 1
blowDamageCutRate f32 1
thrustDamageCutRate f32 1
neutralDamageCutRate f32 1
magicDamageCutRate f32 1
fireDamageCutRate f32 1
thunderDamageCutRate f32 1
physAtkRate f32 1
magicAtkRate f32 1
fireAtkRate f32 1
thunderAtkRate f32 1
physAtkPowerRate f32 1
magicAtkPowerRate f32 1
fireAtkPowerRate f32 1
thunderAtkPowerRate f32 1
physAtkPower s32 0
magicAtkPower s32 0
fireAtkPower s32 0
thunderAtkPower s32 0
physDefRate f32 1
magicDefRate f32 1
fireDefRate f32 1
thunderDefRate f32 1
physDef s32 0
magicDef s32 0
fireDef s32 0
thunderDef s32 0
noGuardDamageRate f32 0
vitalSpotChangeRate f32 -1
normalSpotChangeRate f32 -1
maxHpChangeRate f32 0
behaviorId s32 -1
changeHpRate f32 0
changeHpPoint s32 0
changeMpRate f32 0
changeMpPoint s32 0
mpRecoverChangeSpeed s32 0
changeStaminaRate f32 0
changeStaminaPoint s32 0
staminaRecoverChangeSpeed s32 0
magicEffectTimeChange f32 0
insideDurability s32 0
maxDurability s32 0
staminaAttackRate f32 1
registPoison s32 0
registToxic s32 0
registBlood s32 0
registCurse s32 0
fallDamageRate f32 1
soulRate f32 1
equipWeightChangeRate f32 1
allItemWeightChangeRate f32 1
soul s32 0
animIdOffset s32 -1
haveSoulRate f32 1
targetPriority f32 0
sightSearchEnemyCut s32 0
Unk1 f32 0
Unk2 u8 0
Unk3 u8 0
Unk4 u8 0
Unk5 u8 0
hearingSearchEnemyCut f32 1
gravityRate f32 1
registPoisonChangeRate f32 1
registToxicChangeRate f32 1
registBloodChangeRate f32 1
registCurseChangeRate f32 1
soulStealRate f32 1
lifeReductionRate f32 1
hpRecoverRate f32 1
replaceSpEffectId s32 -1
cycleOccurenceSpEffectId s32 -1
atkOccurenceSpEffectId s32 -1
guardDefFlickPowerRate f32 1
guardStaminaCutRate f32 1
rayCastPassedTime s16 -1
changeSuperArmorPoint s16 0
bowDistRate s16 0
spCategory s16 0
categoryPriority s8 0
saveCategory s8 -1
changeMagicSlot u8 0
changeMiracleSlot u8 0
heroPointDamage u8 0
defFlickPower u8 0
flickDamageCutRate u8 0
bloodDamageRate u8 100
dmgLv_None u8 0
dmgLv_S u8 0
dmgLv_M u8 0
dmgLv_L u8 0
dmgLv_BlowM u8 0
dmgLv_Push u8 0
dmgLv_Strike u8 0
dmgLv_BlowS u8 0
dmgLv_Min u8 0
dmgLv_Uppercut u8 0
dmgLv_BlowLL u8 0
dmgLv_Breath u8 0
atkAttribute u8 0
spAttribute u8 0
stateInfo s16 0
wepParamChange u8 0
moveType u8 0
lifeReductionType s16 0
throwCondition u8 0
addBehaviorJudgeId_condition s8 -1
addBehaviorJudgeId_add s8 100
effectTargetSelf b8 True
effectTargetFriend b8 True
effectTargetEnemy b8 True
effectTargetPlayer b8 True
effectTargetAI b8 True
effectTargetLive b8 True
effectTargetGhost b8 True
effectTargetWhiteGhost b8 False
effectTargetBlackGhost b8 False
effectTargetAttacker b8 False
dispIconNonactive b8 False
useSpEffectEffect b8 False
bAdjustMagicAbility b8 False
bAdjustFaithAbility b8 False
bGameClearBonus b8 False
magParamChange b8 False
miracleParamChange b8 False
clearSoul b8 False
requestSos b8 False
requestBlackSos b8 False
requestForceJoinBlackSos b8 False
requestKickSession b8 False
requestLeaveSession b8 False
requestNpcInvade b8 False
noDead b8 False
bCurrHPIndependeMaxHP b8 False
corrosionIgnore b8 False
sightSearchCutIgnore b8 False
hearingSearchCutIgnore b8 False
antiMagicIgnore b8 False
fakeTargetIgnore b8 False
fakeTargetIgnoreUndead b8 False
fakeTargetIgnoreAnimal b8 False
gravityIgnore b8 False
disablePoison b8 False
disableToxic b8 False
disableBlood b8 False
disableCurse b8 False
enableCharm b8 False
enableLifeTime b8 False
hasTarget b8 False
isFireDamageCancel b8 False
isExtendSpEffectLife b8 False
requestLeaveColiseumSession b8 False
disableFrost b8 False
chargeAttackParamChange b8 False
throwAttackParamChange b8 False
enableEquipSlotCheck b8 False
vowType0 b8 True
vowType1 b8 True
vowType2 b8 True
vowType3 b8 True
vowType4 b8 True
vowType5 b8 True
vowType6 b8 True
vowType7 b8 True
vowType8 b8 True
vowType9 b8 True
vowType10 b8 True
vowType11 b8 True
vowType12 b8 True
vowType13 b8 True
vowType14 b8 True
vowType15 b8 True
DamageChangeState [ON_OFF] u8 0
Unk6 f32 1
effectTargetOpposeTarget b8 True
effectTargetFriendlyTarget b8 True
effectTargetSelfTarget b8 True
Unk7 b8 False
Unk8 b8 False
Unk9 b8 False
Unk10 b8 False
Unk11 b8 False
AccumulateSpEffectFire s8 -1
Unk12 s16 -1
SpEffectVfxId1 s32 -1
stateInfoSpEffectId1 s32 -1
stateInfoSpEffectId2 s32 -1
stateInfoSpEffectId3 s32 -1
stateInfoSpEffectId4 s32 -1
stabilityVal s32 0
Unk13 s32 0
Unk14 s16 0
Unk15 s16 0
SpEffectVfxId2 s32 -1
SpEffectVfxId3 s32 -1
SpEffectVfxId4 s32 -1
SpEffectVfxId5 s32 -1
SpEffectVfxId6 s32 -1
SpEffectVfxId7 s32 -1
SpEffectVfxId8 s32 -1
registFrost s32 0
Unk16 s32 0
HitMaterialValue s16 -1
ForceStealthCamState [4] u8 0
DisableFootEffect u8 0
poiseRate f32 1
physRate f32 1
magicRate f32 1
fireRate f32 1
thunderRate f32 1
darkRate f32 1
staminaRate f32 1
darkDamageCutRate f32 1
darkDefRate f32 1
CompareFloat f32 0
UnkAtkRate f32 1
darkAttackPowerRate f32 1
darkAtkPower s32 0
AccumulateFireFloat f32 0
TextureRefId? s32 -1
conditionMaxHp f32 -1
StaminaConsumeRate f32 1
dropRate f32 0
Unk21 f32 1
PoisonResistChange f32 0
TerrorResistChange f32 0
FireResistChange f32 0
EnfeeblementResistChange f32 0
ShockResistChange f32 0
UnkDamageRate0 f32 1
UnkDamageRate1 f32 1
UnkDamageRate2 f32 1
UnkDamageRate3 f32 1
poisonAtkRate f32 1
toxicAtkRate f32 1
bleedAtkRate f32 1
toxicAtkRate f32 1
frostAtkRate f32 0
slashSpAttackRate f32 0
blowSpAttackRate f32 0
thrustSpAttackRate f32 0
physSpAttackRate f32 0
magicSpAttackRate f32 0
fireSpAttackRate f32 0
ThunderSpAttackRate f32 0
DarkSpAttackRate f32 0
ArtsPointStr u8 0
ArtsPointDex u8 0
ArtsPointMagic u8 0
ArtsPointMiracle u8 0
Unk23 u8 0
Unk24 b8 False
useSpValCorrection b8 False
useDifferentVal b8 False
instaDeath b8 False
Unk25 b8 False
Unk26 b8 False
Unk27 b8 False
DisableMultiPlayUse b8 False
Unk28 u8 0
Unk29 u8 0
ToFloat1 u8 0
ToFloat2 u8 0
ToFloat3 u8 0
ToFloat4 u8 0
PhysDefCutRateMP f32 1
MagicDefCutRateMP f32 1
FireDefCutRateMP f32 1
ThunderDefCutRateMP f32 1
DarkDefCutRateMP f32 1
PhysDefCutRate2 f32 1
MagicDefCutRate2 f32 1
FireDefCutRate2 f32 1
ThunderDefCutRate2 f32 1
DarkDefCutRate2 f32 1
UnkCutRate f32 1
physUnkRate f32 1
magicUnkRate f32 1
fireUnkRate f32 1
thunderUnkRate f32 1
darkUnkRate f32 1
physDamageRate2 f32 1
magicDamageRate2 f32 1
fireDamageRate2 f32 1
thunderDamageRate2 f32 1
darkDamageRate2 f32 1
registFrostChangeRate f32 1
UnkSekiro1 f32 1
UnkSekiro2 f32 1
UnkSekiro3 f32 1
ConditionHpChange0 s16 0
ConditionHpChange1 s16 0
ConditionHpChange2 s16 0
Unk37 u8 0
fakeDexterity_castSpeed u8 0
Unk38 f32 1
swordArtMpChangeRate f32 1
magicMpChangeRate f32 1
PyroMpChangeRate f32 1
MiracleMpChangeRate f32 1
subChangeHpRate f32 0
subHpPoint s32 0
subChangeMpRate f32 0
subMpPoint s32 0
subHpRestoreRate f32 1
subMpRestoreRate f32 1
DeathOccurenceSpEffectId s32 0
effectEnduranceRate f32 1
duelCharmFloat f32 1
Unk40 u8 0
Unk41 u8 0
subSpCategory s16 -1
UnkOldrate f32 1
Vigor s8 0
Attunement s8 0
Endurance s8 0
Vitality s8 0
Strength s8 0
Dexterity s8 0
Intelligence s8 0
Faith s8 0
Luck s8 0
NewAttribute s8 -1
EzStateRequestByteState u8 0
UpdateNinjutsuValue u8 0
Unk40 f32 1
Unk41 f32 1
Unk42 f32 1
Unk43 f32 1
Unk44 f32 1
Unk45 f32 1
Unk46 f32 1
Unk47 f32 1
Unk48 f32 1
Unk49 f32 1
Unk50 f32 1
Unk51 f32 1
Unk52 f32 1
Unk53 f32 1
Unk54 f32 1
Unk55 f32 1
Unk56 f32 1
Unk57 f32 1
Unk58 f32 1
Unk59 f32 1
Unk60 f32 1
Unk61 f32 1
Unk62 f32 1
Unk63 f32 1
Unk64 f32 1
Unk65 f32 1
Unk66 f32 1
Unk67 f32 1
Unk68 f32 1
ThrowChangeId s32 0
DragonrotAppearenceChangeLoop f32 0
Unk69 f32 1
Unk70 f32 1
Unk98 u16 0
Unk97 u16 0
Unk99 f32 1
Unk71 s32 65280
ActionEdgeId s32 -1
ActionEdge_DummyPointId1 s16 -1
ActionEdge_DummyPointId2 s16 -1
EzStateBehaviorRequestId s32 0
AccumulateFloat1 f32 1
AccumulateFloat2 f32 1
AccumulateFloat3 f32 1
AccumulateFloat4 f32 1
AccumulateFloat5 f32 1
Unk72 f32 1
Unk73 f32 1
Unk74 f32 1
Unk75 f32 1
Unk76 f32 1
Unk77 f32 1
NewAtkRate1 f32 1
NewAtkRate2 f32 1
NewAtkRate3 f32 1
Unk78 f32 1
Unk79 f32 1
Unk80 f32 1
Unk81 f32 1
Unk82 f32 1
Unk83 f32 1
Unk84 f32 1
ResurrectionPrevention s32 -2
Unk85 f32 1
AddExperience u32 0
NewGameBonusUnk f32 1
Unk91 f32 1
Unk86 f32 1
Unk87 f32 1
Unk88 f32 1
Unk89 f32 1
Unk90 f32 1
Rows  
Row Name
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)
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