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A normal map determines, well, the normals, i.e. the shape of the surface. They usually don't even have an alpha channel since it serves no purpose (hence it's all "white" if you force Blender to create one).
You can try to bake the metallicness to a separate black and white texture and then add this as an alpha channel to the normal texture using any 2D software (like Gimp), if that's what you need for the game/engine.