libER 0.1.4.2
ELDEN RING API library
Loading...
Searching...
No Matches
Public Attributes | List of all members
from::paramdef::ITEMLOT_PARAM_ST Struct Reference

This struct was automatically generated from XML paramdefs. More...

#include <ITEMLOT_PARAM_ST.hpp>

Public Attributes

int lotItemId01 { 0 }
 1: Item ID
 
int lotItemId02 { 0 }
 2: Item ID
 
int lotItemId03 { 0 }
 3: Item ID
 
int lotItemId04 { 0 }
 4: Item ID
 
int lotItemId05 { 0 }
 5: Item ID
 
int lotItemId06 { 0 }
 6: Item ID
 
int lotItemId07 { 0 }
 7: Item ID
 
int lotItemId08 { 0 }
 8: Item ID
 
int lotItemCategory01 { 0 }
 1: Item category
 
int lotItemCategory02 { 0 }
 2: Item category
 
int lotItemCategory03 { 0 }
 3: Item category
 
int lotItemCategory04 { 0 }
 4: Item category
 
int lotItemCategory05 { 0 }
 5: Item category
 
int lotItemCategory06 { 0 }
 6: Item category
 
int lotItemCategory07 { 0 }
 7: Item category
 
int lotItemCategory08 { 0 }
 8: Item category
 
unsigned short lotItemBasePoint01 { 0 }
 Basic appearance point.
 
unsigned short lotItemBasePoint02 { 0 }
 Basic appearance point.
 
unsigned short lotItemBasePoint03 { 0 }
 Basic appearance point.
 
unsigned short lotItemBasePoint04 { 0 }
 Basic appearance point.
 
unsigned short lotItemBasePoint05 { 0 }
 Basic appearance point.
 
unsigned short lotItemBasePoint06 { 0 }
 Basic appearance point.
 
unsigned short lotItemBasePoint07 { 0 }
 Basic appearance point.
 
unsigned short lotItemBasePoint08 { 0 }
 Basic appearance point.
 
unsigned short cumulateLotPoint01 { 0 }
 Appearance points after accumulation.
 
unsigned short cumulateLotPoint02 { 0 }
 Appearance points after accumulation.
 
unsigned short cumulateLotPoint03 { 0 }
 Cumulative post-appearance points.
 
unsigned short cumulateLotPoint04 { 0 }
 Appearance points after accumulation.
 
unsigned short cumulateLotPoint05 { 0 }
 Appearance points after accumulation.
 
unsigned short cumulateLotPoint06 { 0 }
 Appearance points after accumulation.
 
unsigned short cumulateLotPoint07 { 0 }
 Cumulative post-appearance points.
 
unsigned short cumulateLotPoint08 { 0 }
 Cumulative post-appearance points.
 
unsigned int getItemFlagId01 { 0 }
 Another crunchy flag ID.
 
unsigned int getItemFlagId02 { 0 }
 Another crunchy flag ID.
 
unsigned int getItemFlagId03 { 0 }
 Another crunchy flag ID.
 
unsigned int getItemFlagId04 { 0 }
 Another crunchy flag ID.
 
unsigned int getItemFlagId05 { 0 }
 Another crunchy flag ID.
 
unsigned int getItemFlagId06 { 0 }
 Another crunchy flag ID.
 
unsigned int getItemFlagId07 { 0 }
 Another crunchy flag ID.
 
unsigned int getItemFlagId08 { 0 }
 Another crunchy flag ID.
 
unsigned int getItemFlagId { 0 }
 Crunchy flag ID.
 
unsigned int cumulateNumFlagId { 0 }
 Lottery cumulative save flag ID.
 
unsigned char cumulateNumMax { 0 }
 Maximum number of lottery cumulative.
 
signed char lotItem_Rarity { -1 }
 Rarity overwrite.
 
unsigned char lotItemNum01 { 0 }
 Quantity.
 
unsigned char lotItemNum02 { 0 }
 Quantity.
 
unsigned char lotItemNum03 { 0 }
 Quantity.
 
unsigned char lotItemNum04 { 0 }
 Quantity.
 
unsigned char lotItemNum05 { 0 }
 Quantity.
 
unsigned char lotItemNum06 { 0 }
 Quantity.
 
unsigned char lotItemNum07 { 0 }
 Quantity.
 
unsigned char lotItemNum08 { 0 }
 Quantity.
 
bool enableLuck01: 1 { false }
 Luck parameter valid.
 
bool enableLuck02: 1 { false }
 Luck parameter valid.
 
bool enableLuck03: 1 { false }
 Luck parameter valid.
 
bool enableLuck04: 1 { false }
 Luck parameter valid.
 
bool enableLuck05: 1 { false }
 Luck parameter valid.
 
bool enableLuck06: 1 { false }
 Luck parameter valid.
 
bool enableLuck07: 1 { false }
 Luck parameter valid.
 
bool enableLuck08: 1 { false }
 Luck parameter valid.
 
bool cumulateReset01: 1 { false }
 Cumulative reset.
 
bool cumulateReset02: 1 { false }
 Cumulative reset.
 
bool cumulateReset03: 1 { false }
 Cumulative reset.
 
bool cumulateReset04: 1 { false }
 Cumulative reset.
 
bool cumulateReset05: 1 { false }
 Cumulative reset.
 
bool cumulateReset06: 1 { false }
 Cumulative reset.
 
bool cumulateReset07: 1 { false }
 Cumulative reset.
 
bool cumulateReset08: 1 { false }
 Cumulative reset.
 
signed char GameClearOffset { -1 }
 Offset after X week.
 
bool canExecByFriendlyGhost: 1 { false }
 Do you draw lots even with cooperating spirits?
 
bool canExecByHostileGhost: 1 { false }
 Do you draw even hostile spirits?
 
unsigned char PAD1: 6 { 0 }
 PAD1.
 
unsigned short PAD2 { 0 }
 PAD2.
 

Detailed Description

This struct was automatically generated from XML paramdefs.

Member Data Documentation

◆ canExecByFriendlyGhost

bool from::paramdef::ITEMLOT_PARAM_ST::canExecByFriendlyGhost

Do you draw lots even with cooperating spirits?

Do you draw lots even when you are a cooperating spirit?

◆ canExecByHostileGhost

bool from::paramdef::ITEMLOT_PARAM_ST::canExecByHostileGhost

Do you draw even hostile spirits?

Do you draw lots even when you are a hostile spirit?

◆ cumulateLotPoint01

unsigned short from::paramdef::ITEMLOT_PARAM_ST::cumulateLotPoint01 { 0 }

Appearance points after accumulation.

Appearance point at maximum cumulative

◆ cumulateLotPoint02

unsigned short from::paramdef::ITEMLOT_PARAM_ST::cumulateLotPoint02 { 0 }

Appearance points after accumulation.

Appearance point at maximum cumulative

◆ cumulateLotPoint03

unsigned short from::paramdef::ITEMLOT_PARAM_ST::cumulateLotPoint03 { 0 }

Cumulative post-appearance points.

Appearance point at maximum cumulative

◆ cumulateLotPoint04

unsigned short from::paramdef::ITEMLOT_PARAM_ST::cumulateLotPoint04 { 0 }

Appearance points after accumulation.

Appearance point at maximum cumulative

◆ cumulateLotPoint05

unsigned short from::paramdef::ITEMLOT_PARAM_ST::cumulateLotPoint05 { 0 }

Appearance points after accumulation.

Appearance point at maximum cumulative

◆ cumulateLotPoint06

unsigned short from::paramdef::ITEMLOT_PARAM_ST::cumulateLotPoint06 { 0 }

Appearance points after accumulation.

Appearance point at maximum cumulative

◆ cumulateLotPoint07

unsigned short from::paramdef::ITEMLOT_PARAM_ST::cumulateLotPoint07 { 0 }

Cumulative post-appearance points.

Appearance point at maximum cumulative

◆ cumulateLotPoint08

unsigned short from::paramdef::ITEMLOT_PARAM_ST::cumulateLotPoint08 { 0 }

Cumulative post-appearance points.

Appearance point at maximum cumulative

◆ cumulateNumFlagId

unsigned int from::paramdef::ITEMLOT_PARAM_ST::cumulateNumFlagId { 0 }

Lottery cumulative save flag ID.

For saving the number of lottery (* 8 flag serial number used)

◆ cumulateNumMax

unsigned char from::paramdef::ITEMLOT_PARAM_ST::cumulateNumMax { 0 }

Maximum number of lottery cumulative.

Maximum number of lottery cumulative (0: no cumulative)

◆ cumulateReset01

bool from::paramdef::ITEMLOT_PARAM_ST::cumulateReset01

Cumulative reset.

Whether to reset cumulatively

◆ cumulateReset02

bool from::paramdef::ITEMLOT_PARAM_ST::cumulateReset02

Cumulative reset.

Whether to reset cumulatively

◆ cumulateReset03

bool from::paramdef::ITEMLOT_PARAM_ST::cumulateReset03

Cumulative reset.

Whether to reset cumulatively

◆ cumulateReset04

bool from::paramdef::ITEMLOT_PARAM_ST::cumulateReset04

Cumulative reset.

Whether to reset cumulatively

◆ cumulateReset05

bool from::paramdef::ITEMLOT_PARAM_ST::cumulateReset05

Cumulative reset.

Whether to reset cumulatively

◆ cumulateReset06

bool from::paramdef::ITEMLOT_PARAM_ST::cumulateReset06

Cumulative reset.

Whether to reset cumulatively

◆ cumulateReset07

bool from::paramdef::ITEMLOT_PARAM_ST::cumulateReset07

Cumulative reset.

Whether to reset cumulatively

◆ cumulateReset08

bool from::paramdef::ITEMLOT_PARAM_ST::cumulateReset08

Cumulative reset.

Whether to reset cumulatively

◆ enableLuck01

bool from::paramdef::ITEMLOT_PARAM_ST::enableLuck01

Luck parameter valid.

Whether the probability of lottery reflects the player's luck

◆ enableLuck02

bool from::paramdef::ITEMLOT_PARAM_ST::enableLuck02

Luck parameter valid.

Whether the probability of lottery reflects the player's luck

◆ enableLuck03

bool from::paramdef::ITEMLOT_PARAM_ST::enableLuck03

Luck parameter valid.

Whether the probability of lottery reflects the player's luck

◆ enableLuck04

bool from::paramdef::ITEMLOT_PARAM_ST::enableLuck04

Luck parameter valid.

Whether the probability of lottery reflects the player's luck

◆ enableLuck05

bool from::paramdef::ITEMLOT_PARAM_ST::enableLuck05

Luck parameter valid.

Whether the probability of lottery reflects the player's luck

◆ enableLuck06

bool from::paramdef::ITEMLOT_PARAM_ST::enableLuck06

Luck parameter valid.

Whether the probability of lottery reflects the player's luck

◆ enableLuck07

bool from::paramdef::ITEMLOT_PARAM_ST::enableLuck07

Luck parameter valid.

Whether the probability of lottery reflects the player's luck

◆ enableLuck08

bool from::paramdef::ITEMLOT_PARAM_ST::enableLuck08

Luck parameter valid.

Whether the probability of lottery reflects the player's luck

◆ GameClearOffset

signed char from::paramdef::ITEMLOT_PARAM_ST::GameClearOffset { -1 }

Offset after X week.

Offset during lap play

◆ getItemFlagId

unsigned int from::paramdef::ITEMLOT_PARAM_ST::getItemFlagId { 0 }

Crunchy flag ID.

Combined use of acquired flag and crunchy frame (0: flag invalid)

◆ getItemFlagId01

unsigned int from::paramdef::ITEMLOT_PARAM_ST::getItemFlagId01 { 0 }

Another crunchy flag ID.

Combined use of acquired flag and crunchy frame (0: common use)

◆ getItemFlagId02

unsigned int from::paramdef::ITEMLOT_PARAM_ST::getItemFlagId02 { 0 }

Another crunchy flag ID.

Combined use of acquired flag and crunchy frame (0: common use)

◆ getItemFlagId03

unsigned int from::paramdef::ITEMLOT_PARAM_ST::getItemFlagId03 { 0 }

Another crunchy flag ID.

Combined use of acquired flag and crunchy frame (0: common use)

◆ getItemFlagId04

unsigned int from::paramdef::ITEMLOT_PARAM_ST::getItemFlagId04 { 0 }

Another crunchy flag ID.

Combined use of acquired flag and crunchy frame (0: common use)

◆ getItemFlagId05

unsigned int from::paramdef::ITEMLOT_PARAM_ST::getItemFlagId05 { 0 }

Another crunchy flag ID.

Combined use of acquired flag and crunchy frame (0: common use)

◆ getItemFlagId06

unsigned int from::paramdef::ITEMLOT_PARAM_ST::getItemFlagId06 { 0 }

Another crunchy flag ID.

Combined use of acquired flag and crunchy frame (0: common use)

◆ getItemFlagId07

unsigned int from::paramdef::ITEMLOT_PARAM_ST::getItemFlagId07 { 0 }

Another crunchy flag ID.

Combined use of acquired flag and crunchy frame (0: common use)

◆ getItemFlagId08

unsigned int from::paramdef::ITEMLOT_PARAM_ST::getItemFlagId08 { 0 }

Another crunchy flag ID.

Combined use of acquired flag and crunchy frame (0: common use)

◆ lotItem_Rarity

signed char from::paramdef::ITEMLOT_PARAM_ST::lotItem_Rarity { -1 }

Rarity overwrite.

Specify how valuable items are in the treasure chest. When -1, use the rarity of the equipment para without overwriting

◆ lotItemBasePoint01

unsigned short from::paramdef::ITEMLOT_PARAM_ST::lotItemBasePoint01 { 0 }

Basic appearance point.

Appearance point at normal time

◆ lotItemBasePoint02

unsigned short from::paramdef::ITEMLOT_PARAM_ST::lotItemBasePoint02 { 0 }

Basic appearance point.

Appearance point at normal time

◆ lotItemBasePoint03

unsigned short from::paramdef::ITEMLOT_PARAM_ST::lotItemBasePoint03 { 0 }

Basic appearance point.

Appearance point at normal time

◆ lotItemBasePoint04

unsigned short from::paramdef::ITEMLOT_PARAM_ST::lotItemBasePoint04 { 0 }

Basic appearance point.

Appearance point at normal time

◆ lotItemBasePoint05

unsigned short from::paramdef::ITEMLOT_PARAM_ST::lotItemBasePoint05 { 0 }

Basic appearance point.

Appearance point at normal time

◆ lotItemBasePoint06

unsigned short from::paramdef::ITEMLOT_PARAM_ST::lotItemBasePoint06 { 0 }

Basic appearance point.

Appearance point at normal time

◆ lotItemBasePoint07

unsigned short from::paramdef::ITEMLOT_PARAM_ST::lotItemBasePoint07 { 0 }

Basic appearance point.

Appearance point at normal time

◆ lotItemBasePoint08

unsigned short from::paramdef::ITEMLOT_PARAM_ST::lotItemBasePoint08 { 0 }

Basic appearance point.

Appearance point at normal time

◆ lotItemCategory01

int from::paramdef::ITEMLOT_PARAM_ST::lotItemCategory01 { 0 }

1: Item category

Category of items that can be obtained

◆ lotItemCategory02

int from::paramdef::ITEMLOT_PARAM_ST::lotItemCategory02 { 0 }

2: Item category

Category of items that can be obtained

◆ lotItemCategory03

int from::paramdef::ITEMLOT_PARAM_ST::lotItemCategory03 { 0 }

3: Item category

Category of items that can be obtained

◆ lotItemCategory04

int from::paramdef::ITEMLOT_PARAM_ST::lotItemCategory04 { 0 }

4: Item category

Category of items that can be obtained

◆ lotItemCategory05

int from::paramdef::ITEMLOT_PARAM_ST::lotItemCategory05 { 0 }

5: Item category

Category of items that can be obtained

◆ lotItemCategory06

int from::paramdef::ITEMLOT_PARAM_ST::lotItemCategory06 { 0 }

6: Item category

Category of items that can be obtained

◆ lotItemCategory07

int from::paramdef::ITEMLOT_PARAM_ST::lotItemCategory07 { 0 }

7: Item category

Category of items that can be obtained

◆ lotItemCategory08

int from::paramdef::ITEMLOT_PARAM_ST::lotItemCategory08 { 0 }

8: Item category

Category of items that can be obtained

◆ lotItemId01

int from::paramdef::ITEMLOT_PARAM_ST::lotItemId01 { 0 }

1: Item ID

Item ID that can be obtained

◆ lotItemId02

int from::paramdef::ITEMLOT_PARAM_ST::lotItemId02 { 0 }

2: Item ID

Item ID that can be obtained

◆ lotItemId03

int from::paramdef::ITEMLOT_PARAM_ST::lotItemId03 { 0 }

3: Item ID

Item ID that can be obtained

◆ lotItemId04

int from::paramdef::ITEMLOT_PARAM_ST::lotItemId04 { 0 }

4: Item ID

Item ID that can be obtained

◆ lotItemId05

int from::paramdef::ITEMLOT_PARAM_ST::lotItemId05 { 0 }

5: Item ID

Item ID that can be obtained

◆ lotItemId06

int from::paramdef::ITEMLOT_PARAM_ST::lotItemId06 { 0 }

6: Item ID

Item ID that can be obtained

◆ lotItemId07

int from::paramdef::ITEMLOT_PARAM_ST::lotItemId07 { 0 }

7: Item ID

Item ID that can be obtained

◆ lotItemId08

int from::paramdef::ITEMLOT_PARAM_ST::lotItemId08 { 0 }

8: Item ID

Item ID that can be obtained

◆ lotItemNum01

unsigned char from::paramdef::ITEMLOT_PARAM_ST::lotItemNum01 { 0 }

Quantity.

Number of items that can be acquired

◆ lotItemNum02

unsigned char from::paramdef::ITEMLOT_PARAM_ST::lotItemNum02 { 0 }

Quantity.

Number of items that can be acquired

◆ lotItemNum03

unsigned char from::paramdef::ITEMLOT_PARAM_ST::lotItemNum03 { 0 }

Quantity.

Number of items that can be acquired

◆ lotItemNum04

unsigned char from::paramdef::ITEMLOT_PARAM_ST::lotItemNum04 { 0 }

Quantity.

Number of items that can be acquired

◆ lotItemNum05

unsigned char from::paramdef::ITEMLOT_PARAM_ST::lotItemNum05 { 0 }

Quantity.

Number of items that can be acquired

◆ lotItemNum06

unsigned char from::paramdef::ITEMLOT_PARAM_ST::lotItemNum06 { 0 }

Quantity.

Number of items that can be acquired

◆ lotItemNum07

unsigned char from::paramdef::ITEMLOT_PARAM_ST::lotItemNum07 { 0 }

Quantity.

Number of items that can be acquired

◆ lotItemNum08

unsigned char from::paramdef::ITEMLOT_PARAM_ST::lotItemNum08 { 0 }

Quantity.

Number of items that can be acquired


The documentation for this struct was generated from the following file: