libER 0.1.4.2
ELDEN RING API library
|
This struct was automatically generated from XML paramdefs. More...
#include <NPC_PARAM_ST.hpp>
Public Attributes | |
bool | disableParam_NT: 1 { false } |
Do you remove it from the NT version output? | |
unsigned char | disableParamReserve1: 7 |
Reserve for package output 1. | |
unsigned char | disableParamReserve2 [3] |
Reserve for package output 2. | |
int | behaviorVariationId { 0 } |
Behavior variation ID. | |
int | resistCorrectId_poison { -1 } |
Poison resistance correction rule ID. | |
int | nameId { -1 } |
NPC name ID. | |
float | turnVellocity { 0.f } |
Turning speed [deg / sec]. | |
float | hitHeight { 0.f } |
Height per map [m]. | |
float | hitRadius { 0.f } |
Radius per map [m]. | |
unsigned int | weight { 0 } |
Weight [kg]. | |
float | hitYOffset { 0.f } |
Display position Y offset [m]. | |
unsigned int | hp { 0 } |
HP. | |
unsigned int | mp { 0 } |
MP. | |
unsigned int | getSoul { 0 } |
Seoul. | |
int | itemLotId_enemy { -1 } |
Item lottery ID_for enemies. | |
int | itemLotId_map { -1 } |
Item lottery ID_for map. | |
float | maxAnkleRollAngle { -1.f } |
FootIK Ankle limit angle_roll. | |
unsigned char | chrHitGroupAndNavimesh { 0 } |
Per group and used navigation mesh. | |
unsigned char | faceIconId { 0 } |
NPC face image ID. | |
short | deactivateDist { -1 } |
Deactivate distance setting [m]. | |
unsigned int | chrActivateConditionParamId { 0 } |
Character appearance condition Para. | |
float | footIkErrorHeightLimit { 0.f } |
FootIK Appearance up / down limit. | |
int | humanityLotId { -1 } |
Human nature lottery ID. | |
int | spEffectID0 { -1 } |
Resident special effect 0. | |
int | spEffectID1 { -1 } |
Resident special effect 1. | |
int | spEffectID2 { -1 } |
Resident special effect 2. | |
int | spEffectID3 { -1 } |
Resident special effect 3. | |
int | spEffectID4 { -1 } |
Resident special effect 4. | |
int | spEffectID5 { -1 } |
Resident special effect 5. | |
int | spEffectID6 { -1 } |
Resident special effect 6. | |
int | spEffectID7 { -1 } |
Resident special effect 7. | |
int | GameClearSpEffectID { -1 } |
Special effect ID for lap bonus. | |
float | physGuardCutRate { 0.f } |
Physical attack cut rate [%]. | |
float | magGuardCutRate { 0.f } |
Magic attack cut rate [%]. | |
float | fireGuardCutRate { 0.f } |
Flame attack power cut rate [%]. | |
float | thunGuardCutRate { 0.f } |
Electric shock attack power cut rate [%]. | |
int | animIdOffset { 0 } |
Anime ID offset 1. | |
short | lockGazePoint0 { -1 } |
Gaze point of Rock Damipoli 0. | |
short | lockGazePoint1 { -1 } |
Gaze point of Rock Damipoli 1. | |
short | lockGazePoint2 { -1 } |
Gaze point of Rock Damipoli 2. | |
short | lockGazePoint3 { -1 } |
Gaze point of Rock Damipoli 3. | |
short | lockGazePoint4 { -1 } |
Gaze point of Rock Damipoli 4. | |
short | lockGazePoint5 { -1 } |
Gaze point of Rock Damipoli 5. | |
float | networkWarpDist { 0.f } |
Network warp judgment distance [m / sec]. | |
int | dbgBehaviorR1 { -1 } |
R1. | |
int | dbgBehaviorL1 { -1 } |
L1. | |
int | dbgBehaviorR2 { -1 } |
R2. | |
int | dbgBehaviorL2 { -1 } |
L2. | |
int | dbgBehaviorRL { -1 } |
□ | |
int | dbgBehaviorRR { -1 } |
○ ○ | |
int | dbgBehaviorRD { -1 } |
× | |
int | dbgBehaviorRU { -1 } |
△ | |
int | dbgBehaviorLL { -1 } |
← | |
int | dbgBehaviorLR { -1 } |
→ | |
int | dbgBehaviorLD { -1 } |
↓ | |
int | dbgBehaviorLU { -1 } |
↑ | |
int | animIdOffset2 { 0 } |
Anime ID offset 2. | |
float | partsDamageRate1 { 1.f } |
Damage group 1 Damage multiplier. | |
float | partsDamageRate2 { 1.f } |
Damage group 2 Damage multiplier. | |
float | partsDamageRate3 { 1.f } |
Damage group 3 Damage multiplier. | |
float | partsDamageRate4 { 1.f } |
Damage group 4 damage multiplier. | |
float | partsDamageRate5 { 1.f } |
Damage group 5 damage multiplier. | |
float | partsDamageRate6 { 1.f } |
Damage group 6 damage multiplier. | |
float | partsDamageRate7 { 1.f } |
Damage group 7 Damage multiplier. | |
float | partsDamageRate8 { 1.f } |
Damage group 8 damage multiplier. | |
float | weakPartsDamageRate { 1.f } |
Weak point damage ratio. | |
float | superArmorRecoverCorrection { 0.f } |
SA recovery time correction value. | |
float | superArmorBrakeKnockbackDist { 0.f } |
Knockback distance at SA break. | |
unsigned short | stamina { 0 } |
stamina | |
unsigned short | staminaRecoverBaseVel { 0 } |
Stamina recovery basic speed [point / s]. | |
unsigned short | def_phys { 0 } |
Physical defense. | |
short | def_slash { 0 } |
Slash defense [%]. | |
short | def_blow { 0 } |
Blow defense [%]. | |
short | def_thrust { 0 } |
Puncture defense [%]. | |
unsigned short | def_mag { 0 } |
Magic defense. | |
unsigned short | def_fire { 0 } |
Fire defense. | |
unsigned short | def_thunder { 0 } |
Electric shock defense. | |
unsigned short | defFlickPower { 0 } |
Repellent defense. | |
unsigned short | resist_poison { 0 } |
Poison resistance. | |
unsigned short | resist_desease { 0 } |
Epidemic resistance. | |
unsigned short | resist_blood { 0 } |
Bleeding resistance. | |
unsigned short | resist_curse { 0 } |
Curse resistance. | |
short | ghostModelId { -1 } |
Replacement model ID for wandering ghost. | |
short | normalChangeResouceId { -1 } |
Normal replacement resource ID. | |
short | guardAngle { 0 } |
Guard range [deg]. | |
short | slashGuardCutRate { 0 } |
Slash attack cut rate [%]. | |
short | blowGuardCutRate { 0 } |
Batter attack cut rate [%]. | |
short | thrustGuardCutRate { 0 } |
Puncture attack cut rate [%]. | |
short | lockGazePoint6 { -1 } |
Gaze point of Rock Damipoli 6. | |
short | normalChangeTexChrId { -1 } |
Normal replacement texture character ID. | |
unsigned short | dropType { 0 } |
Display format of drop items. | |
unsigned char | knockbackRate { 0 } |
Knockback cut rate [%]. | |
unsigned char | knockbackParamId { 0 } |
Knockback parameter ID. | |
unsigned char | fallDamageDump { 0 } |
Fall damage reduction correction [%]. | |
unsigned char | staminaGuardDef { 0 } |
Stamina attack cut rate [%]. | |
unsigned short | resist_sleep { 0 } |
Sleep tolerance. | |
unsigned short | resist_madness { 0 } |
Madness resistance. | |
signed char | sleepGuardResist { 0 } |
Sleep attack cut rate [%]. | |
signed char | madnessGuardResist { 0 } |
Mad attack cut rate [%]. | |
short | lockGazePoint7 { -1 } |
Gaze point of Rock Damipoli 7. | |
unsigned char | mpRecoverBaseVel { 0 } |
MP recovery basic speed [% / s]. | |
unsigned char | flickDamageCutRate { 0 } |
Damage attenuation rate when repelling [%]. | |
signed char | defaultLodParamId { -1 } |
Default LOD Param ID. | |
signed char | drawType { 0 } |
Drawing type. | |
unsigned char | npcType { 0 } |
NPC type. | |
unsigned char | teamType { 0 } |
Team type. | |
unsigned char | moveType { 0 } |
Movement type. | |
unsigned char | lockDist { 0 } |
Lock distance. | |
unsigned short | materialSe_Weak1 { 0 } |
Weakness defense material 1 [SE]. | |
unsigned short | materialSfx_Weak1 { 0 } |
Weakness protection material 1 [SFX]. | |
unsigned char | partsDamageType { 0 } |
Part damage application attack. | |
unsigned char | vowType { 0 } |
Pledge. | |
signed char | guardLevel { 0 } |
Guard level. | |
unsigned char | burnSfxType { 0 } |
Combustion SFX type. | |
signed char | poisonGuardResist { 0 } |
Poison resistance cut rate [%]. | |
signed char | diseaseGuardResist { 0 } |
Epidemic attack cut rate [%]. | |
signed char | bloodGuardResist { 0 } |
Bleeding attack cut rate [%]. | |
signed char | curseGuardResist { 0 } |
Curse attack cut rate [%]. | |
unsigned char | parryAttack { 0 } |
Parry attack power. | |
unsigned char | parryDefence { 0 } |
Parry defense. | |
unsigned char | sfxSize { 0 } |
SFX size. | |
unsigned char | pushOutCamRegionRadius { 12 } |
Camera extrusion area radius [m]. | |
unsigned char | hitStopType { 0 } |
Do you want to hit stop. | |
unsigned char | ladderEndChkOffsetTop { 15 } |
Ladder top termination offset [1 / 10m]. | |
unsigned char | ladderEndChkOffsetLow { 8 } |
Ladder bottom termination offset [1 / 10m]. | |
bool | useRagdollCamHit: 1 { false } |
Ragdoll per camera hit. | |
bool | disableClothRigidHit: 1 { false } |
Disable cross-rigid hits. | |
bool | useUndulationAddAnimFB: 1 { false } |
Whether to use front and back undulation addition. | |
bool | isWeakA: 1 { false } |
Is it special attack A? | |
bool | isGhost: 1 { false } |
Is it a ghost? | |
bool | isNoDamageMotion: 1 { false } |
No damage motion when damage is 0. | |
bool | isUnduration: 1 { false } |
Do you adjust the angle to the undulations? | |
bool | isChangeWanderGhost: 1 { false } |
Will it be a wandering ghost? | |
bool | modelDispMask0: 1 { false } |
Model display mask 0. | |
bool | modelDispMask1: 1 { false } |
Model display mask 1. | |
bool | modelDispMask2: 1 { false } |
Model display mask 2. | |
bool | modelDispMask3: 1 { false } |
Model display mask 3. | |
bool | modelDispMask4: 1 { false } |
Model display mask 4. | |
bool | modelDispMask5: 1 { false } |
Model display mask 5. | |
bool | modelDispMask6: 1 { false } |
Model display mask 6. | |
bool | modelDispMask7: 1 { false } |
Model display mask 7. | |
bool | modelDispMask8: 1 { false } |
Model display mask 8. | |
bool | modelDispMask9: 1 { false } |
Model display mask 9. | |
bool | modelDispMask10: 1 { false } |
Model display mask 10. | |
bool | modelDispMask11: 1 { false } |
Model display mask 11. | |
bool | modelDispMask12: 1 { false } |
Model display mask 12. | |
bool | modelDispMask13: 1 { false } |
Model display mask 13. | |
bool | modelDispMask14: 1 { false } |
Model display mask 14. | |
bool | modelDispMask15: 1 { false } |
Model display mask 15. | |
bool | isEnableNeckTurn: 1 { false } |
Whether to enable swinging. | |
bool | disableRespawn: 1 { false } |
Is it prohibited to respond? | |
bool | isMoveAnimWait: 1 { false } |
Do you wait for mobile animation? | |
bool | isCrowd: 1 { false } |
Whether to reduce crowd processing. | |
bool | isWeakB: 1 { false } |
Is it special attack B? | |
bool | isWeakC: 1 { false } |
Is it special attack C? | |
bool | isWeakD: 1 { false } |
Is it special attack D? | |
bool | doesAlwaysUseSpecialTurn: 1 { false } |
Do you always make a special turn? | |
bool | isRideAtkTarget: 1 { false } |
Is it a riding special attack? | |
bool | isEnableStepDispInterpolate: 1 { false } |
Whether to use step-over display interpolation. | |
bool | isStealthTarget: 1 { true } |
Is it a stealth attack target? | |
bool | disableInitializeDead: 1 { false } |
No initial death. | |
bool | isHitRumble: 1 { false } |
Does it vibrate when hit? | |
bool | isSmoothTurn: 1 { true } |
Does it turn smoothly? | |
bool | isWeakE: 1 { false } |
Is it special attack E? | |
bool | isWeakF: 1 { false } |
Is it special attack F? | |
bool | modelDispMask16: 1 { false } |
Model display mask 16. | |
bool | modelDispMask17: 1 { false } |
Model display mask 17. | |
bool | modelDispMask18: 1 { false } |
Model display mask 18. | |
bool | modelDispMask19: 1 { false } |
Model display mask 19. | |
bool | modelDispMask20: 1 { false } |
Model display mask 20. | |
bool | modelDispMask21: 1 { false } |
Model display mask 21. | |
bool | modelDispMask22: 1 { false } |
Model display mask 22. | |
bool | modelDispMask23: 1 { false } |
Model display mask 23. | |
bool | modelDispMask24: 1 { false } |
Model display mask 24. | |
bool | modelDispMask25: 1 { false } |
Model display mask 25. | |
bool | modelDispMask26: 1 { false } |
Model display mask 26. | |
bool | modelDispMask27: 1 { false } |
Model display mask 27. | |
bool | modelDispMask28: 1 { false } |
Model display mask 28. | |
bool | modelDispMask29: 1 { false } |
Model display mask 29. | |
bool | modelDispMask30: 1 { false } |
Model display mask 30. | |
bool | modelDispMask31: 1 { false } |
Model display mask 31. | |
float | itemSearchRadius { 0.f } |
Drop item radius correction. | |
float | chrHitHeight { 0.f } |
Height per character [m]. | |
float | chrHitRadius { 0.f } |
Radius per character [m]. | |
unsigned char | specialTurnType { 0 } |
Special turning type. | |
bool | isSoulGetByBoss: 1 { false } |
Do you get a boss in soul? | |
bool | isBulletOwner_byObject: 1 { false } |
Is it a bullet owner treated as an object? | |
bool | isUseLowHitFootIk: 1 { false } |
Do you use low hit FootIK? | |
bool | isCalculatePvPDamage: 1 { false } |
Whether to apply PvP damage compensation control. | |
bool | isHostSyncChr: 1 { false } |
Can only be activated when active in the host world. | |
bool | isSkipWeakDamageAnim: 1 { false } |
Do you want to skip the weakness animation? | |
bool | isKeepHitOnRide: 1 { false } |
When riding, do you enable the capsule around the rider? | |
bool | isSpCollide: 1 { false } |
Is it a special character? | |
unsigned short | def_dark { 0 } |
Dark defense. | |
unsigned int | threatLv { 1 } |
Threat level. | |
float | specialTurnDistanceThreshold { 4.f } |
Threshold for special turning distance [m]. | |
int | autoFootEffectSfxId { -1 } |
Foot effect identifier. | |
unsigned short | materialSe1 { 0 } |
Defensive material 1 [SE]. | |
unsigned short | materialSfx1 { 0 } |
Defensive material 1 [SFX]. | |
unsigned short | materialSe_Weak2 { 0 } |
Weakness defense material 2 [SE]. | |
unsigned short | materialSfx_Weak2 { 0 } |
Weakness protection material 2 [SFX]. | |
unsigned short | materialSe2 { 0 } |
Defensive material 2 [SE]. | |
unsigned short | materialSfx2 { 0 } |
Defensive material 2 [SFX]. | |
int | spEffectID8 { -1 } |
Resident special effect 8. | |
int | spEffectID9 { -1 } |
Resident special effect 9. | |
int | spEffectID10 { -1 } |
Resident special effect 10. | |
int | spEffectID11 { -1 } |
Resident special effects 11. | |
int | spEffectID12 { -1 } |
Resident special effect 12. | |
int | spEffectID13 { -1 } |
Resident special effect 13. | |
int | spEffectID14 { -1 } |
Resident special effect 14. | |
int | spEffectID15 { -1 } |
Resident special effects 15. | |
int | autoFootEffectDecalBaseId1 { -1 } |
Foot decal identifier 1. | |
unsigned int | toughness { 0 } |
Toughness. | |
float | toughnessRecoverCorrection { 0.f } |
Toughness recovery time correction value. | |
float | neutralDamageCutRate { 1.f } |
Non-attribute damage multiplier. | |
float | slashDamageCutRate { 1.f } |
Slash damage multiplier. | |
float | blowDamageCutRate { 1.f } |
Batter damage multiplier. | |
float | thrustDamageCutRate { 1.f } |
Puncture damage ratio. | |
float | magicDamageCutRate { 1.f } |
Magic damage multiplier. | |
float | fireDamageCutRate { 1.f } |
Flame damage multiplier. | |
float | thunderDamageCutRate { 1.f } |
Electric shock damage ratio. | |
float | darkDamageCutRate { 1.f } |
Dark damage multiplier. | |
float | darkGuardCutRate { 0.f } |
Dark attack power cut rate [%]. | |
signed char | clothUpdateOffset { 0 } |
Cross update priority offset [m]. | |
unsigned char | npcPlayerWeightType { 0 } |
Weight setting for NPC players. | |
short | normalChangeModelId { -1 } |
Normal time replacement model ID. | |
short | normalChangeAnimChrId { -1 } |
Normal replacement anime character ID. | |
unsigned short | paintRenderTargetSize { 256 } |
Paint render target size [pix]. | |
int | resistCorrectId_disease { -1 } |
Epidemic resistance correction rule ID. | |
int | phantomShaderId { -1 } |
Applicable shader ID. | |
int | multiPlayCorrectionParamId { -1 } |
Multiplayer correction parameter ID. | |
float | maxAnklePitchAngle { -1.f } |
FootIK Ankle limit angle_pitch. | |
unsigned short | resist_freeze { 0 } |
Cold resistance. | |
signed char | freezeGuardResist { 0 } |
Cold attack cut rate [%]. | |
int | lockCameraParamId { -1 } |
Lock camera parameter ID. | |
int | spEffectID16 { -1 } |
Resident special effects 16. | |
int | spEffectID17 { -1 } |
Resident special effects 17. | |
int | spEffectID18 { -1 } |
Resident special effects 18. | |
int | spEffectID19 { -1 } |
Resident special effects 19. | |
int | spEffectID20 { -1 } |
Resident special effect 20. | |
int | spEffectID21 { -1 } |
Resident special effect 21. | |
int | spEffectID22 { -1 } |
Resident special effect 22. | |
int | spEffectID23 { -1 } |
Resident special effect 23. | |
int | spEffectID24 { -1 } |
Resident special effect 24. | |
int | spEffectID25 { -1 } |
Resident special effects 25. | |
int | spEffectID26 { -1 } |
Resident special effect 26. | |
int | spEffectID27 { -1 } |
Resident special effect 27. | |
int | spEffectID28 { -1 } |
Resident special effects 28. | |
int | spEffectID29 { -1 } |
Resident special effect 29. | |
int | spEffectID30 { -1 } |
Resident special effect 30. | |
int | spEffectID31 { -1 } |
Resident special effects 31. | |
float | disableLockOnAng { 0.f } |
Central angle of lockable area [deg]. | |
signed char | clothOffLodLevel { -1 } |
Cross OffLOD level. | |
bool | isUseFootIKNormalByUnduration: 1 { false } |
Whether to use FootIK results to match undulations. | |
bool | attachHitInitializeDead: 1 { false } |
Whether to ground the capsule at the time of initial death. | |
bool | excludeGroupRewardCheck: 1 { false } |
Do you want to remove it from the group reward judgment? | |
bool | enableAILockDmyPoly_212: 1 { true } |
Is Rock Damipoli (for Enemy) 212 Effective? | |
bool | enableAILockDmyPoly_213: 1 { true } |
Is Rock Damipoli (for Enemy) 213 Effective? | |
bool | enableAILockDmyPoly_214: 1 { true } |
Is Rock Damipoli (for Enemy) 214 Effective? | |
bool | disableActivateOpen_xb1: 1 { false } |
Excluded from open_XB1. | |
bool | disableActivateLegacy_xb1: 1 { false } |
Excluded from Legacy_XB1. | |
short | estusFlaskRecoveryParamId { -1 } |
HP Est Bottle / MP Est Bottle Recovery Number Parameter ID. | |
int | roleNameId { -1 } |
Role name text ID. | |
unsigned short | estusFlaskLotPoint { 0 } |
HP & MP Est Bottle Recovery Lottery Probability. | |
unsigned short | hpEstusFlaskLotPoint { 0 } |
HP Est Bottle Recovery Lottery Probability. | |
unsigned short | mpEstusFlaskLotPoint { 0 } |
MP Est Bottle Recovery Lottery Probability. | |
unsigned short | estusFlaskRecovery_failedLotPointAdd { 0 } |
HP & MP Est Bottle Recovery Addition lottery probability at the time of defeat. | |
unsigned short | hpEstusFlaskRecovery_failedLotPointAdd { 0 } |
HP Est Bottle Recovery Addition lottery probability at the time of defeat. | |
unsigned short | mpEstusFlaskRecovery_failedLotPointAdd { 0 } |
MP est bottle recovery Addition lottery probability at the time of defeat. | |
int | WanderGhostPhantomId { -1 } |
Will you be a wandering ghost using a phantom shader? | |
float | hearingHeadSize { -1.f } |
Hearing head size [m]. | |
short | SoundBankId { -1 } |
Sound bank ID. | |
unsigned char | forwardUndulationLimit { 0 } |
Maximum anteroposterior angle to match undulations. | |
unsigned char | sideUndulationLimit { 0 } |
Maximum left-right angle to match undulations. | |
float | deactiveMoveSpeed { 0.f } |
Platoon Deactive Movement Speed [m / s]. | |
float | deactiveMoveDist { 0.f } |
Distance to switch to platoon deactive movement [m]. | |
float | enableSoundObjDist { 48.f } |
Sound source effective distance [m]. | |
float | undulationCorrectGain { 0.1f } |
Correction gain value to match undulations. | |
short | autoFootEffectDecalBaseId2 { -1 } |
Foot decal identifier 2. | |
short | autoFootEffectDecalBaseId3 { -1 } |
Foot decal identifier 3. | |
short | RetargetReferenceChrId { -1 } |
Retarget reference character ID. | |
short | SfxResBankId { -1 } |
SFX resource bank ID. | |
float | updateActivatePriolity { 1.f } |
Update and activate priorities. | |
unsigned char | chrNavimeshFlag_Alive { 0 } |
Pre-death navigation mesh flag. | |
unsigned char | chrNavimeshFlag_Dead { 0 } |
Post-mortem navigation mesh flag. | |
bool | isConsideredUndead { false } |
isConsideredUndead | |
unsigned char | wheelRotType { 0 } |
Wheel control type. | |
float | wheelRotRadius { 0.f } |
Wheel radius. | |
float | retargetMoveRate { 1.f } |
Retarget movement amount magnification. | |
float | ladderWarpOffset { 0.f } |
Ladder warp position offset. | |
int | loadAssetId { -1 } |
Load asset ID. | |
int | overlapCameraDmypolyId { -1 } |
Overlap camera target lock Damipoli ID. | |
int | residentMaterialExParamId00 { -1 } |
Resident Material Expansion Para ID0. | |
int | residentMaterialExParamId01 { -1 } |
Resident Material Expansion Para ID1. | |
int | residentMaterialExParamId02 { -1 } |
Resident Material Expansion Para ID2. | |
int | residentMaterialExParamId03 { -1 } |
Resident Material Expansion Para ID3. | |
int | residentMaterialExParamId04 { -1 } |
Resident Material Expansion Para ID4. | |
int | sleepCollectorItemLotId_enemy { -1 } |
Item lottery ID_for enemies. | |
int | sleepCollectorItemLotId_map { -1 } |
Nemuri item lottery ID_for map. | |
float | footIkErrorOnGain { 0.1f } |
FootIK Appearance height correction ON gain value. | |
float | footIkErrorOffGain { 0.4f } |
FootIK Appearance height correction OFF gain value. | |
short | SoundAddBankId { -1 } |
Additional sound bank ID. | |
unsigned char | materialVariationValue { 0 } |
Defensive material variation value. | |
unsigned char | materialVariationValue_Weak { 0 } |
Weakness defense material variation value. | |
float | superArmorDurability { 0.f } |
SA endurance. | |
float | saRecoveryRate { 1.f } |
SA recovery speed correction value. | |
float | saGuardCutRate { 0.f } |
SA attack cut rate [%]. | |
int | resistCorrectId_blood { -1 } |
Bleeding resistance correction rule ID. | |
int | resistCorrectId_curse { -1 } |
Curse resistance correction rule ID. | |
int | resistCorrectId_freeze { -1 } |
Cold resistance correction rule ID. | |
int | resistCorrectId_sleep { -1 } |
Sleep tolerance correction rule ID. | |
int | resistCorrectId_madness { -1 } |
Madness resistance correction rule ID. | |
unsigned int | chrDeadTutorialFlagId { 0 } |
Character death tutorial judgment flag ID. | |
float | stepDispInterpolateTime { 0.5f } |
Step crossing display interpolation time. | |
float | stepDispInterpolateTriggerValue { 0.6f } |
Step crossing display activation judgment value. | |
float | lockScoreOffset { 0.f } |
Lock score correction value. | |
int | dlcGameClearSpEffectID { 0 } |
dlcGameClearSpEffectID | |
This struct was automatically generated from XML paramdefs.
int from::paramdef::NPC_PARAM_ST::animIdOffset { 0 } |
Anime ID offset 1.
All animations will be played with IDs shifted by this number. If not, the original anime ID is referenced.
int from::paramdef::NPC_PARAM_ST::animIdOffset2 { 0 } |
Anime ID offset 2.
All animations will be played with IDs shifted by this number. If not, the animation ID of the animation ID offset 1 is referred to.
int from::paramdef::NPC_PARAM_ST::autoFootEffectDecalBaseId1 { -1 } |
Foot decal identifier 1.
Decal to be attached when a foot effect occurs. Floor material is also taken into consideration
short from::paramdef::NPC_PARAM_ST::autoFootEffectDecalBaseId2 { -1 } |
Foot decal identifier 2.
Decal to be attached when a foot effect occurs. Floor material is also taken into consideration
short from::paramdef::NPC_PARAM_ST::autoFootEffectDecalBaseId3 { -1 } |
Foot decal identifier 3.
Decal to be attached when a foot effect occurs. Floor material is also taken into consideration
int from::paramdef::NPC_PARAM_ST::autoFootEffectSfxId { -1 } |
Foot effect identifier.
The SFX identifier used in the automatic foot effect. (ZZZ of XYYZZZ)
int from::paramdef::NPC_PARAM_ST::behaviorVariationId { 0 } |
Behavior variation ID.
Variation ID used when calculating the action ID.
Bleeding attack cut rate [%].
How much to cut the attack power (set as a special effect parameter) to make bleeding
Batter damage multiplier.
Batter damage multiplier. The final damage value is the value obtained by multiplying the damage calculation result by this value.
short from::paramdef::NPC_PARAM_ST::blowGuardCutRate { 0 } |
Batter attack cut rate [%].
Looking at the attack type, what percentage of the damage of the hit attribute is cut? Specify
Combustion SFX type.
SFX type at the time of combustion
Character appearance condition Para.
Character appearance condition parameter ID
Character death tutorial judgment flag ID.
Event flag ID for the tutorial when the character is defeated for the first time. Flag ON when the character dies.
Per group and used navigation mesh.
Set the hit judgment with other characters (If you hit the ragdoll, other characters will hit the ragdoll)
Height per character [m].
The height of the capsule per character.
Radius per character [m].
Radius of capsule per character.
Pre-death navigation mesh flag.
Flag the value of the touching Nav Mesh while the character is alive. Does not follow the movement.
Post-mortem navigation mesh flag.
Flag the value on the touching Nav Mesh while the character is dying. Does not follow the movement.
Cross OffLOD level.
Set the LOD level to turn off cross processing
Curse attack cut rate [%].
How much to cut the attack power (set as a special effect parameter) to make a curse
Dark damage multiplier.
Dark damage multiplier. The final damage value is the value obtained by multiplying the damage calculation result by this value.
Dark attack power cut rate [%].
How much to cut the dark attack?
int from::paramdef::NPC_PARAM_ST::dbgBehaviorL1 { -1 } |
L1.
Register the ID from the action parameter tool and specify the action.
int from::paramdef::NPC_PARAM_ST::dbgBehaviorL2 { -1 } |
L2.
Register the ID from the action parameter tool and specify the action.
int from::paramdef::NPC_PARAM_ST::dbgBehaviorLD { -1 } |
↓
Register the ID from the action parameter tool and specify the action.
int from::paramdef::NPC_PARAM_ST::dbgBehaviorLL { -1 } |
←
Register the ID from the action parameter tool and specify the action.
int from::paramdef::NPC_PARAM_ST::dbgBehaviorLR { -1 } |
→
Register the ID from the action parameter tool and specify the action.
int from::paramdef::NPC_PARAM_ST::dbgBehaviorLU { -1 } |
↑
Register the ID from the action parameter tool and specify the action.
int from::paramdef::NPC_PARAM_ST::dbgBehaviorR1 { -1 } |
R1.
Register the ID from the action parameter tool and specify the action.
int from::paramdef::NPC_PARAM_ST::dbgBehaviorR2 { -1 } |
R2.
Register the ID from the action parameter tool and specify the action.
int from::paramdef::NPC_PARAM_ST::dbgBehaviorRD { -1 } |
×
Register the ID from the action parameter tool and specify the action.
int from::paramdef::NPC_PARAM_ST::dbgBehaviorRL { -1 } |
□
Register the ID from the action parameter tool and specify the action.
int from::paramdef::NPC_PARAM_ST::dbgBehaviorRR { -1 } |
○ ○
Register the ID from the action parameter tool and specify the action.
int from::paramdef::NPC_PARAM_ST::dbgBehaviorRU { -1 } |
△
Register the ID from the action parameter tool and specify the action.
short from::paramdef::NPC_PARAM_ST::deactivateDist { -1 } |
Deactivate distance setting [m].
Distance at which the character is deactivated (valid only for open placement characters)
short from::paramdef::NPC_PARAM_ST::def_blow { 0 } |
Blow defense [%].
Look at the attack attribute, and if it is a hit attribute, reduce the defense power.
Dark defense.
Damage reduction base value for dark attacks.
Fire defense.
Damage reduction base value against fire attack.
Magic defense.
Damage reduction base value for magic attacks.
Physical defense.
Damage reduction base value for physical attacks.
short from::paramdef::NPC_PARAM_ST::def_slash { 0 } |
Slash defense [%].
Look at the attack attribute, and if it is a slash attribute, reduce the defense power.
short from::paramdef::NPC_PARAM_ST::def_thrust { 0 } |
Puncture defense [%].
Look at the attack attribute, and if it is a piercing attribute, reduce the defense power.
Electric shock defense.
Damage reduction base value against electric shock attack.
Default LOD Param ID.
Default LOD Param ID (-1: None)
Repellent defense.
Used to determine the repelling of enemy attacks. // It is intended to be repelled by normal attacks other than guards. // Enemies with a hard skin can be repelled without doing anything ... It doesn't matter if it is a normal enemy.
bool from::paramdef::NPC_PARAM_ST::disableClothRigidHit |
Disable cross-rigid hits.
If you want to prevent the cross rigid from hitting you ○
bool from::paramdef::NPC_PARAM_ST::disableInitializeDead |
No initial death.
If you do not make an initial death, TRUE, even if you kill and save it, the corpse will not be reproduced.
Central angle of lockable area [deg].
Create a conical lock-on non-lockable area beneath the enemy. The angle of the size of the cone. Can be changed temporarily from TAE
bool from::paramdef::NPC_PARAM_ST::disableParam_NT |
Do you remove it from the NT version output?
Parameters marked with ○ are excluded in the NT version package.
bool from::paramdef::NPC_PARAM_ST::disableRespawn |
Is it prohibited to respond?
Do you ban respawn?
Epidemic attack cut rate [%].
How much to cut the attack power (set as a special effect parameter) to make it a plague
bool from::paramdef::NPC_PARAM_ST::doesAlwaysUseSpecialTurn |
Do you always make a special turn?
Always execute a special turn (even if there is no navigation mesh at the turn destination, the special turn is continuously executed)
Display format of drop items.
Display method when dropping an item (corpse emission or item display)
Sound source effective distance [m].
The distance from the player for which the character sound source is valid. -1: Effective at all distances
HP & MP Est Bottle Recovery Lottery Probability.
HP / MP est recovery probability when defeating an enemy. The numerator is obtained from the NPC para with 10000 as the denominator.
HP & MP Est Bottle Recovery Addition lottery probability at the time of defeat.
Next time probability increase value when you miss the HP / MP est recovery lottery. Addition value of numerator.
short from::paramdef::NPC_PARAM_ST::estusFlaskRecoveryParamId { -1 } |
HP Est Bottle / MP Est Bottle Recovery Number Parameter ID.
When the character dies, the data ID of the est usage count recovery parameter .xlsm, which is the same as the value, is acquired and the est bottle is recovered. Unused if -1
bool from::paramdef::NPC_PARAM_ST::excludeGroupRewardCheck |
Do you want to remove it from the group reward judgment?
Group reward: In the judgment of "all dead", characters with this parameter ○ are excluded from the judgment.
NPC face image ID.
NPC face image ID (0: invalid value (default)). Specify the ID of the face image to be displayed in the "Sign browsing menu", "Kick menu", etc. If it is an invalid value, the dress-up model is displayed.
Flame damage multiplier.
Flame damage multiplier. The final damage value is the value obtained by multiplying the damage calculation result by this value.
Flame attack power cut rate [%].
How much to cut the fire attack?
Damage attenuation rate when repelling [%].
Set a value to attenuate damage when repelling an attack
Maximum anteroposterior angle to match undulations.
The upper limit angle when adjusting the front-back angle to the undulation. If the total length is long, it is better to set it lower.
Cold attack cut rate [%].
How much to cut the attack power against cold air (set as a special effect parameter)
Seoul.
The amount of soul that a character can get at the time of death.
short from::paramdef::NPC_PARAM_ST::ghostModelId { -1 } |
Replacement model ID for wandering ghost.
Replacement model when wandering ghost, texture ID
short from::paramdef::NPC_PARAM_ST::guardAngle { 0 } |
Guard range [deg].
Defense range angle when guarding weapons. Pending
Guard level.
When guarding, which guard motion will the enemy attack? Decide
Hearing head size [m].
The offset size to be set instead of the capsule offset at the time of hearing judgment. Use this value as an offset only if it is set to 0 or higher.
Height per map [m].
The height of the capsule per character.
Radius per map [m].
Radius of capsule per character.
Do you want to hit stop.
Setting whether to perform hit stop processing
Display position Y offset [m].
Offset of the model display position in the Y (height) direction. It can be floated from the hit position.
HP Est Bottle Recovery Lottery Probability.
Recovery probability of MP Est when defeating an enemy. The numerator is obtained from the NPC para with 10000 as the denominator.
HP Est Bottle Recovery Addition lottery probability at the time of defeat.
The next probability increase value when you miss the HP Est Recovery Lottery. Addition value of numerator.
int from::paramdef::NPC_PARAM_ST::humanityLotId { -1 } |
Human nature lottery ID.
Specify the lottery ID of human nature to be acquired at the time of death
bool from::paramdef::NPC_PARAM_ST::isBulletOwner_byObject |
Is it a bullet owner treated as an object?
If you become the owner of a bullet, a flag that applies the object's damage calculation related to the bullet. Used for damage correction by power.
bool from::paramdef::NPC_PARAM_ST::isCalculatePvPDamage |
Whether to apply PvP damage compensation control.
Decide whether to calculate damage as a "player" when calculating damage. If it is invalid, it is treated as an "enemy".
bool from::paramdef::NPC_PARAM_ST::isChangeWanderGhost |
Will it be a wandering ghost?
Will it be a wandering ghost when the player is a client?
bool from::paramdef::NPC_PARAM_ST::isCrowd |
Whether to reduce crowd processing.
Do you want to reduce the processing load during crowds? For babies (preferably phalanx)
bool from::paramdef::NPC_PARAM_ST::isEnableNeckTurn |
Whether to enable swinging.
Do you want to enable the swing set in Param Weaver?
bool from::paramdef::NPC_PARAM_ST::isGhost |
Is it a ghost?
The opponent's attack will be able to slip through. The attack hits only when the "anti-spirit weapon" of the weapon para is attacked with the weapon of ○. Be careful not to confuse it with a wandering ghost
bool from::paramdef::NPC_PARAM_ST::isHitRumble |
Does it vibrate when hit?
TRUE if it vibrates when hit. Use when you want to change from a normal hit stop, such as a dead person.
bool from::paramdef::NPC_PARAM_ST::isKeepHitOnRide |
When riding, do you enable the capsule around the rider?
When riding on a character with this parameter ○, the character's Atari remains while riding.
bool from::paramdef::NPC_PARAM_ST::isMoveAnimWait |
Do you wait for mobile animation?
Do you want to play the moving animation until the animation is over? (Like a mayfly dragon.)
bool from::paramdef::NPC_PARAM_ST::isNoDamageMotion |
No damage motion when damage is 0.
Do you not play the damage motion when the damage is 0?
bool from::paramdef::NPC_PARAM_ST::isRideAtkTarget |
Is it a riding special attack?
Will you be the target of a riding special attack (if you are riding)?
bool from::paramdef::NPC_PARAM_ST::isSkipWeakDamageAnim |
Do you want to skip the weakness animation?
Weakness damage Whether to skip animation playback. "Part damage rate" and "defense material" are treated as weak points just by not playing the animation.
bool from::paramdef::NPC_PARAM_ST::isSmoothTurn |
Does it turn smoothly?
Whether to perform interpolation when turning between nodes in route movement
bool from::paramdef::NPC_PARAM_ST::isUnduration |
Do you adjust the angle to the undulations?
Do you match the back and forth rotation of the character with the undulations of the ground? Cannot be used for flying characters
bool from::paramdef::NPC_PARAM_ST::isUseFootIKNormalByUnduration |
Whether to use FootIK results to match undulations.
Do you use the FootIK result to match your character to the undulations of the ground? Cannot be used for flying characters
bool from::paramdef::NPC_PARAM_ST::isUseLowHitFootIk |
Do you use low hit FootIK?
Whether to use the FootIk filter for low hits
bool from::paramdef::NPC_PARAM_ST::isWeakA |
Is it special attack A?
Special attack A? Special attack A damage multiplier will be included in the calculation
bool from::paramdef::NPC_PARAM_ST::isWeakB |
Is it special attack B?
Special attack B? Special attack B damage multiplier will be included in the calculation
bool from::paramdef::NPC_PARAM_ST::isWeakC |
Is it special attack C?
Special attack C? Special attack C damage multiplier will be included in the calculation
bool from::paramdef::NPC_PARAM_ST::isWeakD |
Is it special attack D?
Special attack D? Special attack D damage multiplier will be included in the calculation
bool from::paramdef::NPC_PARAM_ST::isWeakE |
Is it special attack E?
Special attack E? Special attack E damage multiplier will be included in the calculation
bool from::paramdef::NPC_PARAM_ST::isWeakF |
Is it special attack F?
Special attack F? Special attack F damage multiplier will be included in the calculation
int from::paramdef::NPC_PARAM_ST::itemLotId_enemy { -1 } |
Item lottery ID_for enemies.
Specify the lottery ID_for enemies of the item to be acquired at the time of death. Please set only one of them.
int from::paramdef::NPC_PARAM_ST::itemLotId_map { -1 } |
Item lottery ID_for map.
Specify for the lottery ID_map of the item to be acquired at the time of death. Please set only one of them.
Drop item radius correction.
Radius to be added as a correction to the cylinder radius of normal Item search judgment (applicable to enemy drop items. Used for large characters etc.)
Knockback parameter ID.
Set the parameter ID used for knockback
Knockback cut rate [%].
Decrease value when receiving knockback damage / Specifically, cut the initial knockback speed of the attacking side
Ladder bottom termination offset [1 / 10m].
Lower side of ladder end judgment offset
Ladder top termination offset [1 / 10m].
Upper side of the ladder end judgment offset
Ladder warp position offset.
Offsets along the Damipoly Z-axis at the specified value. Both positive and negative numbers can be specified.
int from::paramdef::NPC_PARAM_ST::loadAssetId { -1 } |
Load asset ID.
Asset ID to be read in connection with character loading (for dynamic generation of characters, etc.).
int from::paramdef::NPC_PARAM_ST::lockCameraParamId { -1 } |
Lock camera parameter ID.
The ID of the lock camera parameter applied to the camera when locked on. Highest priority. Unused if -1
short from::paramdef::NPC_PARAM_ST::lockGazePoint0 { -1 } |
Gaze point of Rock Damipoli 0.
Gaze at the Damipoli specified when locking the Lock-on Damipoly 22X (-1: Invalid)
short from::paramdef::NPC_PARAM_ST::lockGazePoint1 { -1 } |
Gaze point of Rock Damipoli 1.
Gaze at the Damipoli specified when locking the Lock-on Damipoly 22X (-1: Invalid)
short from::paramdef::NPC_PARAM_ST::lockGazePoint2 { -1 } |
Gaze point of Rock Damipoli 2.
Gaze at the Damipoli specified when locking the Lock-on Damipoly 22X (-1: Invalid)
short from::paramdef::NPC_PARAM_ST::lockGazePoint3 { -1 } |
Gaze point of Rock Damipoli 3.
Gaze at the Damipoli specified when locking the Lock-on Damipoly 22X (-1: Invalid)
short from::paramdef::NPC_PARAM_ST::lockGazePoint4 { -1 } |
Gaze point of Rock Damipoli 4.
Gaze at the Damipoli specified when locking the Lock-on Damipoly 22X (-1: Invalid)
short from::paramdef::NPC_PARAM_ST::lockGazePoint5 { -1 } |
Gaze point of Rock Damipoli 5.
Gaze at the Damipoli specified when locking the Lock-on Damipoly 22X (-1: Invalid)
short from::paramdef::NPC_PARAM_ST::lockGazePoint6 { -1 } |
Gaze point of Rock Damipoli 6.
Gaze at the Damipoli specified when locking the Lock-on Damipoly 22X (-1: Invalid)
short from::paramdef::NPC_PARAM_ST::lockGazePoint7 { -1 } |
Gaze point of Rock Damipoli 7.
Gaze at the Damipoli specified when locking the Lock-on Damipoly 22X (-1: Invalid)
Mad attack cut rate [%].
How much to cut the attack power against madness (set as a special effect parameter)
Magic attack cut rate [%].
If it is not a guard attack, enter 0
Magic damage multiplier.
Magic damage multiplier. The final damage value is the value obtained by multiplying the damage calculation result by this value.
Defensive material 1 [SE].
Determine the SE that sounds when damaged. 1. It is OK to set it by appearance.
Defensive material 2 [SE].
Determine the SE that sounds when damaged. 2. It is OK to set it by appearance.
Weakness defense material 1 [SE].
Determines the SE that sounds when the weak point is damaged. 1
Weakness defense material 2 [SE].
Determines the SE that sounds when the weak point is damaged. 2
Defensive material 1 [SFX].
Determine the SFX that occurs when you take damage. 1. It is OK to set it by appearance.
Defensive material 2 [SFX].
Determine the SFX that occurs when you take damage. 2. It is OK to set it by appearance.
Weakness protection material 1 [SFX].
Determines the SFX that occurs when the weak point is damaged. 1
Weakness protection material 2 [SFX].
Determines the SFX that occurs when the weak point is damaged. 2
Defensive material variation value.
It is a value used in combination with the defense material to classify abnormal conditions, damage SFX, and SE. SEQ16473
Weakness defense material variation value.
It is a value used for variation of abnormal condition, damage SFX, SE in combination with weak point defense material. SEQ16473
FootIK Ankle limit angle_pitch.
FootIK Ankle pitch limit angle (-1: no limit). If you have not set Foot End L S in HAT, this angle is used in common with rolls.
FootIK Ankle limit angle_roll.
FootIK Ankle roll limit angle (-1: no limit)
bool from::paramdef::NPC_PARAM_ST::modelDispMask0 |
Model display mask 0.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask1 |
Model display mask 1.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask10 |
Model display mask 10.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask11 |
Model display mask 11.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask12 |
Model display mask 12.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask13 |
Model display mask 13.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask14 |
Model display mask 14.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask15 |
Model display mask 15.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask16 |
Model display mask 16.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask17 |
Model display mask 17.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask18 |
Model display mask 18.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask19 |
Model display mask 19.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask2 |
Model display mask 2.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask20 |
Model display mask 20.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask21 |
Model display mask 21.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask22 |
Model display mask 22.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask23 |
Model display mask 23.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask24 |
Model display mask 24.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask25 |
Model display mask 25.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask26 |
Model display mask 26.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask27 |
Model display mask 27.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask28 |
Model display mask 28.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask29 |
Model display mask 29.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask3 |
Model display mask 3.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask30 |
Model display mask 30.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask31 |
Model display mask 31.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask4 |
Model display mask 4.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask5 |
Model display mask 5.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask6 |
Model display mask 6.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask7 |
Model display mask 7.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask8 |
Model display mask 8.
Displays the model corresponding to the display mask.
bool from::paramdef::NPC_PARAM_ST::modelDispMask9 |
Model display mask 9.
Displays the model corresponding to the display mask.
Movement type.
Moving method. This changes the control.
MP Est Bottle Recovery Lottery Probability.
Recovery probability of MP Est when defeating an enemy. The numerator is obtained from the NPC para with 10000 as the denominator.
MP est bottle recovery Addition lottery probability at the time of defeat.
The next probability increase value when the MP est recovery lottery is missed. Addition value of numerator.
int from::paramdef::NPC_PARAM_ST::nameId { -1 } |
NPC name ID.
NPC Name Message Parameter ID
Network warp judgment distance [m / sec].
Distance to warp instead of complementary movement in network synchronization. Faster people (ex dragons) need to be longer.
Non-attribute damage multiplier.
Non-attribute damage multiplier. The final damage value is the value obtained by multiplying the damage calculation result by this value.
short from::paramdef::NPC_PARAM_ST::normalChangeAnimChrId { -1 } |
Normal replacement anime character ID.
Replace the target animation with the specified ID Anibnd
short from::paramdef::NPC_PARAM_ST::normalChangeModelId { -1 } |
Normal time replacement model ID.
Normal replacement model, texture ID
short from::paramdef::NPC_PARAM_ST::normalChangeResouceId { -1 } |
Normal replacement resource ID.
Replace resource ID during normal operation (do not use it unnecessarily)
short from::paramdef::NPC_PARAM_ST::normalChangeTexChrId { -1 } |
Normal replacement texture character ID.
Normal replacement texture character ID (do not use it unnecessarily)
Weight setting for NPC players.
Equipment weight type applied for NPC players
NPC type.
NPC type. OK if Zako enemies / boss enemies are distinguished
int from::paramdef::NPC_PARAM_ST::overlapCameraDmypolyId { -1 } |
Overlap camera target lock Damipoli ID.
Set the Damipoly ID (220-227) to enable the overlap camera. If it is -1, it will be invalid.
Parry attack power.
Parry attack power. Used by the parrying side
Parry defense.
Parry defense. Used by the parried side.
Damage group 1 Damage multiplier.
Magnification that adapts to damage processing for part 1
Damage group 2 Damage multiplier.
Magnification that adapts to damage processing for part 2
Damage group 3 Damage multiplier.
Magnification that adapts to damage processing for part 3
Damage group 4 damage multiplier.
Magnification that adapts to damage processing for part 4
Damage group 5 damage multiplier.
Magnification that adapts to damage processing for part 5
Damage group 6 damage multiplier.
Magnification to adapt to damage processing for part 6
Damage group 7 Damage multiplier.
Magnification that adapts to damage processing for part 7
Damage group 8 damage multiplier.
Magnification that adapts to damage processing for part 8
Part damage application attack.
Set the attack type to apply site damage
int from::paramdef::NPC_PARAM_ST::phantomShaderId { -1 } |
Applicable shader ID.
ID of the phantom parameter .xlsm to apply
Physical attack cut rate [%].
Set the damage cut rate when guarding for each attack
Poison resistance cut rate [%].
How much to cut the attack power to poison (set to the special effect parameter)
Bleeding resistance.
Difficulty in getting bleeding abnormalities
Curse resistance.
Difficulty in dealing with abnormal curse conditions
Epidemic resistance.
Difficulty in getting sick
Cold resistance.
Difficulty in getting cold air condition abnormal
Madness resistance.
Difficulty in getting mad
Poison resistance.
Difficulty in getting poisonous
Sleep tolerance.
Difficulty in getting sleep abnormalities
int from::paramdef::NPC_PARAM_ST::resistCorrectId_blood { -1 } |
Bleeding resistance correction rule ID.
When the abnormal condition is activated, the maximum value is temporarily changed by using the setting value of the abnormal condition resistance correction parameter.
int from::paramdef::NPC_PARAM_ST::resistCorrectId_curse { -1 } |
Curse resistance correction rule ID.
When the abnormal condition is activated, the maximum value is temporarily changed by using the set value of the abnormal condition resistance correction parameter.
int from::paramdef::NPC_PARAM_ST::resistCorrectId_disease { -1 } |
Epidemic resistance correction rule ID.
When the abnormal condition is activated, the maximum value is temporarily changed by using the set value of the abnormal condition resistance correction parameter.
int from::paramdef::NPC_PARAM_ST::resistCorrectId_freeze { -1 } |
Cold resistance correction rule ID.
When the abnormal condition is activated, the maximum value is temporarily changed by using the setting value of the abnormal condition resistance correction parameter.
int from::paramdef::NPC_PARAM_ST::resistCorrectId_madness { -1 } |
Madness resistance correction rule ID.
When the abnormal condition is activated, the maximum value is temporarily changed by using the set value of the abnormal condition resistance correction parameter.
int from::paramdef::NPC_PARAM_ST::resistCorrectId_poison { -1 } |
Poison resistance correction rule ID.
When the abnormal condition is activated, the maximum value is temporarily changed by using the set value of the abnormal condition resistance correction parameter.
int from::paramdef::NPC_PARAM_ST::resistCorrectId_sleep { -1 } |
Sleep tolerance correction rule ID.
When the abnormal condition is activated, the maximum value is temporarily changed by using the set value of the abnormal condition resistance correction parameter.
Retarget movement amount magnification.
Magnification of movement amount at the time of retargeting
short from::paramdef::NPC_PARAM_ST::RetargetReferenceChrId { -1 } |
Retarget reference character ID.
Character ID to be referred to when specifying the motion retarget destination
int from::paramdef::NPC_PARAM_ST::roleNameId { -1 } |
Role name text ID.
Specify the role name at the time of summoning. -1: Use the default role name of the target spirit body. 0: No display. 1 or more: Used as a text ID.
SA attack cut rate [%].
Cut rate of SA damage when guard is successful
SA recovery speed correction value.
Correct the SA recovery speed by multiplying the SA basic recovery amount
short from::paramdef::NPC_PARAM_ST::SfxResBankId { -1 } |
SFX resource bank ID.
SFX resource bank ID can be specified -1: Use the bank of character ID (resource name)
Maximum left-right angle to match undulations.
Upper limit angle when adjusting the left and right angles to the undulations. If the total length is long, it is better to set it lower.
Slash damage multiplier.
Slash damage multiplier. The final damage value is the value obtained by multiplying the damage calculation result by this value.
short from::paramdef::NPC_PARAM_ST::slashGuardCutRate { 0 } |
Slash attack cut rate [%].
Looking at the attack type, what percentage of the damage of the slashing attribute is cut? Specify
int from::paramdef::NPC_PARAM_ST::sleepCollectorItemLotId_enemy { -1 } |
Item lottery ID_for enemies.
Specify the lottery ID_for enemies of the item to be acquired when collecting Nemuri. Please set only one of them.
int from::paramdef::NPC_PARAM_ST::sleepCollectorItemLotId_map { -1 } |
Nemuri item lottery ID_for map.
Specify for the lottery ID_map of the item to be acquired when collecting Nemuri. Please set only one of them.
Sleep attack cut rate [%].
How much to cut the attack power against sleep (set as a special effect parameter)
short from::paramdef::NPC_PARAM_ST::SoundAddBankId { -1 } |
Additional sound bank ID.
You can specify an additional sound bank ID -1 or 0: No addition (SEQ 16135)
short from::paramdef::NPC_PARAM_ST::SoundBankId { -1 } |
Sound bank ID.
Sound bank ID can be specified -1: Use the bank of character ID (resource name)
Threshold for special turning distance [m].
Make a special turn when the distance to the target is greater than or equal to the set threshold
Stamina attack cut rate [%].
Defense against enemy stamina attacks when guarding successfully
Knockback distance at SA break.
Knockback distance that can be used only at the time of SA break
SA endurance.
Super armor durability value
SA recovery time correction value.
Correction value for super armor recovery time
Team type.
NPC attack hit / not hit, aim / not aim setting
Threat level.
Threat level. If it is 0, even if the PC is found, "FE that seems to be found" is not displayed.
Puncture damage ratio.
Puncture damage ratio. The final damage value is the value obtained by multiplying the damage calculation result by this value.
short from::paramdef::NPC_PARAM_ST::thrustGuardCutRate { 0 } |
Puncture attack cut rate [%].
Looking at the attack type, what percentage of the damage of the piercing attribute is cut? Specify
Electric shock damage ratio.
Electric shock damage ratio. The final damage value is the value obtained by multiplying the damage calculation result by this value.
Electric shock attack power cut rate [%].
How much to cut the electric shock attack?
Toughness recovery time correction value.
Correction value for toughness recovery time
Turning speed [deg / sec].
Rotational speed [degrees / second] that can turn in 1 second.
Correction gain value to match undulations.
Set the speed when adjusting the angle to the undulations
Update and activate priorities.
Used to determine the activation / renewal level. The larger it is, the lower the update level will be even if you are far from the player.
bool from::paramdef::NPC_PARAM_ST::useRagdollCamHit |
Ragdoll per camera hit.
Does the camera hit the enemy ragdoll? (Valid only when hitting the player)
int from::paramdef::NPC_PARAM_ST::WanderGhostPhantomId { -1 } |
Will you be a wandering ghost using a phantom shader?
Phantom shader with ID specified only on the guest side Specify the phantom shader ID and make it an illusion
Weak point damage ratio.
Magnification that adapts to damage processing for weak points
Wheel radius.
Specify the radius of the wheel [m]