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

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

#include <DECAL_PARAM_ST.hpp>

Public Attributes

int textureId { -1 }
 Texture ID.
 
int dmypolyId { -1 }
 Damipoli ID.
 
float pitchAngle { 0.f }
 Reference angle offset_up / down [deg].
 
float yawAngle { 0.f }
 Reference angle offset_left / right [deg].
 
float nearDistance { 0.f }
 Pasting start distance [m].
 
float farDistance { 0.f }
 Paste end distance [m].
 
float nearSize { 0.f }
 Size at the start distance [m].
 
float farSize { 0.f }
 Size at the end distance [m].
 
int maskSpeffectId { -1 }
 Monitoring special effects ID.
 
unsigned int replaceTextureId_byMaterial: 1 { 0 }
 Texture replacement by material.
 
unsigned int dmypolyCategory: 2 { 0 }
 Damipoli search location.
 
unsigned int useDeferredDecal: 1 { 1 }
 Deferred.
 
unsigned int usePaintDecal: 1 { 1 }
 paint
 
unsigned int bloodTypeEnable: 1 { 0 }
 Bloody expression.
 
unsigned int bUseNormal: 1 { 0 }
 Whether to use normal ingredients.
 
unsigned int usePom: 1 { 0 }
 Whether to enable POM.
 
unsigned int useEmissive: 1 { 0 }
 Whether to update emissive.
 
unsigned int putVertical: 1 { 0 }
 Whether to paste vertically.
 
short randomSizeMin { 100 }
 Random scale minimum [%].
 
short randomSizeMax { 100 }
 Random scale maximum [%].
 
float randomRollMin { 0.f }
 Random angle_minimum twist [deg].
 
float randomRollMax { 0.f }
 Random angle _ maximum twist [deg].
 
float randomPitchMin { 0.f }
 Random angle_minimum top and bottom [deg].
 
float randomPitchMax { 0.f }
 Random angle_maximum value [deg].
 
float randomYawMin { 0.f }
 Random angle_minimum left and right [deg].
 
float randomYawMax { 0.f }
 Random angle_maximum left and right [deg].
 
float pomHightScale { 1.f }
 POM height scale.
 
unsigned char pomSampleMin { 8 }
 Minimum number of POM samples.
 
unsigned char pomSampleMax { 64 }
 Maximum number of POM samples.
 
signed char blendMode { 1 }
 Blend mode.
 
signed char appearDirType { 0 }
 Reference coordinates for skipping decals.
 
float emissiveValueBegin { 1.f }
 Emissive starting price.
 
float emissiveValueEnd { 1.f }
 Emissive end value.
 
float emissiveTime { 0.f }
 Emissive update time (seconds)
 
bool bIntpEnable { false }
 Do you want to interpolate?
 
float intpIntervalDist { 0.1f }
 Interpolation interval [m].
 
int beginIntpTextureId { -1 }
 Texture ID at the start of interpolation.
 
int endIntpTextureId { -1 }
 Texture ID at the end of interpolation.
 
int appearSfxId { -1 }
 SFX ID issued when the decal is affixed.
 
float appearSfxOffsetPos { 0.f }
 Offset position of SFX.
 
int maskTextureId { -1 }
 Mask texture ID.
 
int diffuseTextureId { -1 }
 Albedo texture ID.
 
int reflecTextureId { -1 }
 Reflect texture ID.
 
float maskScale { 1.f }
 Mask strength.
 
int normalTextureId { -1 }
 Normal texture ID.
 
int heightTextureId { -1 }
 Height texture ID.
 
int emissiveTextureId { -1 }
 Emissive Texture ID.
 
unsigned char diffuseColorR { 255 }
 Albedo color: R.
 
unsigned char diffuseColorG { 255 }
 Albedo color: G.
 
unsigned char diffuseColorB { 255 }
 Albedo color: B.
 
unsigned char reflecColorR { 255 }
 Reflect color: R.
 
unsigned char reflecColorG { 255 }
 Reflect color: G.
 
unsigned char reflecColorB { 255 }
 Reflect color: B.
 
bool bLifeEnable { false }
 Is the life effective?
 
float siniScale { 1.f }
 The strength of shinyness.
 
float lifeTimeSec { 0.f }
 Lifespan [seconds].
 
float fadeOutTimeSec { 0.f }
 Fade out time [seconds].
 
short priority { -1 }
 priority
 
bool bDistThinOutEnable { false }
 If there is a decal nearby, will it be thinned out?
 
bool bAlignedTexRandomVariationEnable { false }
 Fix random pattern.
 
float distThinOutCheckDist { 0.f }
 Candidates for thinning within this distance.
 
float distThinOutCheckAngleDeg { 0.f }
 Candidates for thinning if the difference in direction is within this angle [degrees].
 
unsigned char distThinOutMaxNum { 1 }
 If the number of satisfied conditions is more than this number, thin out.
 
unsigned char distThinOutCheckNum { 1 }
 How many recent thinnings to check.
 
short delayAppearFrame { 0 }
 Delay frame until it occurs [frame (30FPS conversion)].
 
unsigned int randVaria_Diffuse: 4 { 0 }
 Number of albedo variations.
 
unsigned int randVaria_Mask: 4 { 0 }
 Number of mask variations.
 
unsigned int randVaria_Reflec: 4 { 0 }
 Number of reflection variations.
 
unsigned int randVaria_Normal: 4 { 0 }
 Number of normal variations.
 
unsigned int randVaria_Height: 4 { 0 }
 Number of height variations.
 
unsigned int randVaria_Emissive: 4 { 0 }
 Number of emissive variations.
 
float fadeInTimeSec { 0.f }
 Fade-in time [seconds].
 
float thinOutOverlapMultiRadius { 0.f }
 Decimation: Duplicate multiplication value.
 
float thinOutNeighborAddRadius { 0.f }
 Decimation: Neighborhood addition distance [m].
 
unsigned int thinOutOverlapLimitNum { 0 }
 Decimation: Overlapping limit.
 
unsigned int thinOutNeighborLimitNum { 0 }
 Decimation: Neighborhood limit.
 
signed char thinOutMode { 0 }
 Thinning mode.
 
unsigned char emissiveColorR { 255 }
 Emissive color: R.
 
unsigned char emissiveColorG { 255 }
 Emissive color: G.
 
unsigned char emissiveColorB { 255 }
 Emissive color: B.
 
float maxDecalSfxCreatableSlopeAngleDeg { -1.f }
 SFX generation upper limit angle.
 

Detailed Description

This struct was automatically generated from XML paramdefs.

Member Data Documentation

◆ appearDirType

signed char from::paramdef::DECAL_PARAM_ST::appearDirType { 0 }

Reference coordinates for skipping decals.

Reference coordinates that determine the direction in which the decal is flown

◆ appearSfxId

int from::paramdef::DECAL_PARAM_ST::appearSfxId { -1 }

SFX ID issued when the decal is affixed.

SFXID issued when the decal is affixed (Nothing is issued with -1)

◆ appearSfxOffsetPos

float from::paramdef::DECAL_PARAM_ST::appearSfxOffsetPos { 0.f }

Offset position of SFX.

Offset distance of SFX generation position

◆ bAlignedTexRandomVariationEnable

bool from::paramdef::DECAL_PARAM_ST::bAlignedTexRandomVariationEnable { false }

Fix random pattern.

If you select "Yes", one variation number randomly determined for each texture other than 0 will be applied. The number of non-zero variations must be the same.

◆ bDistThinOutEnable

bool from::paramdef::DECAL_PARAM_ST::bDistThinOutEnable { false }

If there is a decal nearby, will it be thinned out?

Whether to thin out if there is a decal nearby

◆ beginIntpTextureId

int from::paramdef::DECAL_PARAM_ST::beginIntpTextureId { -1 }

Texture ID at the start of interpolation.

Texture ID at the start of interpolation (-1 uses the same value as the texture ID)

◆ bIntpEnable

bool from::paramdef::DECAL_PARAM_ST::bIntpEnable { false }

Do you want to interpolate?

Do you generate the time when the bar is extended due to the decal generation of TAE?

◆ bloodTypeEnable

unsigned int from::paramdef::DECAL_PARAM_ST::bloodTypeEnable

Bloody expression.

Affected by optional bloody expression, ID is +1000 in mild, do not paste if hidden

◆ bUseNormal

unsigned int from::paramdef::DECAL_PARAM_ST::bUseNormal

Whether to use normal ingredients.

1 if normal component is used (compatible with normal and shinyness texture integration)

◆ delayAppearFrame

short from::paramdef::DECAL_PARAM_ST::delayAppearFrame { 0 }

Delay frame until it occurs [frame (30FPS conversion)].

After trying to paste the decal, it will actually be pasted after this frame

◆ diffuseTextureId

int from::paramdef::DECAL_PARAM_ST::diffuseTextureId { -1 }

Albedo texture ID.

Albedo Texture ID (See Texture ID with -1)

◆ distThinOutCheckAngleDeg

float from::paramdef::DECAL_PARAM_ST::distThinOutCheckAngleDeg { 0.f }

Candidates for thinning if the difference in direction is within this angle [degrees].

Candidates for thinning if the difference in decal direction is within this angle

◆ distThinOutCheckDist

float from::paramdef::DECAL_PARAM_ST::distThinOutCheckDist { 0.f }

Candidates for thinning within this distance.

Candidates for thinning if there is a decal within this distance

◆ distThinOutCheckNum

unsigned char from::paramdef::DECAL_PARAM_ST::distThinOutCheckNum { 1 }

How many recent thinnings to check.

How many recent thinning candidates to check

◆ distThinOutMaxNum

unsigned char from::paramdef::DECAL_PARAM_ST::distThinOutMaxNum { 1 }

If the number of satisfied conditions is more than this number, thin out.

If the distance and angle are more than this number, thin out

◆ dmypolyCategory

unsigned int from::paramdef::DECAL_PARAM_ST::dmypolyCategory

Damipoli search location.

Damipoli Search Location 0: Body 1: Left Hand Weapon 2: Right Hand Weapon

◆ dmypolyId

int from::paramdef::DECAL_PARAM_ST::dmypolyId { -1 }

Damipoli ID.

Damipoly ID of decal generation standard. If specified by TAE, it will be the value of TAE.

◆ emissiveTextureId

int from::paramdef::DECAL_PARAM_ST::emissiveTextureId { -1 }

Emissive Texture ID.

Emissive Texture ID (See Texture ID with -1)

◆ emissiveTime

float from::paramdef::DECAL_PARAM_ST::emissiveTime { 0.f }

Emissive update time (seconds)

Interpolation time from start value to end value

◆ endIntpTextureId

int from::paramdef::DECAL_PARAM_ST::endIntpTextureId { -1 }

Texture ID at the end of interpolation.

Texture at the end of interpolation Texture ID (-1 uses the same value as the texture ID)

◆ heightTextureId

int from::paramdef::DECAL_PARAM_ST::heightTextureId { -1 }

Height texture ID.

Height texture ID (see texture ID with -1)

◆ intpIntervalDist

float from::paramdef::DECAL_PARAM_ST::intpIntervalDist { 0.1f }

Interpolation interval [m].

Distance to interpolate decals generated between TAE bars when interpolation is enabled

◆ lifeTimeSec

float from::paramdef::DECAL_PARAM_ST::lifeTimeSec { 0.f }

Lifespan [seconds].

Lifespan [seconds] (Time after decal is applied, fade-in time does not matter)

◆ maskScale

float from::paramdef::DECAL_PARAM_ST::maskScale { 1.f }

Mask strength.

Mask strength (currently valid only with deferred decals)

◆ maskSpeffectId

int from::paramdef::DECAL_PARAM_ST::maskSpeffectId { -1 }

Monitoring special effects ID.

Monitoring special effect ID. If you enter an arbitrary special effect ID, decals will not be generated unless the special effect is applied.

◆ maskTextureId

int from::paramdef::DECAL_PARAM_ST::maskTextureId { -1 }

Mask texture ID.

Mask texture ID (see texture ID with -1)

◆ normalTextureId

int from::paramdef::DECAL_PARAM_ST::normalTextureId { -1 }

Normal texture ID.

Normal texture ID (see texture ID with -1)

◆ priority

short from::paramdef::DECAL_PARAM_ST::priority { -1 }

priority

The larger this value, the easier it is to remain (-1 does not disappear)

◆ randVaria_Diffuse

unsigned int from::paramdef::DECAL_PARAM_ST::randVaria_Diffuse

Number of albedo variations.

Number of random variations of albedo texture (including 0th, 2 for 2 textures)

◆ randVaria_Emissive

unsigned int from::paramdef::DECAL_PARAM_ST::randVaria_Emissive

Number of emissive variations.

Number of random variations of emissive textures (including 0th, 2 for 2 textures)

◆ randVaria_Height

unsigned int from::paramdef::DECAL_PARAM_ST::randVaria_Height

Number of height variations.

Number of random variations of height texture (including 0th, 2 for 2 textures)

◆ randVaria_Mask

unsigned int from::paramdef::DECAL_PARAM_ST::randVaria_Mask

Number of mask variations.

Number of random variations of mask texture (including 0th, 2 for 2 textures)

◆ randVaria_Normal

unsigned int from::paramdef::DECAL_PARAM_ST::randVaria_Normal

Number of normal variations.

Number of random variations of normal texture (including 0th, 2 for 2 textures)

◆ randVaria_Reflec

unsigned int from::paramdef::DECAL_PARAM_ST::randVaria_Reflec

Number of reflection variations.

Number of random variations of reflex textures (including 0th, 2 for 2 textures)

◆ reflecTextureId

int from::paramdef::DECAL_PARAM_ST::reflecTextureId { -1 }

Reflect texture ID.

Reflectance texture ID (see texture ID with -1)

◆ replaceTextureId_byMaterial

unsigned int from::paramdef::DECAL_PARAM_ST::replaceTextureId_byMaterial

Texture replacement by material.

When it is generated by an attack hit, 1 changes the texture depending on the defense material. New Texture ID = Blood Material ID * 10000000 + Original Texture ID

◆ thinOutNeighborAddRadius

float from::paramdef::DECAL_PARAM_ST::thinOutNeighborAddRadius { 0.f }

Decimation: Neighborhood addition distance [m].

Judge whether it is a neighborhood within the range of adding this distance [m] to the decal size.

◆ thinOutNeighborLimitNum

unsigned int from::paramdef::DECAL_PARAM_ST::thinOutNeighborLimitNum { 0 }

Decimation: Neighborhood limit.

Maximum number of neighbors

◆ thinOutOverlapLimitNum

unsigned int from::paramdef::DECAL_PARAM_ST::thinOutOverlapLimitNum { 0 }

Decimation: Overlapping limit.

Limit number that can be duplicated

◆ thinOutOverlapMultiRadius

float from::paramdef::DECAL_PARAM_ST::thinOutOverlapMultiRadius { 0.f }

Decimation: Duplicate multiplication value.

Determine if the decal size is duplicated by multiplying it by this value.

◆ useDeferredDecal

unsigned int from::paramdef::DECAL_PARAM_ST::useDeferredDecal

Deferred.

Acts as a deferred decal at 1

◆ usePaintDecal

unsigned int from::paramdef::DECAL_PARAM_ST::usePaintDecal

paint

Acts as a paint decal at 1


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