libER 0.1.4.2
ELDEN RING API library
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Public Attributes | List of all members
from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST Struct Reference

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

#include <CUTSCENE_GPARAM_WEATHER_PARAM_ST.hpp>

Public Attributes

bool disableParam_NT: 1 { false }
 Do you remove it from the NT version output?
 
bool disableParam_Debug: 1 { false }
 Is it a debug parameter?
 
unsigned char disableParamReserve1: 6
 Reserve for package output 1.
 
unsigned char disableParamReserve2 [3]
 Reserve for package output 2.
 
short DstWeather_Sunny { 0 }
 Sunny.
 
short DstWeather_ClearSky { 0 }
 Sunny.
 
short DstWeather_WeakCloudy { 0 }
 Light cloudy.
 
short DstWeather_Cloud { 0 }
 cloudy
 
short DstWeather_Rain { 0 }
 rain
 
short DstWeather_HeavyRain { 0 }
 Heavy rain.
 
short DstWeather_Storm { 0 }
 storm
 
short DstWeather_StormForBattle { 0 }
 Storm (for combat with the descendants of the guardian)
 
short DstWeather_Snow { 0 }
 snow
 
short DstWeather_HeavySnow { 0 }
 heavy snow
 
short DstWeather_Fog { 0 }
 fog
 
short DstWeather_HeavyFog { 0 }
 Thick fog.
 
short DstWeather_SandStorm { 0 }
 Sandstorm.
 
short DstWeather_HeavyFogRain { 0 }
 Thick fog (rain)
 
short PostPlayIngameWeather { -1 }
 In-game weather specifications at the end of playback (unused, invalid)
 
unsigned char IndoorOutdoorType { 0 }
 Indoor / outdoor designation.
 
bool TakeOverDstWeather_Sunny { true }
 In-game weather SFX to take over? _Sunny.
 
bool TakeOverDstWeather_ClearSky { true }
 In-game weather SFX to take over? _ Sunny.
 
bool TakeOverDstWeather_WeakCloudy { true }
 Will the in-game weather SFX be taken over? _ Light cloudy.
 
bool TakeOverDstWeather_Cloud { true }
 In-game weather SFX to take over? _cloudy.
 
bool TakeOverDstWeather_Rain { true }
 In-game weather SFX to take over? _rain.
 
bool TakeOverDstWeather_HeavyRain { true }
 Will the in-game weather SFX be taken over? _ Heavy rain.
 
bool TakeOverDstWeather_Storm { true }
 Will the in-game weather SFX be taken over? _storm.
 
bool TakeOverDstWeather_StormForBattle { true }
 In-game weather SFX to take over? _ Storm (for battle with the descendants of the guardian)
 
bool TakeOverDstWeather_Snow { true }
 In-game weather SFX to take over? _snow.
 
bool TakeOverDstWeather_HeavySnow { true }
 In-game weather SFX to take over? _heavy snow.
 
bool TakeOverDstWeather_Fog { true }
 In-game weather SFX to take over? _fog.
 
bool TakeOverDstWeather_HeavyFog { true }
 In-game weather SFX to take over? _ Thick fog.
 
bool TakeOverDstWeather_SandStorm { true }
 Will the in-game weather SFX be taken over? _ Sandstorm.
 
bool TakeOverDstWeather_HeavyFogRain { true }
 In-game weather SFX to take over? _ Thick fog (rain)
 
short DstWeather_Snowstorm { 0 }
 Snowstorm.
 
short DstWeather_LightningStorm { 0 }
 Storm (thunder)
 
short DstWeather_Reserved3 { 0 }
 Snow special (spare 3)
 
short DstWeather_Reserved4 { 0 }
 Preliminary weather 4.
 
short DstWeather_Reserved5 { 0 }
 Preliminary weather 5.
 
short DstWeather_Reserved6 { 0 }
 Preliminary weather 6.
 
short DstWeather_Reserved7 { 0 }
 Preliminary weather 7.
 
short DstWeather_Reserved8 { 0 }
 Preliminary weather 8.
 
bool TakeOverDstWeather_Snowstorm { true }
 In-game weather SFX to take over? _ Snowstorm.
 
bool TakeOverDstWeather_LightningStorm { true }
 Will the in-game weather SFX be taken over? _ Storm (thunder)
 
bool TakeOverDstWeather_Reserved3 { true }
 In-game weather SFX to take over? _ Snow Special (Spare 3)
 
bool TakeOverDstWeather_Reserved4 { true }
 Will the in-game weather SFX be taken over? _ Preliminary weather 4.
 
bool TakeOverDstWeather_Reserved5 { true }
 In-game weather SFX to take over? _ Preliminary weather 5.
 
bool TakeOverDstWeather_Reserved6 { true }
 In-game weather SFX to take over? _ Preliminary weather 6.
 
bool TakeOverDstWeather_Reserved7 { true }
 In-game weather SFX to take over? _ Preliminary weather 7.
 
bool TakeOverDstWeather_Reserved8 { true }
 Will the in-game weather SFX be taken over? _ Preliminary weather 8.
 
bool IsEnableApplyMapGdRegionIdForGparam { false }
 Do you want to apply the MapGD local ID to the weather Gparam?
 
short OverrideMapGdRegionId { -1 }
 Local ID overwrite for weather Gparam MapGD.
 

Detailed Description

This struct was automatically generated from XML paramdefs.

Member Data Documentation

◆ disableParam_Debug

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::disableParam_Debug

Is it a debug parameter?

Parameters marked with a circle are excluded from all packages (because they are for debugging).

◆ disableParam_NT

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::disableParam_NT

Do you remove it from the NT version output?

Parameters marked with ○ are excluded in the NT version package.

◆ DstWeather_LightningStorm

short from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::DstWeather_LightningStorm { 0 }

Storm (thunder)

Preliminary weather 2

◆ DstWeather_Reserved3

short from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::DstWeather_Reserved3 { 0 }

Snow special (spare 3)

Preliminary weather 3

◆ IndoorOutdoorType

unsigned char from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::IndoorOutdoorType { 0 }

Indoor / outdoor designation.

When indoors, the SFX specified by "Weather SfxId (Outdoor)" and "Wind SfxId (Outdoor)" in "Weather Parameter.xlsm" will be invalid in the cutscene.

◆ IsEnableApplyMapGdRegionIdForGparam

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::IsEnableApplyMapGdRegionIdForGparam { false }

Do you want to apply the MapGD local ID to the weather Gparam?

Do you want to apply the mapGD local ID changes to the cutscene weather Gparam as in the in-game? ([GR] SEQ30194)

◆ OverrideMapGdRegionId

short from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::OverrideMapGdRegionId { -1 }

Local ID overwrite for weather Gparam MapGD.

Overwrite the ID used for cutscene weather Gparam (-1: No overwrite. MapGD local ID during cutscene playback is used). If "Do you want to apply MapGD local ID to weather Gparam?" Is x, it is not referenced.

◆ PostPlayIngameWeather

short from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::PostPlayIngameWeather { -1 }

In-game weather specifications at the end of playback (unused, invalid)

In-game weather specifications at the end of playback (nothing is done if blank or "invalid")

◆ TakeOverDstWeather_Cloud

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::TakeOverDstWeather_Cloud { true }

In-game weather SFX to take over? _cloudy.

Will the in-game weather SFX be taken over? _cloudy

◆ TakeOverDstWeather_Fog

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::TakeOverDstWeather_Fog { true }

In-game weather SFX to take over? _fog.

Will the in-game weather SFX be taken over? _fog

◆ TakeOverDstWeather_HeavyFog

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::TakeOverDstWeather_HeavyFog { true }

In-game weather SFX to take over? _ Thick fog.

Will the in-game weather SFX be taken over? _ Thick fog

◆ TakeOverDstWeather_HeavyRain

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::TakeOverDstWeather_HeavyRain { true }

Will the in-game weather SFX be taken over? _ Heavy rain.

In-game weather SFX to take over? _ Heavy rain

◆ TakeOverDstWeather_LightningStorm

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::TakeOverDstWeather_LightningStorm { true }

Will the in-game weather SFX be taken over? _ Storm (thunder)

In-game weather SFX to take over? _ Storm (thunder)

◆ TakeOverDstWeather_Reserved3

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::TakeOverDstWeather_Reserved3 { true }

In-game weather SFX to take over? _ Snow Special (Spare 3)

Will the in-game weather SFX be taken over? _ Preliminary weather 3

◆ TakeOverDstWeather_Reserved4

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::TakeOverDstWeather_Reserved4 { true }

Will the in-game weather SFX be taken over? _ Preliminary weather 4.

In-game weather SFX to take over? _ Preliminary weather 4

◆ TakeOverDstWeather_Reserved5

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::TakeOverDstWeather_Reserved5 { true }

In-game weather SFX to take over? _ Preliminary weather 5.

Will the in-game weather SFX be taken over? _ Preliminary weather 5

◆ TakeOverDstWeather_Reserved6

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::TakeOverDstWeather_Reserved6 { true }

In-game weather SFX to take over? _ Preliminary weather 6.

Will the in-game weather SFX be taken over? _ Preliminary weather 6

◆ TakeOverDstWeather_Reserved7

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::TakeOverDstWeather_Reserved7 { true }

In-game weather SFX to take over? _ Preliminary weather 7.

Will the in-game weather SFX be taken over? _ Preliminary weather 7

◆ TakeOverDstWeather_Reserved8

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::TakeOverDstWeather_Reserved8 { true }

Will the in-game weather SFX be taken over? _ Preliminary weather 8.

In-game weather SFX to take over? _ Preliminary weather 8

◆ TakeOverDstWeather_SandStorm

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::TakeOverDstWeather_SandStorm { true }

Will the in-game weather SFX be taken over? _ Sandstorm.

In-game weather SFX to take over? _ Sandstorm

◆ TakeOverDstWeather_Storm

bool from::paramdef::CUTSCENE_GPARAM_WEATHER_PARAM_ST::TakeOverDstWeather_Storm { true }

Will the in-game weather SFX be taken over? _storm.

In-game weather SFX to take over? _storm


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