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

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

#include <AI_SOUND_PARAM_ST.hpp>

Public Attributes

float radius { 0.f }
 Sound radius [m].
 
float lifeFrame { 0.f }
 Extinction time [seconds].
 
bool bSpEffectEnable { false }
 Is it affected by special effects?
 
unsigned char type { 0 }
 kinds
 
bool opposeTarget: 1 { true }
 Target: ● Hostile.
 
bool friendlyTarget: 1 { false }
 Target: ○ Allies.
 
bool selfTarget: 1 { false }
 Target: myself.
 
bool disableOnTargetPCompany: 1 { false }
 You can't listen while targeting your PC.
 
unsigned char rank { 0 }
 Character behavior.
 
float forgetTime { -1.f }
 Time to forget the sound target (overwrite) [sec].
 
int priority { 100 }
 AI sound priority.
 
int soundBehaviorId { -1 }
 Behavior ID.
 
unsigned char aiSoundLevel { 0 }
 AI sound level.
 
unsigned char replaningState { 0 }
 AI state to replan.
 

Detailed Description

This struct was automatically generated from XML paramdefs.

Member Data Documentation

◆ aiSoundLevel

unsigned char from::paramdef::AI_SOUND_PARAM_ST::aiSoundLevel { 0 }

AI sound level.

How hard it is to hear

◆ bSpEffectEnable

bool from::paramdef::AI_SOUND_PARAM_ST::bSpEffectEnable { false }

Is it affected by special effects?

Whether it is affected by the special effect "Sound Radius Magnification"

◆ lifeFrame

float from::paramdef::AI_SOUND_PARAM_ST::lifeFrame { 0.f }

Extinction time [seconds].

Time for AI sound to remain

◆ radius

float from::paramdef::AI_SOUND_PARAM_ST::radius { 0.f }

Sound radius [m].

AI sound radius

◆ rank

unsigned char from::paramdef::AI_SOUND_PARAM_ST::rank { 0 }

Character behavior.

Character behavior (former: sound type)

◆ replaningState

unsigned char from::paramdef::AI_SOUND_PARAM_ST::replaningState { 0 }

AI state to replan.

AI state setting to run replanning when listening to AI sound

◆ type

unsigned char from::paramdef::AI_SOUND_PARAM_ST::type { 0 }

kinds

AI sound type


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