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

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

#include <OBJ_ACT_PARAM_ST.hpp>

Public Attributes

int actionEnableMsgId { -1 }
 MsgID when action is enabled.
 
int actionFailedMsgId { -1 }
 MsgID when action fails.
 
unsigned int spQualifiedPassEventFlag { 0 }
 Event flags for special condition paths.
 
unsigned int playerAnimId { 0 }
 Player anime ID 0.
 
unsigned int chrAnimId { 0 }
 Character anime ID0.
 
unsigned short validDist { 150 }
 Effective distance of action [cm].
 
unsigned short spQualifiedId { 0 }
 Special condition ID.
 
unsigned short spQualifiedId2 { 0 }
 Special condition ID 2.
 
unsigned char objDummyId { 0 }
 Damipoli ID0 of the object.
 
bool isEventKickSync { false }
 Whether to synchronize event kicks.
 
unsigned int objAnimId { 0 }
 Object Anime ID0.
 
unsigned char validPlayerAngle { 30 }
 Effective angle of player action.
 
unsigned char spQualifiedType { 0 }
 Special condition type.
 
unsigned char spQualifiedType2 { 0 }
 Special condition type 2.
 
unsigned char validObjAngle { 30 }
 Effective angle of action of the object.
 
unsigned char chrSorbType { 0 }
 Character adsorption type.
 
unsigned char eventKickTiming { 0 }
 Event activation timing.
 
int actionButtonParamId { -1 }
 Action button parameter ID.
 
float enableTreasureDelaySec { 0.f }
 Treasure activation delay (seconds)
 
int preActionSfxDmypolyId { -1 }
 Damipoly ID for SFX before execution.
 
int preActionSfxId { -1 }
 Pre-execution SFXID.
 

Detailed Description

This struct was automatically generated from XML paramdefs.

Member Data Documentation

◆ actionEnableMsgId

int from::paramdef::OBJ_ACT_PARAM_ST::actionEnableMsgId { -1 }

MsgID when action is enabled.

The MsgID of the menu displayed when the action is enabled.

◆ actionFailedMsgId

int from::paramdef::OBJ_ACT_PARAM_ST::actionFailedMsgId { -1 }

MsgID when action fails.

The MsgID of the menu to display when the action fails.

◆ chrAnimId

unsigned int from::paramdef::OBJ_ACT_PARAM_ST::chrAnimId { 0 }

Character anime ID0.

Anime ID at the time of action such as enemy

◆ chrSorbType

unsigned char from::paramdef::OBJ_ACT_PARAM_ST::chrSorbType { 0 }

Character adsorption type.

It is a method of adsorbing characters during object action.

◆ enableTreasureDelaySec

float from::paramdef::OBJ_ACT_PARAM_ST::enableTreasureDelaySec { 0.f }

Treasure activation delay (seconds)

The number of seconds from the execution of the object action to the activation of the treasure. A setting exclusively for the object type "treasure box" of the object act.

◆ eventKickTiming

unsigned char from::paramdef::OBJ_ACT_PARAM_ST::eventKickTiming { 0 }

Event activation timing.

Event execution timing

◆ isEventKickSync

bool from::paramdef::OBJ_ACT_PARAM_ST::isEventKickSync { false }

Whether to synchronize event kicks.

ObjAct Whether to synchronize the events used in the execution judgment. Set to basic ×. It may be set to ○ only when the actor is not important.

◆ objAnimId

unsigned int from::paramdef::OBJ_ACT_PARAM_ST::objAnimId { 0 }

Object Anime ID0.

This is the animation ID for the action of the object.

◆ objDummyId

unsigned char from::paramdef::OBJ_ACT_PARAM_ST::objDummyId { 0 }

Damipoli ID0 of the object.

Damipoli ID that is the action position of the object

◆ playerAnimId

unsigned int from::paramdef::OBJ_ACT_PARAM_ST::playerAnimId { 0 }

Player anime ID 0.

This is the animation ID for the action of the player character.

◆ preActionSfxDmypolyId

int from::paramdef::OBJ_ACT_PARAM_ST::preActionSfxDmypolyId { -1 }

Damipoly ID for SFX before execution.

Issue SFX from this Damipoli ID before executing the object. If it is -1, start from the origin.

◆ preActionSfxId

int from::paramdef::OBJ_ACT_PARAM_ST::preActionSfxId { -1 }

Pre-execution SFXID.

SFX issued before executing the object. If it is -1, it will not be issued.

◆ spQualifiedId2

unsigned short from::paramdef::OBJ_ACT_PARAM_ST::spQualifiedId2 { 0 }

Special condition ID 2.

Special condition ID part 2

◆ spQualifiedPassEventFlag

unsigned int from::paramdef::OBJ_ACT_PARAM_ST::spQualifiedPassEventFlag { 0 }

Event flags for special condition paths.

Event flags for unconditionally passing special conditions.

◆ spQualifiedType

unsigned char from::paramdef::OBJ_ACT_PARAM_ST::spQualifiedType { 0 }

Special condition type.

Types of special conditions

◆ spQualifiedType2

unsigned char from::paramdef::OBJ_ACT_PARAM_ST::spQualifiedType2 { 0 }

Special condition type 2.

Type of special condition 2

◆ validDist

unsigned short from::paramdef::OBJ_ACT_PARAM_ST::validDist { 150 }

Effective distance of action [cm].

The effective distance of the action.

◆ validObjAngle

unsigned char from::paramdef::OBJ_ACT_PARAM_ST::validObjAngle { 30 }

Effective angle of action of the object.

The action effective angle of the object. Effective angle difference between the action vector of the object and the character vector

◆ validPlayerAngle

unsigned char from::paramdef::OBJ_ACT_PARAM_ST::validPlayerAngle { 30 }

Effective angle of player action.

The effective angle of the player's action. Effective angle difference between the player's orientation vector and the orientation vector to the object


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