libER 0.1.4.2
ELDEN RING API library
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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. | |
This struct was automatically generated from XML paramdefs.
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.
int from::paramdef::OBJ_ACT_PARAM_ST::actionFailedMsgId { -1 } |
MsgID when action fails.
The MsgID of the menu to display when the action fails.
Character anime ID0.
Anime ID at the time of action such as enemy
Character adsorption type.
It is a method of adsorbing characters during object action.
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.
Event activation timing.
Event execution timing
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.
Object Anime ID0.
This is the animation ID for the action of the object.
Damipoli ID0 of the object.
Damipoli ID that is the action position of the object
Player anime ID 0.
This is the animation ID for the action of the player character.
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.
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.
Special condition ID 2.
Special condition ID part 2
Event flags for special condition paths.
Event flags for unconditionally passing special conditions.
Special condition type.
Types of special conditions
Special condition type 2.
Type of special condition 2
Effective distance of action [cm].
The effective distance of the action.
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
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