libER 0.1.4.2
ELDEN RING API library
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This struct was automatically generated from XML paramdefs. More...
#include <OBJECT_PARAM_ST.hpp>
Public Attributes | |
short | hp { -1 } |
HP. | |
unsigned short | defense { 0 } |
Defense power. | |
short | extRefTexId { -1 } |
Xref texture ID. | |
short | materialId { -1 } |
Material ID. | |
unsigned char | animBreakIdMax { 0 } |
Anime destruction ID maximum value. | |
bool | isCamHit: 1 { false } |
Does the camera hit? | |
bool | isBreakByPlayerCollide: 1 { false } |
Will it break in a player collision? | |
bool | isAnimBreak: 1 { false } |
Is it anime destruction? | |
bool | isPenetrationBulletHit: 1 { false } |
Will it hit a penetrating bullet? | |
bool | isChrHit: 1 { true } |
Will the character win? | |
bool | isAttackBacklash: 1 { true } |
Do you play the attack. | |
bool | isDisableBreakForFirstAppear: 1 { false } |
No destruction for initial appearance. | |
bool | isLadder: 1 { false } |
Is it a ladder? | |
bool | isAnimPauseOnRemoPlay: 1 { false } |
Do you want to stop the animation during the poly play? | |
bool | isDamageNoHit: 1 { false } |
Is it not damaged? | |
bool | isMoveObj: 1 { false } |
Is it a moving object? | |
bool | isRopeBridge: 1 { false } |
Is it a suspension bridge object? | |
bool | isAddRigidImpulse_ByDamage: 1 { false } |
Does the damage blow off the rigid body? | |
bool | isBreak_ByChrRide: 1 { false } |
Will it break if the character gets on it? | |
bool | isBurn: 1 { false } |
Will it burn. | |
bool | isBreakByEnemyCollide: 1 { false } |
Will it be destroyed by an enemy character collision? | |
signed char | defaultLodParamId { -1 } |
Default LOD Param ID. | |
int | breakSfxId { -1 } |
SFX ID at the time of destruction. | |
int | breakSfxCpId { -1 } |
SFX Damipoli ID at the time of destruction. | |
int | breakBulletBehaviorId { -1 } |
Bomb generation at the time of destruction Action parameter ID. | |
int | breakBulletCpId { -1 } |
Damipoli ID. | |
unsigned char | breakFallHeight { 0 } |
Fall destruction height (m) | |
unsigned char | windEffectType_0 { 0 } |
Wind effect type (before destruction) | |
unsigned char | windEffectType_1 { 0 } |
Wind effect type (after destruction) | |
unsigned char | camAvoidType { 1 } |
Camera avoidance setting. | |
float | windEffectRate_0 { 0.5f } |
Wind coefficient (before destruction) | |
float | windEffectRate_1 { 0.5f } |
Wind coefficient (after destruction) | |
float | breakStopTime { 0.f } |
Forced stop time after destruction. | |
float | burnTime { 0.f } |
Burning time (seconds) | |
float | burnBraekRate { 0.5f } |
Combustion fracture judgment progress. | |
int | burnSfxId { -1 } |
Combustion SFXID: 0. | |
int | burnSfxId_1 { -1 } |
Combustion SFXID: 1. | |
int | burnSfxId_2 { -1 } |
Combustion SFXID: 2. | |
int | burnSfxId_3 { -1 } |
Combustion SFXID: 3. | |
int | burnBulletBehaviorId { -1 } |
Combustion bullet generation Behavior parameter: 0. | |
int | burnBulletBehaviorId_1 { -1 } |
Combustion bullet generation Behavior parameter: 1. | |
int | burnBulletBehaviorId_2 { -1 } |
Combustion bullet generation Behavior parameter: 2. | |
int | burnBulletBehaviorId_3 { -1 } |
Combustion bullet generation Behavior parameters: 3. | |
unsigned short | burnBulletInterval { 30 } |
Combustion bullet generation interval (frame) | |
unsigned char | navimeshFlag { 0 } |
Navi mesh flag. | |
unsigned char | collisionType { 0 } |
Collision detection type. | |
float | burnBulletDelayTime { 0.f } |
Combustion bullet generation delay time (seconds) | |
float | burnSfxDelayTimeMin { 0.f } |
Combustion SFX generation delay Start time (seconds): 0. | |
float | burnSfxDelayTimeMin_1 { 0.f } |
Combustion SFX generation delay Start time (seconds): 1. | |
float | burnSfxDelayTimeMin_2 { 0.f } |
Combustion SFX generation delay Start time (seconds): 2. | |
float | burnSfxDelayTimeMin_3 { 0.f } |
Combustion SFX generation delay Start time (seconds): 3. | |
float | burnSfxDelayTimeMax { 0.f } |
Combustion SFX generation delay End time (seconds): 0. | |
float | burnSfxDelayTimeMax_1 { 0.f } |
Combustion SFX generation delay End time (seconds): 1. | |
float | burnSfxDelayTimeMax_2 { 0.f } |
Combustion SFX generation delay End time (seconds): 2. | |
float | burnSfxDelayTimeMax_3 { 0.f } |
Combustion SFX generation delay End time (seconds): 3. | |
int | BreakAiSoundID { 0 } |
AI sound ID generated at the time of destruction. | |
float | FragmentInvisibleWaitTime { 0.f } |
Hidden debris Wait time (seconds) | |
float | FragmentInvisibleTime { 0.f } |
Debris non-display time (seconds) | |
float | RigidPenetrationScale_Soft { 0.f } |
Rigid body collision point distance coefficient [soft]. | |
float | RigidPenetrationScale_Normal { 0.f } |
Rigid body collision point distance coefficient [normal]. | |
float | RigidPenetrationScale_Hard { 0.f } |
Rigid body collision point distance coefficient [hard]. | |
int | LandTouchSfxId { -1 } |
SFX ID at the time of terrain contact. | |
bool | isDamageCover: 1 { false } |
Do you want to shield the damage? | |
unsigned short | paintDecalTargetTextureSize { 256 } |
Paint decal target size. | |
float | lifeTime_forDC { 0.f } |
Life of dynamically generated Obj (seconds) | |
float | clothUpdateDist { 0.f } |
Cross update distance (m) | |
int | contactSeId { -1 } |
SE ID when contacting a player. | |
int | breakLandingSfxId { -1 } |
SFX identifier when landing after destruction. | |
int | waypointDummyPolyId_0 { -1 } |
Waypoint Damipoli ID_0. | |
int | waypointParamId_0 { -1 } |
Waypoint parameter ID_0. | |
int | soundBankId { -1 } |
Sound bank ID. | |
int | refDrawParamId { -1 } |
Drawing parameter reference ID. | |
float | autoCreateDynamicOffsetHeight { 0.1f } |
Automatically generated appearance height offset [m]. | |
int | soundBreakSEId { -1 } |
Destruction sound SEID. | |
This struct was automatically generated from XML paramdefs.
Anime destruction ID maximum value.
What is the animation destruction ID from 0 to what?
Automatically generated appearance height offset [m].
Map automatic generation OBJ appearance height offset [m], does it float from where the ray cast hits?
int from::paramdef::OBJECT_PARAM_ST::breakBulletBehaviorId { -1 } |
Bomb generation at the time of destruction Action parameter ID.
Action parameter of [bullet] at the time of destruction (-1: does not occur)
int from::paramdef::OBJECT_PARAM_ST::breakBulletCpId { -1 } |
Damipoli ID.
Location of [bullet] at the time of destruction Damipoli ID (-1: placement position)
Fall destruction height (m)
Height at which the object breaks when dropped (0: does not break when dropped)
int from::paramdef::OBJECT_PARAM_ST::breakLandingSfxId { -1 } |
SFX identifier when landing after destruction.
Object material-dependent SFX identifier that regenerates when first landing after being destroyed (-1: does not occur)
int from::paramdef::OBJECT_PARAM_ST::breakSfxCpId { -1 } |
SFX Damipoli ID at the time of destruction.
SFX generation position when the object is destroyed Damipoly ID (-1: placement position)
int from::paramdef::OBJECT_PARAM_ST::breakSfxId { -1 } |
SFX ID at the time of destruction.
SFXID when destroying an object (-1: default (810030))
Forced stop time after destruction.
Time from destruction to forced stop of rigid body (do not force stop at 0)
Combustion fracture judgment progress.
Burnup threshold for switching to the ruptured state
int from::paramdef::OBJECT_PARAM_ST::burnBulletBehaviorId { -1 } |
Combustion bullet generation Behavior parameter: 0.
Bullet generation behavior parameter at the time of burning: 0 (-1: does not occur)
int from::paramdef::OBJECT_PARAM_ST::burnBulletBehaviorId_1 { -1 } |
Combustion bullet generation Behavior parameter: 1.
Bullet generation behavior parameter at the time of burning: 1 (-1: does not occur)
int from::paramdef::OBJECT_PARAM_ST::burnBulletBehaviorId_2 { -1 } |
Combustion bullet generation Behavior parameter: 2.
Bullet generation behavior parameter at the time of burning: 2 (-1: does not occur)
int from::paramdef::OBJECT_PARAM_ST::burnBulletBehaviorId_3 { -1 } |
Combustion bullet generation Behavior parameters: 3.
Bullet generation behavior parameter at the time of burning: 3 (-1: does not occur)
Combustion bullet generation delay time (seconds)
Time to delay the generation of bullets for fire spread (seconds)
Combustion bullet generation interval (frame)
Interval (frame) to generate bullets for spreading fire
Combustion SFX generation delay End time (seconds): 0.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay End time (seconds): 1.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay End time (seconds): 2.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay End time (seconds): 3.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay Start time (seconds): 0.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay Start time (seconds): 1.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay Start time (seconds): 2.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay Start time (seconds): 3.
SFX generation delay time during combustion Randomly determined between start and end times
int from::paramdef::OBJECT_PARAM_ST::burnSfxId { -1 } |
Combustion SFXID: 0.
SFX ID at the time of combustion: 0 (-1: No SFX)
int from::paramdef::OBJECT_PARAM_ST::burnSfxId_1 { -1 } |
Combustion SFXID: 1.
SFX ID at the time of combustion: 1 (-1: No SFX)
int from::paramdef::OBJECT_PARAM_ST::burnSfxId_2 { -1 } |
Combustion SFXID: 2.
SFX ID at the time of combustion: 2 (-1: No SFX)
int from::paramdef::OBJECT_PARAM_ST::burnSfxId_3 { -1 } |
Combustion SFXID: 3.
SFX ID at the time of combustion: 3 (-1: No SFX)
Burning time (seconds)
Burning time (seconds) (continues to burn at 0)
Camera avoidance setting.
What to do if an object blocks between the camera and player
Cross update distance (m)
Distance from the camera to update havokCloth (0: always update)
int from::paramdef::OBJECT_PARAM_ST::contactSeId { -1 } |
SE ID when contacting a player.
SE ID to play when touched by a local player operated by you (-1: Do not play)
Default LOD Param ID.
Default LOD Param ID (-1: None)
Defense power.
Attack power below this value is no damage
short from::paramdef::OBJECT_PARAM_ST::extRefTexId { -1 } |
Xref texture ID.
mAA / mAA_ ????. Tpf (-1: None) (AA: Area number)
Debris non-display time (seconds)
Time to hide debris (seconds)
Hidden debris Wait time (seconds)
Material ID of debris (-1: Do not hide)
short from::paramdef::OBJECT_PARAM_ST::hp { -1 } |
HP.
Durability until destruction (-1: Indestructible)
bool from::paramdef::OBJECT_PARAM_ST::isAddRigidImpulse_ByDamage |
Does the damage blow off the rigid body?
Does the damage blow the rigid body (0: do not blow, 1: blow)
bool from::paramdef::OBJECT_PARAM_ST::isAnimBreak |
Is it anime destruction?
Is it animation destruction (0: physical destruction, 1: animation destruction)
bool from::paramdef::OBJECT_PARAM_ST::isAnimPauseOnRemoPlay |
Do you want to stop the animation during the poly play?
Do you want to stop the animation during the poly play (0: not, 1: do)
bool from::paramdef::OBJECT_PARAM_ST::isAttackBacklash |
Do you play the attack.
Do you play the attack (0: do not play, 1: play)
bool from::paramdef::OBJECT_PARAM_ST::isBreak_ByChrRide |
Will it break if the character gets on it?
Will it break if the character gets on (0: it won't break 1: it will break)
bool from::paramdef::OBJECT_PARAM_ST::isBreakByEnemyCollide |
Will it be destroyed by an enemy character collision?
Broken when an enemy character touches (0: No, 1: Ru)
bool from::paramdef::OBJECT_PARAM_ST::isBreakByPlayerCollide |
Will it break in a player collision?
Broken when the player touches (0: no, 1:)
bool from::paramdef::OBJECT_PARAM_ST::isBurn |
Will it burn.
Will it burn (0: not, 1:)
bool from::paramdef::OBJECT_PARAM_ST::isCamHit |
Does the camera hit?
Does the camera hit (0: not hit, 1: hit)
bool from::paramdef::OBJECT_PARAM_ST::isChrHit |
Will the character win?
Does the character win (0: not hit, 1: hit)
bool from::paramdef::OBJECT_PARAM_ST::isDamageCover |
Do you want to shield the damage?
Whether to pass the damage to the other side when receiving damage (0: pass, 1: do not pass)
bool from::paramdef::OBJECT_PARAM_ST::isDamageNoHit |
Is it not damaged?
No damage (0: hit, 1: not hit)
bool from::paramdef::OBJECT_PARAM_ST::isDisableBreakForFirstAppear |
No destruction for initial appearance.
Broken at the initial appearance of the player (0: ru, 1: no)
bool from::paramdef::OBJECT_PARAM_ST::isLadder |
Is it a ladder?
Is it a ladder (0: different, 1: yes)
bool from::paramdef::OBJECT_PARAM_ST::isMoveObj |
Is it a moving object?
Is it a moving object (0: different, 1: yes)
bool from::paramdef::OBJECT_PARAM_ST::isPenetrationBulletHit |
Will it hit a penetrating bullet?
Will the penetrating bullet hit (0: not hit, 1: hit)
bool from::paramdef::OBJECT_PARAM_ST::isRopeBridge |
Is it a suspension bridge object?
Suspension bridge object (0: different, 1: yes)
int from::paramdef::OBJECT_PARAM_ST::LandTouchSfxId { -1 } |
SFX ID at the time of terrain contact.
SFX ID at terrain contact (-1: offset by terrain material)
Life of dynamically generated Obj (seconds)
Time until dynamically generated Obj disappears after generation (0: does not disappear)
short from::paramdef::OBJECT_PARAM_ST::materialId { -1 } |
Material ID.
Material ID. Treated the same as the floor material. When -1, the same behavior as before
Navi mesh flag.
Navigation mesh flag set from the object
Paint decal target size.
Paint decal target size (only powers of 0 to 4096 2 allowed)
int from::paramdef::OBJECT_PARAM_ST::refDrawParamId { -1 } |
Drawing parameter reference ID.
Reference ID of drawing parameter
Rigid body collision point distance coefficient [hard].
Rigid soft contact setting Collision point distance coefficient [hard]
Rigid body collision point distance coefficient [normal].
Rigid soft contact setting Collision point distance coefficient [Normal]
Rigid body collision point distance coefficient [soft].
Rigid body soft contact setting Collision point distance coefficient [soft]
int from::paramdef::OBJECT_PARAM_ST::soundBankId { -1 } |
Sound bank ID.
Sound bank ID (-1: no bank, other: bank with specified ID)
int from::paramdef::OBJECT_PARAM_ST::soundBreakSEId { -1 } |
Destruction sound SEID.
Destruction sound SEID (9 digits) -1: Generated from objId
int from::paramdef::OBJECT_PARAM_ST::waypointDummyPolyId_0 { -1 } |
Waypoint Damipoli ID_0.
Waypoint Damipoli ID_0 (-1: None)
int from::paramdef::OBJECT_PARAM_ST::waypointParamId_0 { -1 } |
Waypoint parameter ID_0.
Waypoint parameter ID_0 (-1: none)