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libER 0.1.4.2
ELDEN RING API library
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This struct was automatically generated from XML paramdefs. More...
#include <MOVE_PARAM_ST.hpp>
Public Attributes | |
| int | stayId { -1 } |
| stand-by | |
| int | walkF { -1 } |
| Before walking. | |
| int | walkB { -1 } |
| After walking. | |
| int | walkL { -1 } |
| Walking left. | |
| int | walkR { -1 } |
| Walking right. | |
| int | dashF { -1 } |
| Before driving. | |
| int | dashB { -1 } |
| After running. | |
| int | dashL { -1 } |
| Driving left. | |
| int | dashR { -1 } |
| Driving right. | |
| int | superDash { -1 } |
| Dash move. | |
| int | escapeF { -1 } |
| Before emergency avoidance. | |
| int | escapeB { -1 } |
| After emergency avoidance. | |
| int | escapeL { -1 } |
| Emergency avoidance left. | |
| int | escapeR { -1 } |
| Emergency avoidance right. | |
| int | turnL { -1 } |
| 90 degree turn left | |
| int | trunR { -1 } |
| 90 degree turn right | |
| int | largeTurnL { -1 } |
| 180 degree turn left | |
| int | largeTurnR { -1 } |
| 180 degree turn right | |
| int | stepMove { -1 } |
| Step move. | |
| int | flyStay { -1 } |
| Flight standby. | |
| int | flyWalkF { -1 } |
| Flight advance. | |
| int | flyWalkFL { -1 } |
| Fly left forward. | |
| int | flyWalkFR { -1 } |
| Flight right forward. | |
| int | flyWalkFL2 { -1 } |
| Flight left forward 2. | |
| int | flyWalkFR2 { -1 } |
| Flight right forward 2. | |
| int | flyDashF { -1 } |
| High speed flight advance. | |
| int | flyDashFL { -1 } |
| High speed flight left forward. | |
| int | flyDashFR { -1 } |
| High speed flight right forward. | |
| int | flyDashFL2 { -1 } |
| High speed flight left forward 2. | |
| int | flyDashFR2 { -1 } |
| High speed flight right forward 2. | |
| int | dashEscapeF { -1 } |
| Before dash emergency avoidance. | |
| int | dashEscapeB { -1 } |
| After dash emergency avoidance. | |
| int | dashEscapeL { -1 } |
| Dash emergency avoidance left. | |
| int | dashEscapeR { -1 } |
| Dash emergency avoidance right. | |
| int | analogMoveParamId { -1 } |
| Analog moving para ID. | |
| unsigned char | turnNoAnimAngle { 0 } |
| No animation turning angle [deg]. | |
| unsigned char | turn45Angle { 0 } |
| 45 degree turning animation angle [deg] | |
| unsigned char | turn90Angle { 0 } |
| 90 degree turning animation angle [deg] | |
| unsigned char | turnWaitNoAnimAngle { 0 } |
| No animation when stopped Turning angle [deg]. | |
This struct was automatically generated from XML paramdefs.
| int from::paramdef::MOVE_PARAM_ST::analogMoveParamId { -1 } |
Analog moving para ID.
Mobile animation parameter ID used in mobile animation blend
| int from::paramdef::MOVE_PARAM_ST::flyDashFL { -1 } |
High speed flight left forward.
High-speed flight left forward. Low rotation
| int from::paramdef::MOVE_PARAM_ST::flyDashFL2 { -1 } |
High speed flight left forward 2.
High speed flight left forward 2. High rotation
| int from::paramdef::MOVE_PARAM_ST::flyDashFR { -1 } |
High speed flight right forward.
High speed flight right forward. Low rotation
| int from::paramdef::MOVE_PARAM_ST::flyDashFR2 { -1 } |
High speed flight right forward 2.
High speed flight right forward 2. High rotation
| int from::paramdef::MOVE_PARAM_ST::flyWalkFL { -1 } |
Fly left forward.
Fly left forward. Low rotation
| int from::paramdef::MOVE_PARAM_ST::flyWalkFL2 { -1 } |
Flight left forward 2.
Flight left forward 2. High rotation
| int from::paramdef::MOVE_PARAM_ST::flyWalkFR { -1 } |
Flight right forward.
Fly right forward. Low rotation
| int from::paramdef::MOVE_PARAM_ST::flyWalkFR2 { -1 } |
Flight right forward 2.
Flight right forward 2. High rotation
| int from::paramdef::MOVE_PARAM_ST::stepMove { -1 } |
Step move.
180 degree turn right
45 degree turning animation angle [deg]
If the turning angle is less than this value, the 45 degree turning animation will be played (only 2 bosses are valid).
90 degree turning animation angle [deg]
If the turning angle is less than this value, the 90 degree turning animation will be played (only the enemy turning control is effective).
No animation turning angle [deg].
If the turning angle is less than this value, the turning animation will not be played (only the enemy turning control is effective).
No animation when stopped Turning angle [deg].
If the turning angle is less than this value, the turning animation will not be played [when stopped] (only valid for 2 boss legs)