libER 0.1.4.2
ELDEN RING API library
|
This struct was automatically generated from XML paramdefs. More...
#include <MAP_DEFAULT_INFO_PARAM_ST.hpp>
Public Attributes | |
bool | disableParam_NT: 1 { false } |
Do you remove it from the NT version output? | |
unsigned char | disableParamReserve1: 7 |
Reserve for package output 1. | |
unsigned char | disableParamReserve2 [3] |
Reserve for package output 2. | |
unsigned int | EnableFastTravelEventFlagId { 0 } |
Fast travel permission flag ID. | |
int | WeatherLotTimeOffsetIngameSeconds { 0 } |
Weather lottery time offset (in-game seconds) | |
signed char | WeatherCreateAssetLimitId { -1 } |
ID for limiting the generation of weather generation assets. | |
unsigned char | MapAiSightType { 0 } |
Map visibility type. | |
unsigned char | SoundIndoorType { 0 } |
Sound indoor, complete indoor distribution. | |
signed char | ReverbDefaultType { -1 } |
Reverb default settings. | |
short | BgmPlaceInfo { 0 } |
Location information for BGM. | |
short | EnvPlaceInfo { 0 } |
Location information for environmental sounds. | |
int | MapAdditionalSoundBankId { -1 } |
Map addition bank ID. | |
short | MapHeightForSound { 0 } |
Map height information for sound [m]. | |
bool | IsEnableBlendTimezoneEnvmap { true } |
[For Legacy] Map Environment Map Time Blend Is Effective? | |
signed char | OverrideGIResolution_XSS { -1 } |
GI resolution overwrite setting _XSS platform. | |
float | MapLoHiChangeBorderDist_XZ { 40.f } |
Map high hit switching judgment AABB_width Depth (XZ) [m]. | |
float | MapLoHiChangeBorderDist_Y { 40.f } |
Map high hit switching judgment AABB_ height (Y) [m]. | |
float | MapLoHiChangePlayDist { 5.f } |
Map high hit switching judgment play distance [m]. | |
unsigned int | MapAutoDrawGroupBackFacePixelNum { 32400 } |
Number of pixels to be judged on the back side in automatic drawing group calculation. | |
float | PlayerLigntScale { 1.f } |
Player Light Intensity Scale Value. | |
bool | IsEnableTimezonnePlayerLigntScale { true } |
Does the Player light intensity scale change depending on the time zone? | |
bool | isDisableAutoCliffWind { false } |
Do you want to disable automatic cliff wind SE? | |
short | OpenChrActivateThreshold { -1 } |
Open character activation limit_evaluation value threshold. | |
int | MapMimicryEstablishmentParamId { -1 } |
Mimicry probability parameter ID by map. | |
signed char | OverrideGIResolution_XSX { -1 } |
GI resolution overwrite setting _XSX platform. | |
This struct was automatically generated from XML paramdefs.
short from::paramdef::MAP_DEFAULT_INFO_PARAM_ST::BgmPlaceInfo { 0 } |
Location information for BGM.
Specify location default information for BGM
bool from::paramdef::MAP_DEFAULT_INFO_PARAM_ST::disableParam_NT |
Do you remove it from the NT version output?
Parameters marked with ○ are excluded in the NT version package.
short from::paramdef::MAP_DEFAULT_INFO_PARAM_ST::EnvPlaceInfo { 0 } |
Location information for environmental sounds.
Specifies location default information for ambient sounds
Do you want to disable automatic cliff wind SE?
Do you want to disable automatic cliff wind SE? (SEQ15729)
[For Legacy] Map Environment Map Time Blend Is Effective?
Specifies whether to time blend the environment map. Only Texure in the 0th time zone is shot and used. GPU load and memory are reduced. This setting is valid only for Legacy (m00-m49) (SEQ16464).
Does the Player light intensity scale change depending on the time zone?
Does this map change the Player light intensity scale depending on the PC, PC horse resident light source, and time zone? (SEQ 16562)
int from::paramdef::MAP_DEFAULT_INFO_PARAM_ST::MapAdditionalSoundBankId { -1 } |
Map addition bank ID.
Specify the ID of the "map addition bank" of the sound to be additionally loaded (-1: no map addition bank) (SEQ15725)
short from::paramdef::MAP_DEFAULT_INFO_PARAM_ST::MapHeightForSound { 0 } |
Map height information for sound [m].
Map height information for sound [m] (SEQ15727)
Map high hit switching judgment AABB_width Depth (XZ) [m].
Map high hit switching judgment AABB_width Depth (XZ) [m] (SEQ16295)
Map high hit switching judgment AABB_ height (Y) [m].
Map high hit switching judgment AABB_ height (Y) [m] (SEQ16295)
Map high hit switching judgment play distance [m].
Map high hit switching judgment play distance [m]. Normally the default should be fine. For smaller AABB, adjust as needed. If the play is too small, switching will occur frequently. Not expected if larger than AABB size (SEQ 16295)
int from::paramdef::MAP_DEFAULT_INFO_PARAM_ST::MapMimicryEstablishmentParamId { -1 } |
Mimicry probability parameter ID by map.
Mimicry probability parameter ID by map (SEQ22471)
GI resolution overwrite setting _XSS platform.
Overwrites the GI resolution used in XSS (Xbox SeriesS, Lockhart)
GI resolution overwrite setting _XSX platform.
Overwrites the GI resolution used on XSX (Xbox Series X, Anaconda)
Player Light Intensity Scale Value.
Specify the scale to be applied to the PC and PC horse resident light source on this map (SEQ16562).
Reverb default settings.
Specifies the reverb default type for this map
Sound indoor, complete indoor distribution.
Set whether to divide the map GD setting "indoor" into "indoor" or "completely indoor" for sound (SEQ09833).
ID for limiting the generation of weather generation assets.
ID used to limit the generation of assets generated by the weather asset generation parameter .xlsm
int from::paramdef::MAP_DEFAULT_INFO_PARAM_ST::WeatherLotTimeOffsetIngameSeconds { 0 } |
Weather lottery time offset (in-game seconds)
Offset for weather lottery time (unit: in-game seconds). Divide by the in-game time scale of the game properties to get real time