libER 0.1.4.2
ELDEN RING API library
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OBJECT_PARAM_ST.hpp
1/* This file was automatically generated from XML paramdefs. */
2#pragma once
3
4namespace from {
5namespace paramdef {
16 short hp{ -1 };
17
23 unsigned short defense{ 0 };
24
30 short extRefTexId{ -1 };
31
38 short materialId{ -1 };
39
45 unsigned char animBreakIdMax{ 0 };
46
52 bool isCamHit : 1 { false };
53
59 bool isBreakByPlayerCollide : 1 { false };
60
67 bool isAnimBreak : 1 { false };
68
74 bool isPenetrationBulletHit : 1 { false };
75
81 bool isChrHit : 1 { true };
82
88 bool isAttackBacklash : 1 { true };
89
95 bool isDisableBreakForFirstAppear : 1 { false };
96
102 bool isLadder : 1 { false };
103
109 bool isAnimPauseOnRemoPlay : 1 { false };
110
116 bool isDamageNoHit : 1 { false };
117
123 bool isMoveObj : 1 { false };
124
130 bool isRopeBridge : 1 { false };
131
137 bool isAddRigidImpulse_ByDamage : 1 { false };
138
145 bool isBreak_ByChrRide : 1 { false };
146
152 bool isBurn : 1 { false };
153
159 bool isBreakByEnemyCollide : 1 { false };
160
166 signed char defaultLodParamId{ -1 };
167
173 int breakSfxId{ -1 };
174
181 int breakSfxCpId{ -1 };
182
190
198
205 unsigned char breakFallHeight{ 0 };
206
210 unsigned char windEffectType_0{ 0 };
211
215 unsigned char windEffectType_1{ 0 };
216
222 unsigned char camAvoidType{ 1 };
223
227 float windEffectRate_0{ 0.5f };
228
232 float windEffectRate_1{ 0.5f };
233
240 float breakStopTime{ 0.f };
241
247 float burnTime{ 0.f };
248
254 float burnBraekRate{ 0.5f };
255
261 int burnSfxId{ -1 };
262
268 int burnSfxId_1{ -1 };
269
275 int burnSfxId_2{ -1 };
276
282 int burnSfxId_3{ -1 };
283
291
299
307
315
321 unsigned short burnBulletInterval{ 30 };
322
328 unsigned char navimeshFlag{ 0 };
329
333 unsigned char collisionType{ 0 };
334
341
349
357
365
373
381
389
397
405
410
417
424
425 unsigned char pad_3[16];
426
434
441
448
454 int LandTouchSfxId{ -1 };
455
462 bool isDamageCover : 1 { false };
463
464 unsigned char pad_4[1];
465
471 unsigned short paintDecalTargetTextureSize{ 256 };
472
479 float lifeTime_forDC{ 0.f };
480
486 float clothUpdateDist{ 0.f };
487
494 int contactSeId{ -1 };
495
503
510
517
523 int soundBankId{ -1 };
524
530 int refDrawParamId{ -1 };
531
539
540 int reserved0{ -1 };
541
547 int soundBreakSEId{ -1 };
548
549 unsigned char pad_5[40];
550};
551
552}; // namespace paramdef
553}; // namespace from
This struct was automatically generated from XML paramdefs.
Definition OBJECT_PARAM_ST.hpp:10
float RigidPenetrationScale_Hard
Rigid body collision point distance coefficient [hard].
Definition OBJECT_PARAM_ST.hpp:447
float burnSfxDelayTimeMin_3
Combustion SFX generation delay Start time (seconds): 3.
Definition OBJECT_PARAM_ST.hpp:372
int soundBreakSEId
Destruction sound SEID.
Definition OBJECT_PARAM_ST.hpp:547
int burnBulletBehaviorId_2
Combustion bullet generation Behavior parameter: 2.
Definition OBJECT_PARAM_ST.hpp:306
unsigned short burnBulletInterval
Combustion bullet generation interval (frame)
Definition OBJECT_PARAM_ST.hpp:321
int breakSfxCpId
SFX Damipoli ID at the time of destruction.
Definition OBJECT_PARAM_ST.hpp:181
int waypointDummyPolyId_0
Waypoint Damipoli ID_0.
Definition OBJECT_PARAM_ST.hpp:509
bool isBreak_ByChrRide
Will it break if the character gets on it?
Definition OBJECT_PARAM_ST.hpp:145
bool isBreakByPlayerCollide
Will it break in a player collision?
Definition OBJECT_PARAM_ST.hpp:59
float windEffectRate_1
Wind coefficient (after destruction)
Definition OBJECT_PARAM_ST.hpp:232
float burnSfxDelayTimeMin_2
Combustion SFX generation delay Start time (seconds): 2.
Definition OBJECT_PARAM_ST.hpp:364
float burnSfxDelayTimeMin
Combustion SFX generation delay Start time (seconds): 0.
Definition OBJECT_PARAM_ST.hpp:348
float FragmentInvisibleWaitTime
Hidden debris Wait time (seconds)
Definition OBJECT_PARAM_ST.hpp:416
unsigned char windEffectType_1
Wind effect type (after destruction)
Definition OBJECT_PARAM_ST.hpp:215
short materialId
Material ID.
Definition OBJECT_PARAM_ST.hpp:38
int breakBulletCpId
Damipoli ID.
Definition OBJECT_PARAM_ST.hpp:197
bool isAnimPauseOnRemoPlay
Do you want to stop the animation during the poly play?
Definition OBJECT_PARAM_ST.hpp:109
bool isAddRigidImpulse_ByDamage
Does the damage blow off the rigid body?
Definition OBJECT_PARAM_ST.hpp:137
int BreakAiSoundID
AI sound ID generated at the time of destruction.
Definition OBJECT_PARAM_ST.hpp:409
bool isLadder
Is it a ladder?
Definition OBJECT_PARAM_ST.hpp:102
bool isDamageNoHit
Is it not damaged?
Definition OBJECT_PARAM_ST.hpp:116
bool isBreakByEnemyCollide
Will it be destroyed by an enemy character collision?
Definition OBJECT_PARAM_ST.hpp:159
bool isChrHit
Will the character win?
Definition OBJECT_PARAM_ST.hpp:81
float breakStopTime
Forced stop time after destruction.
Definition OBJECT_PARAM_ST.hpp:240
signed char defaultLodParamId
Default LOD Param ID.
Definition OBJECT_PARAM_ST.hpp:166
unsigned char breakFallHeight
Fall destruction height (m)
Definition OBJECT_PARAM_ST.hpp:205
float autoCreateDynamicOffsetHeight
Automatically generated appearance height offset [m].
Definition OBJECT_PARAM_ST.hpp:538
float clothUpdateDist
Cross update distance (m)
Definition OBJECT_PARAM_ST.hpp:486
float burnSfxDelayTimeMin_1
Combustion SFX generation delay Start time (seconds): 1.
Definition OBJECT_PARAM_ST.hpp:356
int burnSfxId_2
Combustion SFXID: 2.
Definition OBJECT_PARAM_ST.hpp:275
bool isRopeBridge
Is it a suspension bridge object?
Definition OBJECT_PARAM_ST.hpp:130
bool isPenetrationBulletHit
Will it hit a penetrating bullet?
Definition OBJECT_PARAM_ST.hpp:74
unsigned char windEffectType_0
Wind effect type (before destruction)
Definition OBJECT_PARAM_ST.hpp:210
short extRefTexId
Xref texture ID.
Definition OBJECT_PARAM_ST.hpp:30
unsigned char animBreakIdMax
Anime destruction ID maximum value.
Definition OBJECT_PARAM_ST.hpp:45
float RigidPenetrationScale_Soft
Rigid body collision point distance coefficient [soft].
Definition OBJECT_PARAM_ST.hpp:433
bool isBurn
Will it burn.
Definition OBJECT_PARAM_ST.hpp:152
unsigned char collisionType
Collision detection type.
Definition OBJECT_PARAM_ST.hpp:333
int burnSfxId_3
Combustion SFXID: 3.
Definition OBJECT_PARAM_ST.hpp:282
short hp
HP.
Definition OBJECT_PARAM_ST.hpp:16
float burnSfxDelayTimeMax_3
Combustion SFX generation delay End time (seconds): 3.
Definition OBJECT_PARAM_ST.hpp:404
bool isAnimBreak
Is it anime destruction?
Definition OBJECT_PARAM_ST.hpp:67
int waypointParamId_0
Waypoint parameter ID_0.
Definition OBJECT_PARAM_ST.hpp:516
int LandTouchSfxId
SFX ID at the time of terrain contact.
Definition OBJECT_PARAM_ST.hpp:454
int burnSfxId_1
Combustion SFXID: 1.
Definition OBJECT_PARAM_ST.hpp:268
float lifeTime_forDC
Life of dynamically generated Obj (seconds)
Definition OBJECT_PARAM_ST.hpp:479
bool isAttackBacklash
Do you play the attack.
Definition OBJECT_PARAM_ST.hpp:88
int burnBulletBehaviorId_1
Combustion bullet generation Behavior parameter: 1.
Definition OBJECT_PARAM_ST.hpp:298
int breakSfxId
SFX ID at the time of destruction.
Definition OBJECT_PARAM_ST.hpp:173
float burnSfxDelayTimeMax
Combustion SFX generation delay End time (seconds): 0.
Definition OBJECT_PARAM_ST.hpp:380
int breakBulletBehaviorId
Bomb generation at the time of destruction Action parameter ID.
Definition OBJECT_PARAM_ST.hpp:189
float burnSfxDelayTimeMax_2
Combustion SFX generation delay End time (seconds): 2.
Definition OBJECT_PARAM_ST.hpp:396
float burnTime
Burning time (seconds)
Definition OBJECT_PARAM_ST.hpp:247
int burnBulletBehaviorId_3
Combustion bullet generation Behavior parameters: 3.
Definition OBJECT_PARAM_ST.hpp:314
unsigned char navimeshFlag
Navi mesh flag.
Definition OBJECT_PARAM_ST.hpp:328
int refDrawParamId
Drawing parameter reference ID.
Definition OBJECT_PARAM_ST.hpp:530
unsigned short defense
Defense power.
Definition OBJECT_PARAM_ST.hpp:23
float RigidPenetrationScale_Normal
Rigid body collision point distance coefficient [normal].
Definition OBJECT_PARAM_ST.hpp:440
float FragmentInvisibleTime
Debris non-display time (seconds)
Definition OBJECT_PARAM_ST.hpp:423
float windEffectRate_0
Wind coefficient (before destruction)
Definition OBJECT_PARAM_ST.hpp:227
float burnBulletDelayTime
Combustion bullet generation delay time (seconds)
Definition OBJECT_PARAM_ST.hpp:340
unsigned char camAvoidType
Camera avoidance setting.
Definition OBJECT_PARAM_ST.hpp:222
int contactSeId
SE ID when contacting a player.
Definition OBJECT_PARAM_ST.hpp:494
float burnSfxDelayTimeMax_1
Combustion SFX generation delay End time (seconds): 1.
Definition OBJECT_PARAM_ST.hpp:388
int burnBulletBehaviorId
Combustion bullet generation Behavior parameter: 0.
Definition OBJECT_PARAM_ST.hpp:290
int burnSfxId
Combustion SFXID: 0.
Definition OBJECT_PARAM_ST.hpp:261
int breakLandingSfxId
SFX identifier when landing after destruction.
Definition OBJECT_PARAM_ST.hpp:502
bool isDisableBreakForFirstAppear
No destruction for initial appearance.
Definition OBJECT_PARAM_ST.hpp:95
bool isMoveObj
Is it a moving object?
Definition OBJECT_PARAM_ST.hpp:123
bool isCamHit
Does the camera hit?
Definition OBJECT_PARAM_ST.hpp:52
bool isDamageCover
Do you want to shield the damage?
Definition OBJECT_PARAM_ST.hpp:462
float burnBraekRate
Combustion fracture judgment progress.
Definition OBJECT_PARAM_ST.hpp:254
unsigned short paintDecalTargetTextureSize
Paint decal target size.
Definition OBJECT_PARAM_ST.hpp:471
int soundBankId
Sound bank ID.
Definition OBJECT_PARAM_ST.hpp:523