libER 0.1.4.2
ELDEN RING API library
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This struct was automatically generated from XML paramdefs. More...
#include <AI_STANDARD_INFO_BANK.hpp>
Public Attributes | |
unsigned short | RadarRange { 20 } |
Recognition distance [m]. | |
unsigned char | RadarAngleX { 30 } |
Recognition angle X [deg]. | |
unsigned char | RadarAngleY { 60 } |
Recognition angle Y [deg]. | |
unsigned short | TerritorySize { 20 } |
Territory distance [m]. | |
unsigned char | ThreatBeforeAttackRate { 50 } |
Intimidation rate before attack [0-100]. | |
bool | ForceThreatOnFirstLocked { false } |
First recognition menacing. | |
unsigned short | Attack1_Distance { 0 } |
Attack 1 Maai [m]. | |
unsigned short | Attack1_Margin { 0 } |
Attack 1 Maai play [m]. | |
unsigned char | Attack1_Rate { 50 } |
Attack 1 ratio [0-100]. | |
unsigned char | Attack1_ActionID { 0 } |
Attack 1 type. | |
unsigned char | Attack1_DelayMin { 0 } |
Attack 1 Minimum delay time [frame]. | |
unsigned char | Attack1_DelayMax { 0 } |
Attack 1 Maximum delay time [frame]. | |
unsigned char | Attack1_ConeAngle { 30 } |
Attack 1 Attack permission Conical angle [deg]. | |
unsigned short | Attack2_Distance { 0 } |
Attack 2 Maai [m]. | |
unsigned short | Attack2_Margin { 0 } |
Attack 2 Maai play [m]. | |
unsigned char | Attack2_Rate { 50 } |
Attack 1 ratio [0-100]. | |
unsigned char | Attack2_ActionID { 0 } |
Attack 2 type. | |
unsigned char | Attack2_DelayMin { 0 } |
Attack 2 Minimum delay time [frame]. | |
unsigned char | Attack2_DelayMax { 0 } |
Attack 2 Maximum delay time [frame]. | |
unsigned char | Attack2_ConeAngle { 30 } |
Attack 2 Attack permission Conical angle [deg]. | |
unsigned short | Attack3_Distance { 0 } |
Attack 3 Maai [m]. | |
unsigned short | Attack3_Margin { 0 } |
Attack 3 Maai play [m]. | |
unsigned char | Attack3_Rate { 50 } |
Attack 1 ratio [0-100]. | |
unsigned char | Attack3_ActionID { 0 } |
Attack 3 types. | |
unsigned char | Attack3_DelayMin { 0 } |
Attack 3 Minimum delay time [frame]. | |
unsigned char | Attack3_DelayMax { 0 } |
Attack 3 Maximum delay time [frame]. | |
unsigned char | Attack3_ConeAngle { 30 } |
Attack 3 Attack permission Conical angle [deg]. | |
unsigned short | Attack4_Distance { 0 } |
Attack 4 Maai [m]. | |
unsigned short | Attack4_Margin { 0 } |
Attack 4 Maai play [m]. | |
unsigned char | Attack4_Rate { 50 } |
Attack 1 ratio [0-100]. | |
unsigned char | Attack4_ActionID { 0 } |
4 types of attacks | |
unsigned char | Attack4_DelayMin { 0 } |
Attack 4 Minimum delay time [frame]. | |
unsigned char | Attack4_DelayMax { 0 } |
Attack 4 Maximum delay time [frame]. | |
unsigned char | Attack4_ConeAngle { 30 } |
Attack 4 Attack permission Conical angle [deg]. | |
This struct was automatically generated from XML paramdefs.
Attack 1 type.
Types of attacks
Attack 1 Attack permission Conical angle [deg].
If the angle between the line-of-sight direction and the direction vector to the target is within this angle, the attack is OK.
Attack 1 Maximum delay time [frame].
The longest delay time from the time when an attack becomes possible to the time when an attack is possible.
Attack 1 Minimum delay time [frame].
The minimum delay time from the time when an attack becomes possible to the time when an attack is possible.
Attack 1 Maai [m].
Time to attack [m]
Attack 1 Maai play [m].
Play between attacks. Do not vibrate near the distance
Attack 1 ratio [0-100].
Frequency of attacks
Attack 2 type.
Types of attacks
Attack 2 Attack permission Conical angle [deg].
If the angle between the line-of-sight direction and the direction vector to the target is within this angle, the attack is OK.
Attack 2 Maximum delay time [frame].
The longest delay time from the time when an attack becomes possible to the time when an attack is possible.
Attack 2 Minimum delay time [frame].
The minimum delay time from the time when an attack becomes possible to the time when an attack is possible.
Attack 2 Maai [m].
Time to attack [m]
Attack 2 Maai play [m].
Play between attacks. Do not vibrate near the distance
Attack 1 ratio [0-100].
Frequency of attacks
Attack 3 types.
Types of attacks
Attack 3 Attack permission Conical angle [deg].
If the angle between the line-of-sight direction and the direction vector to the target is within this angle, the attack is OK.
Attack 3 Maximum delay time [frame].
The longest delay time from the time when an attack becomes possible to the time when an attack is possible.
Attack 3 Minimum delay time [frame].
The minimum delay time from the time when an attack becomes possible to the time when an attack is possible.
Attack 3 Maai [m].
Time to attack [m]
Attack 3 Maai play [m].
Play between attacks. Do not vibrate near the distance
Attack 1 ratio [0-100].
Frequency of attacks
4 types of attacks
Types of attacks
Attack 4 Attack permission Conical angle [deg].
If the angle between the line-of-sight direction and the direction vector to the target is within this angle, the attack is OK.
Attack 4 Maximum delay time [frame].
The longest delay time from the time when an attack becomes possible to the time when an attack is possible.
Attack 4 Minimum delay time [frame].
The minimum delay time from the time when an attack becomes possible to the time when an attack is possible.
Attack 4 Maai [m].
Time to attack [m]
Attack 4 Maai play [m].
Play between attacks. Do not vibrate near the distance
Attack 1 ratio [0-100].
Frequency of attacks
First recognition menacing.
Whether to intimidate when recognizing the first player
Recognition angle X [deg].
X angle for recognizing hostile characters: The current line-of-sight direction is 0 degrees, and the top is +.
Recognition angle Y [deg].
Y angle for recognizing hostile characters: The current line-of-sight direction is 0 degrees, and the right is +.
Recognition distance [m].
Distance to recognize hostile characters
Territory distance [m].
The distance of your territory. If the recognizing player deviates from this distance, it will return to the initial position.
Intimidation rate before attack [0-100].
Probability of threatening before attack