libER 0.1.4.2
ELDEN RING API library
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Public Attributes | List of all members
from::paramdef::AI_STANDARD_INFO_BANK Struct Reference

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].
 

Detailed Description

This struct was automatically generated from XML paramdefs.

Member Data Documentation

◆ Attack1_ActionID

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack1_ActionID { 0 }

Attack 1 type.

Types of attacks

◆ Attack1_ConeAngle

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack1_ConeAngle { 30 }

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.

◆ Attack1_DelayMax

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack1_DelayMax { 0 }

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.

◆ Attack1_DelayMin

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack1_DelayMin { 0 }

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.

◆ Attack1_Distance

unsigned short from::paramdef::AI_STANDARD_INFO_BANK::Attack1_Distance { 0 }

Attack 1 Maai [m].

Time to attack [m]

◆ Attack1_Margin

unsigned short from::paramdef::AI_STANDARD_INFO_BANK::Attack1_Margin { 0 }

Attack 1 Maai play [m].

Play between attacks. Do not vibrate near the distance

◆ Attack1_Rate

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack1_Rate { 50 }

Attack 1 ratio [0-100].

Frequency of attacks

◆ Attack2_ActionID

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack2_ActionID { 0 }

Attack 2 type.

Types of attacks

◆ Attack2_ConeAngle

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack2_ConeAngle { 30 }

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.

◆ Attack2_DelayMax

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack2_DelayMax { 0 }

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.

◆ Attack2_DelayMin

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack2_DelayMin { 0 }

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.

◆ Attack2_Distance

unsigned short from::paramdef::AI_STANDARD_INFO_BANK::Attack2_Distance { 0 }

Attack 2 Maai [m].

Time to attack [m]

◆ Attack2_Margin

unsigned short from::paramdef::AI_STANDARD_INFO_BANK::Attack2_Margin { 0 }

Attack 2 Maai play [m].

Play between attacks. Do not vibrate near the distance

◆ Attack2_Rate

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack2_Rate { 50 }

Attack 1 ratio [0-100].

Frequency of attacks

◆ Attack3_ActionID

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack3_ActionID { 0 }

Attack 3 types.

Types of attacks

◆ Attack3_ConeAngle

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack3_ConeAngle { 30 }

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.

◆ Attack3_DelayMax

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack3_DelayMax { 0 }

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.

◆ Attack3_DelayMin

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack3_DelayMin { 0 }

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.

◆ Attack3_Distance

unsigned short from::paramdef::AI_STANDARD_INFO_BANK::Attack3_Distance { 0 }

Attack 3 Maai [m].

Time to attack [m]

◆ Attack3_Margin

unsigned short from::paramdef::AI_STANDARD_INFO_BANK::Attack3_Margin { 0 }

Attack 3 Maai play [m].

Play between attacks. Do not vibrate near the distance

◆ Attack3_Rate

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack3_Rate { 50 }

Attack 1 ratio [0-100].

Frequency of attacks

◆ Attack4_ActionID

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack4_ActionID { 0 }

4 types of attacks

Types of attacks

◆ Attack4_ConeAngle

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack4_ConeAngle { 30 }

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.

◆ Attack4_DelayMax

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack4_DelayMax { 0 }

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.

◆ Attack4_DelayMin

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack4_DelayMin { 0 }

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.

◆ Attack4_Distance

unsigned short from::paramdef::AI_STANDARD_INFO_BANK::Attack4_Distance { 0 }

Attack 4 Maai [m].

Time to attack [m]

◆ Attack4_Margin

unsigned short from::paramdef::AI_STANDARD_INFO_BANK::Attack4_Margin { 0 }

Attack 4 Maai play [m].

Play between attacks. Do not vibrate near the distance

◆ Attack4_Rate

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::Attack4_Rate { 50 }

Attack 1 ratio [0-100].

Frequency of attacks

◆ ForceThreatOnFirstLocked

bool from::paramdef::AI_STANDARD_INFO_BANK::ForceThreatOnFirstLocked { false }

First recognition menacing.

Whether to intimidate when recognizing the first player

◆ RadarAngleX

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::RadarAngleX { 30 }

Recognition angle X [deg].

X angle for recognizing hostile characters: The current line-of-sight direction is 0 degrees, and the top is +.

◆ RadarAngleY

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::RadarAngleY { 60 }

Recognition angle Y [deg].

Y angle for recognizing hostile characters: The current line-of-sight direction is 0 degrees, and the right is +.

◆ RadarRange

unsigned short from::paramdef::AI_STANDARD_INFO_BANK::RadarRange { 20 }

Recognition distance [m].

Distance to recognize hostile characters

◆ TerritorySize

unsigned short from::paramdef::AI_STANDARD_INFO_BANK::TerritorySize { 20 }

Territory distance [m].

The distance of your territory. If the recognizing player deviates from this distance, it will return to the initial position.

◆ ThreatBeforeAttackRate

unsigned char from::paramdef::AI_STANDARD_INFO_BANK::ThreatBeforeAttackRate { 50 }

Intimidation rate before attack [0-100].

Probability of threatening before attack


The documentation for this struct was generated from the following file: