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

This struct was automatically generated from XML paramdefs. More...

#include <HIT_MTRL_PARAM_ST.hpp>

Public Attributes

float aiVolumeRate { 1.f }
 Sound radius magnification.
 
int spEffectIdOnHit0 { -1 }
 Special effect 0 applied when stepping on hit material.
 
int spEffectIdOnHit1 { -1 }
 Special effect applied when stepping on the hit material 1.
 
unsigned char footEffectHeightType: 2 { 0 }
 Foot effect height type.
 
unsigned char footEffectDirType: 2 { 0 }
 Foot effect orientation type.
 
unsigned char floorHeightType: 2 { 0 }
 Ground height type.
 
bool disableFallDamage: 1 { false }
 Is fall damage invalid?
 
bool isHardnessForSoundReverb: 1 { false }
 Is it a hard material for sound echo?
 
unsigned char hardnessType { 0 }
 Material hardness type.
 
int spEffectIdOnHit0_ClearCount_2 { -1 }
 Special effect applied when stepping on the hit material 0 2nd lap.
 
int spEffectIdOnHit0_ClearCount_3 { -1 }
 Special effect applied when stepping on the hit material 0 3rd lap.
 
int spEffectIdOnHit0_ClearCount_4 { -1 }
 Special effect applied when stepping on the hit material 0 4th lap.
 
int spEffectIdOnHit0_ClearCount_5 { -1 }
 Special effect applied when stepping on the hit material 0 5th lap.
 
int spEffectIdOnHit0_ClearCount_6 { -1 }
 Special effect applied when stepping on the hit material 0 6th lap.
 
int spEffectIdOnHit0_ClearCount_7 { -1 }
 Special effect applied when stepping on the hit material 0 7th lap.
 
int spEffectIdOnHit0_ClearCount_8 { -1 }
 Special effect applied when stepping on the hit material 0 8th lap.
 
int spEffectIdOnHit1_ClearCount_2 { -1 }
 Special effect applied when stepping on the hit material 1st lap.
 
int spEffectIdOnHit1_ClearCount_3 { -1 }
 Special effect applied when stepping on the hit material 1 3rd lap.
 
int spEffectIdOnHit1_ClearCount_4 { -1 }
 Special effect when stepping on the hit material 1 4th lap.
 
int spEffectIdOnHit1_ClearCount_5 { -1 }
 Special effect applied when stepping on the hit material 1 5th lap.
 
int spEffectIdOnHit1_ClearCount_6 { -1 }
 Special effect when stepping on the hit material 1 6th lap.
 
int spEffectIdOnHit1_ClearCount_7 { -1 }
 Special effect applied when stepping on the hit material 1 7th lap.
 
int spEffectIdOnHit1_ClearCount_8 { -1 }
 Special effect when stepping on the hit material 1 8th lap.
 
short replaceMateiralId_Rain { -1 }
 Hit material replacement (rain)
 
int spEffectId_forWet00 { -1 }
 Wet special effect ID_00.
 
int spEffectId_forWet01 { -1 }
 Wet special effect ID_01.
 
int spEffectId_forWet02 { -1 }
 Wet special effect ID_02.
 
int spEffectId_forWet03 { -1 }
 Wet special effect ID_03.
 
int spEffectId_forWet04 { -1 }
 Wet special effect ID_04.
 

Detailed Description

This struct was automatically generated from XML paramdefs.

Member Data Documentation

◆ aiVolumeRate

float from::paramdef::HIT_MTRL_PARAM_ST::aiVolumeRate { 1.f }

Sound radius magnification.

Normal when 1x. When set to 0, the radius of sound becomes 0 (SE and SFX are unrelated game-like parameters).

◆ disableFallDamage

bool from::paramdef::HIT_MTRL_PARAM_ST::disableFallDamage

Is fall damage invalid?

Set to 1 for floors that are not subject to fall damage

◆ floorHeightType

unsigned char from::paramdef::HIT_MTRL_PARAM_ST::floorHeightType

Ground height type.

For floating items such as the surface of the water

◆ footEffectDirType

unsigned char from::paramdef::HIT_MTRL_PARAM_ST::footEffectDirType

Foot effect orientation type.

Direction of foot effect

◆ footEffectHeightType

unsigned char from::paramdef::HIT_MTRL_PARAM_ST::footEffectHeightType

Foot effect height type.

Height to generate foot effect

◆ hardnessType

unsigned char from::paramdef::HIT_MTRL_PARAM_ST::hardnessType { 0 }

Material hardness type.

The hardness of the material. Used for soft contact processing of rigid bodies.

◆ isHardnessForSoundReverb

bool from::paramdef::HIT_MTRL_PARAM_ST::isHardnessForSoundReverb

Is it a hard material for sound echo?

Is it a hard material for sound echo? (0: soft, 1: hard)

◆ replaceMateiralId_Rain

short from::paramdef::HIT_MTRL_PARAM_ST::replaceMateiralId_Rain { -1 }

Hit material replacement (rain)

Hit material change destination ID due to weather (rain) (-1: No change)

◆ spEffectId_forWet00

int from::paramdef::HIT_MTRL_PARAM_ST::spEffectId_forWet00 { -1 }

Wet special effect ID_00.

Special effect for wetting 00

◆ spEffectId_forWet01

int from::paramdef::HIT_MTRL_PARAM_ST::spEffectId_forWet01 { -1 }

Wet special effect ID_01.

Special effects for wetting 01

◆ spEffectId_forWet02

int from::paramdef::HIT_MTRL_PARAM_ST::spEffectId_forWet02 { -1 }

Wet special effect ID_02.

Special effects for wetting 02

◆ spEffectId_forWet03

int from::paramdef::HIT_MTRL_PARAM_ST::spEffectId_forWet03 { -1 }

Wet special effect ID_03.

Special effects for wetting 03

◆ spEffectId_forWet04

int from::paramdef::HIT_MTRL_PARAM_ST::spEffectId_forWet04 { -1 }

Wet special effect ID_04.

Special effects for wetting 04

◆ spEffectIdOnHit0

int from::paramdef::HIT_MTRL_PARAM_ST::spEffectIdOnHit0 { -1 }

Special effect 0 applied when stepping on hit material.

When the character steps on the hit material, the set special effect 0 is exhibited.

◆ spEffectIdOnHit1

int from::paramdef::HIT_MTRL_PARAM_ST::spEffectIdOnHit1 { -1 }

Special effect applied when stepping on the hit material 1.

When the character steps on the hit material, the set special effect 1 is exhibited.

◆ spEffectIdOnHit1_ClearCount_4

int from::paramdef::HIT_MTRL_PARAM_ST::spEffectIdOnHit1_ClearCount_4 { -1 }

Special effect when stepping on the hit material 1 4th lap.

Special effect applied when stepping on the hit material 1 4th lap

◆ spEffectIdOnHit1_ClearCount_8

int from::paramdef::HIT_MTRL_PARAM_ST::spEffectIdOnHit1_ClearCount_8 { -1 }

Special effect when stepping on the hit material 1 8th lap.

Special effect applied when stepping on the hit material 1 8th lap


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