libER 0.1.4.2
ELDEN RING API library
|
This struct was automatically generated from XML paramdefs. More...
#include <ATK_PARAM_ST.hpp>
Public Attributes | |
float | hit0_Radius { 0.f } |
0 radius per | |
float | hit1_Radius { 0.f } |
1 radius per | |
float | hit2_Radius { 0.f } |
2 radii per | |
float | hit3_Radius { 0.f } |
3 radii per | |
float | knockbackDist { 0.f } |
Knockback distance [m]. | |
float | hitStopTime { 0.f } |
Hit stop time [s]. | |
int | spEffectId0 { -1 } |
Special effects 0. | |
int | spEffectId1 { -1 } |
Special effect 1. | |
int | spEffectId2 { -1 } |
Special effect 2. | |
int | spEffectId3 { -1 } |
Special effect 3. | |
int | spEffectId4 { -1 } |
Special effect 4. | |
short | hit0_DmyPoly1 { 0 } |
Per 0 Damipoli 1. | |
short | hit1_DmyPoly1 { 0 } |
1 per Damipoli 1 | |
short | hit2_DmyPoly1 { 0 } |
2 per Damipoli 1 | |
short | hit3_DmyPoly1 { 0 } |
3 per Damipoli 1 | |
short | hit0_DmyPoly2 { 0 } |
Per 0 Damipoli 2. | |
short | hit1_DmyPoly2 { 0 } |
1 per Damipoli 2 | |
short | hit2_DmyPoly2 { 0 } |
2 per Damipoli 2 | |
short | hit3_DmyPoly2 { 0 } |
3 per Damipoli 2 | |
unsigned short | blowingCorrection { 0 } |
Blow-off correction value. | |
unsigned short | atkPhysCorrection { 0 } |
Physical attack power correction value. | |
unsigned short | atkMagCorrection { 0 } |
Magic attack power correction value. | |
unsigned short | atkFireCorrection { 0 } |
Fire attack power correction value. | |
unsigned short | atkThunCorrection { 0 } |
Electric shock attack power correction value. | |
unsigned short | atkStamCorrection { 0 } |
Stamina attack power correction value. | |
unsigned short | guardAtkRateCorrection { 0 } |
Repellent attack power correction value. | |
unsigned short | guardBreakCorrection { 0 } |
Repellent defense correction value. | |
unsigned short | atkThrowEscapeCorrection { 0 } |
Throw-through attack power correction value. | |
unsigned char | subCategory1 { 0 } |
Subcategory 1. | |
unsigned char | subCategory2 { 0 } |
Subcategory 2. | |
unsigned short | atkPhys { 0 } |
Physical attack power. | |
unsigned short | atkMag { 0 } |
Magic attack power. | |
unsigned short | atkFire { 0 } |
Fire attack power. | |
unsigned short | atkThun { 0 } |
Electric shock attack power. | |
unsigned short | atkStam { 0 } |
Stamina attack power. | |
unsigned short | guardAtkRate { 0 } |
Repellent attack power. | |
unsigned short | guardBreakRate { 0 } |
Repellent defense. | |
bool | isEnableCalcDamageForBushesObj { false } |
Can damage bushes. | |
unsigned short | atkThrowEscape { 0 } |
Throw-through attack power. | |
unsigned short | atkObj { 0 } |
Object attack power. | |
short | guardStaminaCutRate { 0 } |
Stamina cut rate correction when guarding. | |
short | guardRate { 0 } |
Guard magnification. | |
unsigned short | throwTypeId { 0 } |
Throw type ID. | |
unsigned char | hit0_hitType { 0 } |
0 parts per | |
unsigned char | hit1_hitType { 0 } |
1 part per part | |
unsigned char | hit2_hitType { 0 } |
2 parts per | |
unsigned char | hit3_hitType { 0 } |
3 parts per | |
unsigned char | hti0_Priority { 0 } |
0 Priority per | |
unsigned char | hti1_Priority { 0 } |
1 priority per | |
unsigned char | hti2_Priority { 0 } |
2 priorities per | |
unsigned char | hti3_Priority { 0 } |
3 priorities per | |
unsigned char | dmgLevel { 0 } |
Damage level. | |
unsigned char | mapHitType { 0 } |
See per map. | |
signed char | guardCutCancelRate { 0 } |
Guard cut rate invalidation factor. | |
unsigned char | atkAttribute { 0 } |
Physical attributes. | |
unsigned char | spAttribute { 0 } |
Special attributes. | |
unsigned char | atkType { 0 } |
Attack attribute [SFX / SE]. | |
unsigned char | atkMaterial { 0 } |
Attack material [SFX / SE]. | |
unsigned char | guardRangeType { 0 } |
Guard judgment position. | |
unsigned short | defSeMaterial1 { 0 } |
Defensive material 1 [SE]. | |
unsigned char | hitSourceType { 0 } |
Source per. | |
unsigned char | throwFlag { 0 } |
Throw. | |
bool | disableGuard: 1 { false } |
Unguardable flag. | |
bool | disableStaminaAttack: 1 { false } |
Stamina does not decrease. | |
bool | disableHitSpEffect: 1 { false } |
Special effects disabled on hit. | |
bool | IgnoreNotifyMissSwingForAI: 1 { false } |
Do not notify AI of missed swing. | |
bool | repeatHitSfx: 1 { false } |
Do you issue SFX many times during HIT? | |
bool | isArrowAtk: 1 { false } |
Is it an arrow attack? | |
bool | isGhostAtk: 1 { false } |
Is it a ghost attack? | |
bool | isDisableNoDamage: 1 { false } |
Do you penetrate invincible. | |
signed char | atkPow_forSfx { 0 } |
Attack strength [SFX]. | |
signed char | atkDir_forSfx { 0 } |
Attack direction [SFX]. | |
bool | opposeTarget: 1 { true } |
Target: ● Hostile. | |
bool | friendlyTarget: 1 { false } |
Target: ○ Allies. | |
bool | selfTarget: 1 { false } |
Target: myself. | |
bool | isCheckDoorPenetration: 1 { false } |
Do you want to check the door penetration? | |
bool | isVsRideAtk: 1 { false } |
Is it a riding special attack? | |
bool | isAddBaseAtk: 1 { false } |
Do you refer to the additional attack power even in weapon attacks? | |
bool | excludeThreatLvNotify: 1 { false } |
Is it excluded from threat level notification? | |
unsigned char | atkBehaviorId { 0 } |
Behavior identification value 1. | |
signed char | atkPow_forSe { 0 } |
Attack strength [SE]. | |
float | atkSuperArmor { 0.f } |
SA attack power. | |
int | decalId1 { -1 } |
Decal ID 1 (directly specified) | |
int | decalId2 { -1 } |
Decal ID 2 (directly specified) | |
int | AppearAiSoundId { 0 } |
AI sound ID when it occurs. | |
int | HitAiSoundId { 0 } |
AI sound ID on hit. | |
int | HitRumbleId { -1 } |
Vibration effect on hit (-1 invalid) | |
int | HitRumbleIdByNormal { -1 } |
Vibration ID when the tip hits. | |
int | HitRumbleIdByMiddle { -1 } |
Vibration ID when hit in the middle. | |
int | HitRumbleIdByRoot { -1 } |
Vibration ID at the time of root hit. | |
int | traceSfxId0 { -1 } |
Sword Flash SfxID_0. | |
int | traceDmyIdHead0 { -1 } |
Root Sword Flash Damipoli ID_0. | |
int | traceDmyIdTail0 { -1 } |
Sword tip sword flash Damipoli ID_0. | |
int | traceSfxId1 { -1 } |
Sword Flash SfxID_1. | |
int | traceDmyIdHead1 { -1 } |
Root Sword Flash Damipoli ID_1. | |
int | traceDmyIdTail1 { -1 } |
Sword tip sword flash Damipoli ID_1. | |
int | traceSfxId2 { -1 } |
Sword Flash SfxID_2. | |
int | traceDmyIdHead2 { -1 } |
Root Sword Flash Damipoli ID_2. | |
int | traceDmyIdTail2 { -1 } |
Sword tip sword flash Damipoli ID_2. | |
int | traceSfxId3 { -1 } |
Sword Flash SfxID_3. | |
int | traceDmyIdHead3 { -1 } |
Root Sword Flash Damipoli ID_3. | |
int | traceDmyIdTail3 { -1 } |
Sword tip sword flash Damipoli ID_3. | |
int | traceSfxId4 { -1 } |
Sword Flash SfxID_4. | |
int | traceDmyIdHead4 { -1 } |
Root Sword Flash Damipoli ID_4. | |
int | traceDmyIdTail4 { -1 } |
Sword tip sword flash Damipoli ID_4. | |
int | traceSfxId5 { -1 } |
Sword Flash SfxID_5. | |
int | traceDmyIdHead5 { -1 } |
Root Sword Flash Damipoli ID_5. | |
int | traceDmyIdTail5 { -1 } |
Sword tip sword flash Damipoli ID_5. | |
int | traceSfxId6 { -1 } |
Sword Flash SfxID_6. | |
int | traceDmyIdHead6 { -1 } |
Root Sword Flash Damipoli ID_6. | |
int | traceDmyIdTail6 { -1 } |
Sword tip sword flash Damipoli ID_6. | |
int | traceSfxId7 { -1 } |
Sword Flash SfxID_7. | |
int | traceDmyIdHead7 { -1 } |
Root Sword Flash Damipoli ID_7. | |
int | traceDmyIdTail7 { -1 } |
Sword tip sword flash Damipoli ID_7. | |
float | hit4_Radius { 0.f } |
4 radii per | |
float | hit5_Radius { 0.f } |
5 radii per | |
float | hit6_Radius { 0.f } |
6 radii per | |
float | hit7_Radius { 0.f } |
7 radii per | |
float | hit8_Radius { 0.f } |
8 radii per | |
float | hit9_Radius { 0.f } |
9 radii per | |
float | hit10_Radius { 0.f } |
10 radii per | |
float | hit11_Radius { 0.f } |
11 radii per | |
float | hit12_Radius { 0.f } |
12 radii per | |
float | hit13_Radius { 0.f } |
13 radii per | |
float | hit14_Radius { 0.f } |
14 radii per | |
float | hit15_Radius { 0.f } |
15 radii per | |
short | hit4_DmyPoly1 { 0 } |
4 per Damipoli 1 | |
short | hit5_DmyPoly1 { 0 } |
5 per Damipoli 1 | |
short | hit6_DmyPoly1 { 0 } |
6 per Damipoli 1 | |
short | hit7_DmyPoly1 { 0 } |
7 per Damipoli 1 | |
short | hit8_DmyPoly1 { 0 } |
8 Damipoli per 1 | |
short | hit9_DmyPoly1 { 0 } |
9 per Damipoli 1 | |
short | hit10_DmyPoly1 { 0 } |
10 per Damipoli 1 | |
short | hit11_DmyPoly1 { 0 } |
Per 11 Damipoli 1. | |
short | hit12_DmyPoly1 { 0 } |
12 per Damipoli 1 | |
short | hit13_DmyPoly1 { 0 } |
13 Damipoli per 1 | |
short | hit14_DmyPoly1 { 0 } |
Per 14 Damipoli 1. | |
short | hit15_DmyPoly1 { 0 } |
15 per Damipoli 1 | |
short | hit4_DmyPoly2 { 0 } |
4 per Damipoli 2 | |
short | hit5_DmyPoly2 { 0 } |
5 Damipoli 2 per | |
short | hit6_DmyPoly2 { 0 } |
6 Damipoli 2 per | |
short | hit7_DmyPoly2 { 0 } |
7 Damipoli 2 per | |
short | hit8_DmyPoly2 { 0 } |
8 per Damipoli 2 | |
short | hit9_DmyPoly2 { 0 } |
9 Damipoli per 2 | |
short | hit10_DmyPoly2 { 0 } |
10 per Damipoli 2 | |
short | hit11_DmyPoly2 { 0 } |
Per 11 Damipoli 2. | |
short | hit12_DmyPoly2 { 0 } |
12 per Damipoli 2 | |
short | hit13_DmyPoly2 { 0 } |
Per 13 Damipoli 2. | |
short | hit14_DmyPoly2 { 0 } |
Per 14 Damipoli 2. | |
short | hit15_DmyPoly2 { 0 } |
15 per Damipoli 2 | |
unsigned char | hit4_hitType { 0 } |
4 parts per | |
unsigned char | hit5_hitType { 0 } |
5 parts per | |
unsigned char | hit6_hitType { 0 } |
6 parts per | |
unsigned char | hit7_hitType { 0 } |
7 parts per | |
unsigned char | hit8_hitType { 0 } |
8 parts per | |
unsigned char | hit9_hitType { 0 } |
9 parts per | |
unsigned char | hit10_hitType { 0 } |
10 parts per | |
unsigned char | hit11_hitType { 0 } |
11 parts per | |
unsigned char | hit12_hitType { 0 } |
12 parts per | |
unsigned char | hit13_hitType { 0 } |
13 parts per | |
unsigned char | hit14_hitType { 0 } |
14 parts per | |
unsigned char | hit15_hitType { 0 } |
15 parts per | |
unsigned char | hti4_Priority { 0 } |
4 priorities per | |
unsigned char | hti5_Priority { 0 } |
5 priorities per | |
unsigned char | hti6_Priority { 0 } |
6 priorities per | |
unsigned char | hti7_Priority { 0 } |
7 priorities per | |
unsigned char | hti8_Priority { 0 } |
8 priorities per | |
unsigned char | hti9_Priority { 0 } |
9 priorities per | |
unsigned char | hti10_Priority { 0 } |
10 priorities per | |
unsigned char | hti11_Priority { 0 } |
11 priorities per | |
unsigned char | hti12_Priority { 0 } |
12 priorities per | |
unsigned char | hti13_Priority { 0 } |
13 priorities per | |
unsigned char | hti14_Priority { 0 } |
14 priorities per | |
unsigned char | hti15_Priority { 0 } |
15 priorities per | |
unsigned short | defSfxMaterial1 { 0 } |
Defensive material 1 [SFX]. | |
unsigned short | defSeMaterial2 { 0 } |
Defensive material 2 [SE]. | |
unsigned short | defSfxMaterial2 { 0 } |
Defensive material 2 [SFX]. | |
unsigned short | atkDarkCorrection { 0 } |
Dark attack power correction value. | |
unsigned short | atkDark { 0 } |
Dark attack power. | |
bool | isDisableParry: 1 { true } |
Attack contact parry judgment invalid. | |
bool | isDisableBothHandsAtkBonus: 1 { false } |
Is the attack power bonus invalid when holding both hands? | |
bool | isInvalidatedByNoDamageInAir: 1 { false } |
Will it be disabled with limited invincibility (only in the air)? | |
signed char | dmgLevel_vsPlayer { 0 } |
Damage level vs. player. | |
unsigned short | statusAilmentAtkPowerCorrectRate { 100 } |
Abnormal state attack power magnification correction. | |
unsigned short | spEffectAtkPowerCorrectRate_byPoint { 100 } |
Special effects attack power multiplier correction (attack power points) | |
unsigned short | spEffectAtkPowerCorrectRate_byRate { 100 } |
Special effect attack power multiplier correction (attack power multiplier) | |
unsigned short | spEffectAtkPowerCorrectRate_byDmg { 100 } |
Special effect attack power multiplier correction (final attack power multiplier) | |
unsigned char | atkBehaviorId_2 { 0 } |
Behavior identification value 2. | |
unsigned char | throwDamageAttribute { 0 } |
Throw damage attribute. | |
unsigned short | statusAilmentAtkPowerCorrectRate_byPoint { 100 } |
Special effect status abnormality correction (attack power point) | |
int | overwriteAttackElementCorrectId { -1 } |
Attack attribute correction ID overwrite. | |
short | decalBaseId1 { -1 } |
Decal identifier 1. | |
short | decalBaseId2 { -1 } |
Decal identifier 2. | |
unsigned short | wepRegainHpScale { 100 } |
Weapon regain amount correction value. | |
unsigned short | atkRegainHp { 0 } |
Amount of attack regain. | |
float | regainableTimeScale { 1.f } |
Regainable time correction factor. | |
float | regainableHpRateScale { 1.f } |
Regainable rate correction factor. | |
signed char | regainableSlotId { -1 } |
Same attack judgment ID. | |
unsigned char | spAttributeVariationValue { 0 } |
Special attribute variation value. | |
short | parryForwardOffset { 0 } |
Front angle offset of parry establishment condition. | |
float | atkSuperArmorCorrection { 0.f } |
SA attack power correction value. | |
unsigned char | defSfxMaterialVariationValue { 0 } |
Defensive material variation value. | |
int | finalDamageRateId { 0 } |
finalDamageRateId | |
unsigned char | subCategory3 { 0 } |
subCategory3 | |
unsigned char | subCategory4 { 0 } |
subCategory4 | |
This struct was automatically generated from XML paramdefs.
int from::paramdef::ATK_PARAM_ST::AppearAiSoundId { 0 } |
AI sound ID when it occurs.
ID of AI sound generated when an attack occurs
Physical attributes.
Physical attributes to set for attacks
Behavior identification value 1.
Behavior identification value: Extra large damage transition
Behavior identification value 2.
Behavior identification value: Plays damage motion only at specific times
Dark attack power.
NPCs only. Additional damage from dark attacks
Dark attack power correction value.
PC only. Multiply the dark attack power (in the case of a bow, correct the missile)
Fire attack power.
NPCs only. Additional damage from fire attacks
Fire attack power correction value.
PC only. Multiply the fire attack power (in the case of a bow, correct the missile)
Magic attack power.
NPCs only. Additional damage from magic attacks
Magic attack power correction value.
PC only. Multiply the magic attack power (in the case of a bow, correct the missile)
Attack material [SFX / SE].
Specify SFX / SE at the time of attack (1 set by attribute, material, size)
Object attack power.
Attack power against OBJ
Physical attack power.
NPCs only. Basic damage of physical attack
Physical attack power correction value.
PC only. Multiplier by multiplying the basic physical attack power
Stamina attack power.
NPCs only. Amount of damage to enemy (player) stamina
Stamina attack power correction value.
PC only. Multiplier for stamina attack power
SA attack power.
NPCs only. Value used for SA break calculation formula
SA attack power correction value.
PC only. Correction value to be applied to the [basic value] set for the weapon
Throw-through attack power correction value.
Weapon correction value for throw-through attacks
Electric shock attack power.
NPCs only. Additional damage from electric shock attacks
Electric shock attack power correction value.
PC only. Multiplier for electric shock attack power (in the case of a bow, correct the missile)
Attack attribute [SFX / SE].
Specify SFX / SE at the time of attack (1 set by attribute, material, size)
Blow-off correction value.
Correction value when blowing off
short from::paramdef::ATK_PARAM_ST::decalBaseId1 { -1 } |
Decal identifier 1.
Decal identifier 1 (3 digits)
short from::paramdef::ATK_PARAM_ST::decalBaseId2 { -1 } |
Decal identifier 2.
Decal identifier 2 (3 digits)
Defensive material 1 [SE].
Used for SE when guarding 1
Defensive material 2 [SE].
Used for SE when guarding 2
Defensive material 1 [SFX].
Used for SFX when guarding. 1
Defensive material 2 [SFX].
Used for SFX when guarding. 2
Defensive material variation value.
A value to have variations of damage SFX and SE in combination with "defense material 1 or 2" used when guarding. (SEQ16473)
bool from::paramdef::ATK_PARAM_ST::disableGuard |
Unguardable flag.
If 1, ignore the guard on the guard side and enter the damage level
bool from::paramdef::ATK_PARAM_ST::disableHitSpEffect |
Special effects disabled on hit.
Disables special effects when an attack hits. SCE bug countermeasures
bool from::paramdef::ATK_PARAM_ST::disableStaminaAttack |
Stamina does not decrease.
"Destruction judgment" is performed by stamina attack power, but stamina is not actually reduced.
Damage level.
Which damage motion should be played against the enemy when attacking? To decide.
Damage level vs. player.
Damage level to the player. If it is "0 (default)", it is not used. The meaning of the range other than "0 (default)" is the same as "Damage level".
Repellent attack power.
NPCs only. Flick value
Repellent attack power correction value.
PC only. 1 only
Repellent defense correction value.
PC only. Multiplying the base value by the repelling of the attack
Repellent defense.
NPCs only. Value used to determine if an attack is repelled
Guard cut rate invalidation factor.
Guard cut rate invalidation ratio (-100 to 100) → Normal at 0 / Completely invalidated at -100 / Doubles the defense effect of the opponent at 100 → -50, 100% cut shield becomes 50% cut Become
short from::paramdef::ATK_PARAM_ST::guardRate { 0 } |
Guard magnification.
NPC, the guard performance set in the weapon parameter is uniformly corrected. 0, 1x / 100, 2x / -100, guard multiplier = (guard multiplier / 100) to increase / decrease the parameter to 0. + 1)
short from::paramdef::ATK_PARAM_ST::guardStaminaCutRate { 0 } |
Stamina cut rate correction when guarding.
Correct the [stamina cut rate when guarding] set in the weapon parameter and NPC parameter.
short from::paramdef::ATK_PARAM_ST::hit0_DmyPoly1 { 0 } |
Per 0 Damipoli 1.
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit0_DmyPoly2 { 0 } |
Per 0 Damipoli 2.
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit10_DmyPoly1 { 0 } |
10 per Damipoli 1
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit10_DmyPoly2 { 0 } |
10 per Damipoli 2
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit11_DmyPoly1 { 0 } |
Per 11 Damipoli 1.
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit11_DmyPoly2 { 0 } |
Per 11 Damipoli 2.
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit12_DmyPoly1 { 0 } |
12 per Damipoli 1
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit12_DmyPoly2 { 0 } |
12 per Damipoli 2
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit13_DmyPoly1 { 0 } |
13 Damipoli per 1
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit13_DmyPoly2 { 0 } |
Per 13 Damipoli 2.
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit14_DmyPoly1 { 0 } |
Per 14 Damipoli 1.
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit14_DmyPoly2 { 0 } |
Per 14 Damipoli 2.
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit15_DmyPoly1 { 0 } |
15 per Damipoli 1
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit15_DmyPoly2 { 0 } |
15 per Damipoli 2
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit1_DmyPoly1 { 0 } |
1 per Damipoli 1
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit1_DmyPoly2 { 0 } |
1 per Damipoli 2
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit2_DmyPoly1 { 0 } |
2 per Damipoli 1
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit2_DmyPoly2 { 0 } |
2 per Damipoli 2
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit3_DmyPoly1 { 0 } |
3 per Damipoli 1
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit3_DmyPoly2 { 0 } |
3 per Damipoli 2
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit4_DmyPoly1 { 0 } |
4 per Damipoli 1
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit4_DmyPoly2 { 0 } |
4 per Damipoli 2
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit5_DmyPoly1 { 0 } |
5 per Damipoli 1
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit5_DmyPoly2 { 0 } |
5 Damipoli 2 per
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit6_DmyPoly1 { 0 } |
6 per Damipoli 1
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit6_DmyPoly2 { 0 } |
6 Damipoli 2 per
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit7_DmyPoly1 { 0 } |
7 per Damipoli 1
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit7_DmyPoly2 { 0 } |
7 Damipoli 2 per
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit8_DmyPoly1 { 0 } |
8 Damipoli per 1
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit8_DmyPoly2 { 0 } |
8 per Damipoli 2
The position of another point on the capsule Damipoli. -1 makes it a sphere
short from::paramdef::ATK_PARAM_ST::hit9_DmyPoly1 { 0 } |
9 per Damipoli 1
Damipoli in sphere, capsule position
short from::paramdef::ATK_PARAM_ST::hit9_DmyPoly2 { 0 } |
9 Damipoli per 2
The position of another point on the capsule Damipoli. -1 makes it a sphere
int from::paramdef::ATK_PARAM_ST::HitAiSoundId { 0 } |
AI sound ID on hit.
ID of AI sound generated at the time of hit
int from::paramdef::ATK_PARAM_ST::HitRumbleId { -1 } |
Vibration effect on hit (-1 invalid)
Vibration ID at the time of hit (-1 invalid). It is a vibration ID when none of the following three applies
int from::paramdef::ATK_PARAM_ST::HitRumbleIdByMiddle { -1 } |
Vibration ID when hit in the middle.
Vibration ID at the time of hit when hit in the middle (-1 invalid)
int from::paramdef::ATK_PARAM_ST::HitRumbleIdByNormal { -1 } |
Vibration ID when the tip hits.
Vibration ID at the time of hit when hitting the tip (-1 invalid)
int from::paramdef::ATK_PARAM_ST::HitRumbleIdByRoot { -1 } |
Vibration ID at the time of root hit.
Vibration ID at the time of hit when hitting the root (-1 invalid)
Source per.
Where do you get the Damipoli ID per attack? To specify
0 Priority per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
10 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
11 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
12 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
13 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
14 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
15 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
1 priority per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
2 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
3 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
4 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
5 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
6 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
7 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
8 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
9 priorities per
priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.
bool from::paramdef::ATK_PARAM_ST::isArrowAtk |
Is it an arrow attack?
Used for site damage judgment.
bool from::paramdef::ATK_PARAM_ST::isCheckDoorPenetration |
Do you want to check the door penetration?
Whether to check the door penetration. In the case of ○, it is judged whether or not the target through the door can be attacked.
bool from::paramdef::ATK_PARAM_ST::isDisableBothHandsAtkBonus |
Is the attack power bonus invalid when holding both hands?
Avoid using the 1.5x growth status adaptation with both hands
bool from::paramdef::ATK_PARAM_ST::isDisableNoDamage |
Do you penetrate invincible.
Ignore invincible effects such as steps, TAE's complete invincibility cannot be ignored.
bool from::paramdef::ATK_PARAM_ST::isDisableParry |
Attack contact parry judgment invalid.
This is a flag to disable the new parry control. A process that determines that the damage on the attacking side has been parried when it comes into contact with a character in the parry state on the defending side.
Can damage bushes.
Do you want to calculate damage for assets that are "Break due to bush damage"? To set. 〇: Calculate, ×: Do not calculate (that is, you cannot inflict damage) [GR] SEQ20617
bool from::paramdef::ATK_PARAM_ST::isGhostAtk |
Is it a ghost attack?
Used for determining spirit damage.
bool from::paramdef::ATK_PARAM_ST::isInvalidatedByNoDamageInAir |
Will it be disabled with limited invincibility (only in the air)?
If "Do you want to penetrate invincibility" is ◯, this setting will be ignored.
bool from::paramdef::ATK_PARAM_ST::isVsRideAtk |
Is it a riding special attack?
If you hit the target of the riding special attack while riding, the SA damage will be multiplied by the multiplier.
See per map.
Which map do you see around the attack? The set
int from::paramdef::ATK_PARAM_ST::overwriteAttackElementCorrectId { -1 } |
Attack attribute correction ID overwrite.
For overwriting the ID of the parameter that corrects the attack attribute
short from::paramdef::ATK_PARAM_ST::parryForwardOffset { 0 } |
Front angle offset of parry establishment condition.
Front angle offset of [collapsed side] of parry establishment condition
bool from::paramdef::ATK_PARAM_ST::repeatHitSfx |
Do you issue SFX many times during HIT?
Enemy only: Does SFX occur continuously when hitting a wall?
Special attributes.
Special attributes to set for attacks
Special attribute variation value.
Value for giving variation to SFX and SE generated by special attribute in combination with "special attribute" (SEQ16473)
Special effect attack power multiplier correction (final attack power multiplier)
Attack side of special effect: ~ ~ Performs magnification correction for damage multiplier.
Special effects attack power multiplier correction (attack power points)
Magnification correction is performed for the special effect ~ ~ attack power [point].
Special effect attack power multiplier correction (attack power multiplier)
Magnification is corrected for the special effect's attack power multiplier.
int from::paramdef::ATK_PARAM_ST::spEffectId0 { -1 } |
Special effects 0.
Enter the ID created with the special effects parameter
int from::paramdef::ATK_PARAM_ST::spEffectId1 { -1 } |
Special effect 1.
Enter the ID created with the special effects parameter
int from::paramdef::ATK_PARAM_ST::spEffectId2 { -1 } |
Special effect 2.
Enter the ID created with the special effects parameter
int from::paramdef::ATK_PARAM_ST::spEffectId3 { -1 } |
Special effect 3.
Enter the ID created with the special effects parameter
int from::paramdef::ATK_PARAM_ST::spEffectId4 { -1 } |
Special effect 4.
Enter the ID created with the special effects parameter
Abnormal state attack power magnification correction.
Magnification correction is performed for the abnormal state attack power of special effects.
Special effect status abnormality correction (attack power point)
Magnification correction is performed for the special effect "Whether to apply the abnormal state attack power magnification correction".
Throw damage attribute.
Attribute of throw damage of attack judgment. Corresponding special effects will be applied. It works only when the attack ATK_PATAM_THROWFLAG_TYPE is "2: Throw".
Throw.
Flag used for throwing information
Throw type ID.
ID associated with the throw parameter
int from::paramdef::ATK_PARAM_ST::traceDmyIdHead0 { -1 } |
Root Sword Flash Damipoli ID_0.
Sword flash root Damipoli ID_0 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceDmyIdHead1 { -1 } |
Root Sword Flash Damipoli ID_1.
Sword Flash Root Damipoli ID_1 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceDmyIdHead2 { -1 } |
Root Sword Flash Damipoli ID_2.
Sword Flash Root Damipoli ID_2 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceDmyIdHead3 { -1 } |
Root Sword Flash Damipoli ID_3.
Sword flash root Damipoli ID_3 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceDmyIdHead4 { -1 } |
Root Sword Flash Damipoli ID_4.
Sword flash root Damipoli ID_4 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceDmyIdHead5 { -1 } |
Root Sword Flash Damipoli ID_5.
Sword Flash Root Damipoli ID_5 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceDmyIdHead6 { -1 } |
Root Sword Flash Damipoli ID_6.
Sword Flash Root Damipoli ID_6 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceDmyIdHead7 { -1 } |
Root Sword Flash Damipoli ID_7.
Sword Flash Root Damipoli ID_7 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceDmyIdTail0 { -1 } |
Sword tip sword flash Damipoli ID_0.
Sword Flash Sword Tip Damipoli ID_0
int from::paramdef::ATK_PARAM_ST::traceDmyIdTail1 { -1 } |
Sword tip sword flash Damipoli ID_1.
Sword Flash Sword Tip Damipoli ID_1
int from::paramdef::ATK_PARAM_ST::traceDmyIdTail2 { -1 } |
Sword tip sword flash Damipoli ID_2.
Sword Flash Sword Tip Damipoli ID_2
int from::paramdef::ATK_PARAM_ST::traceDmyIdTail3 { -1 } |
Sword tip sword flash Damipoli ID_3.
Sword Flash Sword Tip Damipoli ID_3
int from::paramdef::ATK_PARAM_ST::traceDmyIdTail4 { -1 } |
Sword tip sword flash Damipoli ID_4.
Sword Flash Sword Tip Damipoli ID_4
int from::paramdef::ATK_PARAM_ST::traceDmyIdTail5 { -1 } |
Sword tip sword flash Damipoli ID_5.
Sword Flash Sword Tip Damipoli ID_5
int from::paramdef::ATK_PARAM_ST::traceDmyIdTail6 { -1 } |
Sword tip sword flash Damipoli ID_6.
Sword Flash Sword Tip Damipoli ID_6
int from::paramdef::ATK_PARAM_ST::traceDmyIdTail7 { -1 } |
Sword tip sword flash Damipoli ID_7.
Sword Flash Sword Tip Damipoli ID_7
int from::paramdef::ATK_PARAM_ST::traceSfxId0 { -1 } |
Sword Flash SfxID_0.
Sword flash SfxID_0 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceSfxId1 { -1 } |
Sword Flash SfxID_1.
Sword flash SfxID_1 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceSfxId2 { -1 } |
Sword Flash SfxID_2.
Sword flash SfxID_2 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceSfxId3 { -1 } |
Sword Flash SfxID_3.
Sword Flash SfxID_3 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceSfxId4 { -1 } |
Sword Flash SfxID_4.
Sword Flash SfxID_4 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceSfxId5 { -1 } |
Sword Flash SfxID_5.
Sword Flash SfxID_5 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceSfxId6 { -1 } |
Sword Flash SfxID_6.
Sword Flash SfxID_6 (-1 invalid)
int from::paramdef::ATK_PARAM_ST::traceSfxId7 { -1 } |
Sword Flash SfxID_7.
Sword Flash SfxID_7 (-1 invalid)