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

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
 

Detailed Description

This struct was automatically generated from XML paramdefs.

Member Data Documentation

◆ AppearAiSoundId

int from::paramdef::ATK_PARAM_ST::AppearAiSoundId { 0 }

AI sound ID when it occurs.

ID of AI sound generated when an attack occurs

◆ atkAttribute

unsigned char from::paramdef::ATK_PARAM_ST::atkAttribute { 0 }

Physical attributes.

Physical attributes to set for attacks

◆ atkBehaviorId

unsigned char from::paramdef::ATK_PARAM_ST::atkBehaviorId { 0 }

Behavior identification value 1.

Behavior identification value: Extra large damage transition

◆ atkBehaviorId_2

unsigned char from::paramdef::ATK_PARAM_ST::atkBehaviorId_2 { 0 }

Behavior identification value 2.

Behavior identification value: Plays damage motion only at specific times

◆ atkDark

unsigned short from::paramdef::ATK_PARAM_ST::atkDark { 0 }

Dark attack power.

NPCs only. Additional damage from dark attacks

◆ atkDarkCorrection

unsigned short from::paramdef::ATK_PARAM_ST::atkDarkCorrection { 0 }

Dark attack power correction value.

PC only. Multiply the dark attack power (in the case of a bow, correct the missile)

◆ atkFire

unsigned short from::paramdef::ATK_PARAM_ST::atkFire { 0 }

Fire attack power.

NPCs only. Additional damage from fire attacks

◆ atkFireCorrection

unsigned short from::paramdef::ATK_PARAM_ST::atkFireCorrection { 0 }

Fire attack power correction value.

PC only. Multiply the fire attack power (in the case of a bow, correct the missile)

◆ atkMag

unsigned short from::paramdef::ATK_PARAM_ST::atkMag { 0 }

Magic attack power.

NPCs only. Additional damage from magic attacks

◆ atkMagCorrection

unsigned short from::paramdef::ATK_PARAM_ST::atkMagCorrection { 0 }

Magic attack power correction value.

PC only. Multiply the magic attack power (in the case of a bow, correct the missile)

◆ atkMaterial

unsigned char from::paramdef::ATK_PARAM_ST::atkMaterial { 0 }

Attack material [SFX / SE].

Specify SFX / SE at the time of attack (1 set by attribute, material, size)

◆ atkObj

unsigned short from::paramdef::ATK_PARAM_ST::atkObj { 0 }

Object attack power.

Attack power against OBJ

◆ atkPhys

unsigned short from::paramdef::ATK_PARAM_ST::atkPhys { 0 }

Physical attack power.

NPCs only. Basic damage of physical attack

◆ atkPhysCorrection

unsigned short from::paramdef::ATK_PARAM_ST::atkPhysCorrection { 0 }

Physical attack power correction value.

PC only. Multiplier by multiplying the basic physical attack power

◆ atkStam

unsigned short from::paramdef::ATK_PARAM_ST::atkStam { 0 }

Stamina attack power.

NPCs only. Amount of damage to enemy (player) stamina

◆ atkStamCorrection

unsigned short from::paramdef::ATK_PARAM_ST::atkStamCorrection { 0 }

Stamina attack power correction value.

PC only. Multiplier for stamina attack power

◆ atkSuperArmor

float from::paramdef::ATK_PARAM_ST::atkSuperArmor { 0.f }

SA attack power.

NPCs only. Value used for SA break calculation formula

◆ atkSuperArmorCorrection

float from::paramdef::ATK_PARAM_ST::atkSuperArmorCorrection { 0.f }

SA attack power correction value.

PC only. Correction value to be applied to the [basic value] set for the weapon

◆ atkThrowEscapeCorrection

unsigned short from::paramdef::ATK_PARAM_ST::atkThrowEscapeCorrection { 0 }

Throw-through attack power correction value.

Weapon correction value for throw-through attacks

◆ atkThun

unsigned short from::paramdef::ATK_PARAM_ST::atkThun { 0 }

Electric shock attack power.

NPCs only. Additional damage from electric shock attacks

◆ atkThunCorrection

unsigned short from::paramdef::ATK_PARAM_ST::atkThunCorrection { 0 }

Electric shock attack power correction value.

PC only. Multiplier for electric shock attack power (in the case of a bow, correct the missile)

◆ atkType

unsigned char from::paramdef::ATK_PARAM_ST::atkType { 0 }

Attack attribute [SFX / SE].

Specify SFX / SE at the time of attack (1 set by attribute, material, size)

◆ blowingCorrection

unsigned short from::paramdef::ATK_PARAM_ST::blowingCorrection { 0 }

Blow-off correction value.

Correction value when blowing off

◆ decalBaseId1

short from::paramdef::ATK_PARAM_ST::decalBaseId1 { -1 }

Decal identifier 1.

Decal identifier 1 (3 digits)

◆ decalBaseId2

short from::paramdef::ATK_PARAM_ST::decalBaseId2 { -1 }

Decal identifier 2.

Decal identifier 2 (3 digits)

◆ defSeMaterial1

unsigned short from::paramdef::ATK_PARAM_ST::defSeMaterial1 { 0 }

Defensive material 1 [SE].

Used for SE when guarding 1

◆ defSeMaterial2

unsigned short from::paramdef::ATK_PARAM_ST::defSeMaterial2 { 0 }

Defensive material 2 [SE].

Used for SE when guarding 2

◆ defSfxMaterial1

unsigned short from::paramdef::ATK_PARAM_ST::defSfxMaterial1 { 0 }

Defensive material 1 [SFX].

Used for SFX when guarding. 1

◆ defSfxMaterial2

unsigned short from::paramdef::ATK_PARAM_ST::defSfxMaterial2 { 0 }

Defensive material 2 [SFX].

Used for SFX when guarding. 2

◆ defSfxMaterialVariationValue

unsigned char from::paramdef::ATK_PARAM_ST::defSfxMaterialVariationValue { 0 }

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)

◆ disableGuard

bool from::paramdef::ATK_PARAM_ST::disableGuard

Unguardable flag.

If 1, ignore the guard on the guard side and enter the damage level

◆ disableHitSpEffect

bool from::paramdef::ATK_PARAM_ST::disableHitSpEffect

Special effects disabled on hit.

Disables special effects when an attack hits. SCE bug countermeasures

◆ disableStaminaAttack

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.

◆ dmgLevel

unsigned char from::paramdef::ATK_PARAM_ST::dmgLevel { 0 }

Damage level.

Which damage motion should be played against the enemy when attacking? To decide.

◆ dmgLevel_vsPlayer

signed char from::paramdef::ATK_PARAM_ST::dmgLevel_vsPlayer { 0 }

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".

◆ guardAtkRate

unsigned short from::paramdef::ATK_PARAM_ST::guardAtkRate { 0 }

Repellent attack power.

NPCs only. Flick value

◆ guardAtkRateCorrection

unsigned short from::paramdef::ATK_PARAM_ST::guardAtkRateCorrection { 0 }

Repellent attack power correction value.

PC only. 1 only

◆ guardBreakCorrection

unsigned short from::paramdef::ATK_PARAM_ST::guardBreakCorrection { 0 }

Repellent defense correction value.

PC only. Multiplying the base value by the repelling of the attack

◆ guardBreakRate

unsigned short from::paramdef::ATK_PARAM_ST::guardBreakRate { 0 }

Repellent defense.

NPCs only. Value used to determine if an attack is repelled

◆ guardCutCancelRate

signed char from::paramdef::ATK_PARAM_ST::guardCutCancelRate { 0 }

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

◆ guardRate

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)

◆ guardStaminaCutRate

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.

◆ hit0_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit0_DmyPoly1 { 0 }

Per 0 Damipoli 1.

Damipoli in sphere, capsule position

◆ hit0_DmyPoly2

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

◆ hit0_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit0_hitType { 0 }

0 parts per

Hit part

◆ hit0_Radius

float from::paramdef::ATK_PARAM_ST::hit0_Radius { 0.f }

0 radius per

Sphere, capsule radius

◆ hit10_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit10_DmyPoly1 { 0 }

10 per Damipoli 1

Damipoli in sphere, capsule position

◆ hit10_DmyPoly2

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

◆ hit10_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit10_hitType { 0 }

10 parts per

Hit part

◆ hit10_Radius

float from::paramdef::ATK_PARAM_ST::hit10_Radius { 0.f }

10 radii per

Sphere, capsule radius

◆ hit11_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit11_DmyPoly1 { 0 }

Per 11 Damipoli 1.

Damipoli in sphere, capsule position

◆ hit11_DmyPoly2

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

◆ hit11_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit11_hitType { 0 }

11 parts per

Hit part

◆ hit11_Radius

float from::paramdef::ATK_PARAM_ST::hit11_Radius { 0.f }

11 radii per

Sphere, capsule radius

◆ hit12_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit12_DmyPoly1 { 0 }

12 per Damipoli 1

Damipoli in sphere, capsule position

◆ hit12_DmyPoly2

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

◆ hit12_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit12_hitType { 0 }

12 parts per

Hit part

◆ hit12_Radius

float from::paramdef::ATK_PARAM_ST::hit12_Radius { 0.f }

12 radii per

Sphere, capsule radius

◆ hit13_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit13_DmyPoly1 { 0 }

13 Damipoli per 1

Damipoli in sphere, capsule position

◆ hit13_DmyPoly2

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

◆ hit13_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit13_hitType { 0 }

13 parts per

Hit part

◆ hit13_Radius

float from::paramdef::ATK_PARAM_ST::hit13_Radius { 0.f }

13 radii per

Sphere, capsule radius

◆ hit14_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit14_DmyPoly1 { 0 }

Per 14 Damipoli 1.

Damipoli in sphere, capsule position

◆ hit14_DmyPoly2

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

◆ hit14_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit14_hitType { 0 }

14 parts per

Hit part

◆ hit14_Radius

float from::paramdef::ATK_PARAM_ST::hit14_Radius { 0.f }

14 radii per

Sphere, capsule radius

◆ hit15_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit15_DmyPoly1 { 0 }

15 per Damipoli 1

Damipoli in sphere, capsule position

◆ hit15_DmyPoly2

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

◆ hit15_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit15_hitType { 0 }

15 parts per

Hit part

◆ hit15_Radius

float from::paramdef::ATK_PARAM_ST::hit15_Radius { 0.f }

15 radii per

Sphere, capsule radius

◆ hit1_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit1_DmyPoly1 { 0 }

1 per Damipoli 1

Damipoli in sphere, capsule position

◆ hit1_DmyPoly2

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

◆ hit1_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit1_hitType { 0 }

1 part per part

Hit part

◆ hit1_Radius

float from::paramdef::ATK_PARAM_ST::hit1_Radius { 0.f }

1 radius per

Sphere, capsule radius

◆ hit2_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit2_DmyPoly1 { 0 }

2 per Damipoli 1

Damipoli in sphere, capsule position

◆ hit2_DmyPoly2

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

◆ hit2_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit2_hitType { 0 }

2 parts per

Hit part

◆ hit2_Radius

float from::paramdef::ATK_PARAM_ST::hit2_Radius { 0.f }

2 radii per

Sphere, capsule radius

◆ hit3_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit3_DmyPoly1 { 0 }

3 per Damipoli 1

Damipoli in sphere, capsule position

◆ hit3_DmyPoly2

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

◆ hit3_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit3_hitType { 0 }

3 parts per

Hit part

◆ hit3_Radius

float from::paramdef::ATK_PARAM_ST::hit3_Radius { 0.f }

3 radii per

Sphere, capsule radius

◆ hit4_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit4_DmyPoly1 { 0 }

4 per Damipoli 1

Damipoli in sphere, capsule position

◆ hit4_DmyPoly2

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

◆ hit4_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit4_hitType { 0 }

4 parts per

Hit part

◆ hit4_Radius

float from::paramdef::ATK_PARAM_ST::hit4_Radius { 0.f }

4 radii per

Sphere, capsule radius

◆ hit5_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit5_DmyPoly1 { 0 }

5 per Damipoli 1

Damipoli in sphere, capsule position

◆ hit5_DmyPoly2

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

◆ hit5_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit5_hitType { 0 }

5 parts per

Hit part

◆ hit5_Radius

float from::paramdef::ATK_PARAM_ST::hit5_Radius { 0.f }

5 radii per

Sphere, capsule radius

◆ hit6_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit6_DmyPoly1 { 0 }

6 per Damipoli 1

Damipoli in sphere, capsule position

◆ hit6_DmyPoly2

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

◆ hit6_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit6_hitType { 0 }

6 parts per

Hit part

◆ hit6_Radius

float from::paramdef::ATK_PARAM_ST::hit6_Radius { 0.f }

6 radii per

Sphere, capsule radius

◆ hit7_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit7_DmyPoly1 { 0 }

7 per Damipoli 1

Damipoli in sphere, capsule position

◆ hit7_DmyPoly2

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

◆ hit7_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit7_hitType { 0 }

7 parts per

Hit part

◆ hit7_Radius

float from::paramdef::ATK_PARAM_ST::hit7_Radius { 0.f }

7 radii per

Sphere, capsule radius

◆ hit8_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit8_DmyPoly1 { 0 }

8 Damipoli per 1

Damipoli in sphere, capsule position

◆ hit8_DmyPoly2

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

◆ hit8_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit8_hitType { 0 }

8 parts per

Hit part

◆ hit8_Radius

float from::paramdef::ATK_PARAM_ST::hit8_Radius { 0.f }

8 radii per

Sphere, capsule radius

◆ hit9_DmyPoly1

short from::paramdef::ATK_PARAM_ST::hit9_DmyPoly1 { 0 }

9 per Damipoli 1

Damipoli in sphere, capsule position

◆ hit9_DmyPoly2

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

◆ hit9_hitType

unsigned char from::paramdef::ATK_PARAM_ST::hit9_hitType { 0 }

9 parts per

Hit part

◆ hit9_Radius

float from::paramdef::ATK_PARAM_ST::hit9_Radius { 0.f }

9 radii per

Sphere, capsule radius

◆ HitAiSoundId

int from::paramdef::ATK_PARAM_ST::HitAiSoundId { 0 }

AI sound ID on hit.

ID of AI sound generated at the time of hit

◆ HitRumbleId

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

◆ HitRumbleIdByMiddle

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)

◆ HitRumbleIdByNormal

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)

◆ HitRumbleIdByRoot

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)

◆ hitSourceType

unsigned char from::paramdef::ATK_PARAM_ST::hitSourceType { 0 }

Source per.

Where do you get the Damipoli ID per attack? To specify

◆ hitStopTime

float from::paramdef::ATK_PARAM_ST::hitStopTime { 0.f }

Hit stop time [s].

Hit stop stop time [s]

◆ hti0_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti0_Priority { 0 }

0 Priority per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti10_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti10_Priority { 0 }

10 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti11_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti11_Priority { 0 }

11 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti12_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti12_Priority { 0 }

12 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti13_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti13_Priority { 0 }

13 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti14_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti14_Priority { 0 }

14 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti15_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti15_Priority { 0 }

15 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti1_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti1_Priority { 0 }

1 priority per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti2_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti2_Priority { 0 }

2 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti3_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti3_Priority { 0 }

3 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti4_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti4_Priority { 0 }

4 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti5_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti5_Priority { 0 }

5 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti6_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti6_Priority { 0 }

6 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti7_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti7_Priority { 0 }

7 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti8_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti8_Priority { 0 }

8 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ hti9_Priority

unsigned char from::paramdef::ATK_PARAM_ST::hti9_Priority { 0 }

9 priorities per

priority. If there are two or more hits at the same time, the one with the higher priority will be adopted.

◆ isArrowAtk

bool from::paramdef::ATK_PARAM_ST::isArrowAtk

Is it an arrow attack?

Used for site damage judgment.

◆ isCheckDoorPenetration

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.

◆ isDisableBothHandsAtkBonus

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

◆ isDisableNoDamage

bool from::paramdef::ATK_PARAM_ST::isDisableNoDamage

Do you penetrate invincible.

Ignore invincible effects such as steps, TAE's complete invincibility cannot be ignored.

◆ isDisableParry

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.

◆ isEnableCalcDamageForBushesObj

bool from::paramdef::ATK_PARAM_ST::isEnableCalcDamageForBushesObj { false }

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

◆ isGhostAtk

bool from::paramdef::ATK_PARAM_ST::isGhostAtk

Is it a ghost attack?

Used for determining spirit damage.

◆ isInvalidatedByNoDamageInAir

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.

◆ isVsRideAtk

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.

◆ mapHitType

unsigned char from::paramdef::ATK_PARAM_ST::mapHitType { 0 }

See per map.

Which map do you see around the attack? The set

◆ overwriteAttackElementCorrectId

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

◆ parryForwardOffset

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

◆ repeatHitSfx

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?

◆ spAttribute

unsigned char from::paramdef::ATK_PARAM_ST::spAttribute { 0 }

Special attributes.

Special attributes to set for attacks

◆ spAttributeVariationValue

unsigned char from::paramdef::ATK_PARAM_ST::spAttributeVariationValue { 0 }

Special attribute variation value.

Value for giving variation to SFX and SE generated by special attribute in combination with "special attribute" (SEQ16473)

◆ spEffectAtkPowerCorrectRate_byDmg

unsigned short from::paramdef::ATK_PARAM_ST::spEffectAtkPowerCorrectRate_byDmg { 100 }

Special effect attack power multiplier correction (final attack power multiplier)

Attack side of special effect: ~ ~ Performs magnification correction for damage multiplier.

◆ spEffectAtkPowerCorrectRate_byPoint

unsigned short from::paramdef::ATK_PARAM_ST::spEffectAtkPowerCorrectRate_byPoint { 100 }

Special effects attack power multiplier correction (attack power points)

Magnification correction is performed for the special effect ~ ~ attack power [point].

◆ spEffectAtkPowerCorrectRate_byRate

unsigned short from::paramdef::ATK_PARAM_ST::spEffectAtkPowerCorrectRate_byRate { 100 }

Special effect attack power multiplier correction (attack power multiplier)

Magnification is corrected for the special effect's attack power multiplier.

◆ spEffectId0

int from::paramdef::ATK_PARAM_ST::spEffectId0 { -1 }

Special effects 0.

Enter the ID created with the special effects parameter

◆ spEffectId1

int from::paramdef::ATK_PARAM_ST::spEffectId1 { -1 }

Special effect 1.

Enter the ID created with the special effects parameter

◆ spEffectId2

int from::paramdef::ATK_PARAM_ST::spEffectId2 { -1 }

Special effect 2.

Enter the ID created with the special effects parameter

◆ spEffectId3

int from::paramdef::ATK_PARAM_ST::spEffectId3 { -1 }

Special effect 3.

Enter the ID created with the special effects parameter

◆ spEffectId4

int from::paramdef::ATK_PARAM_ST::spEffectId4 { -1 }

Special effect 4.

Enter the ID created with the special effects parameter

◆ statusAilmentAtkPowerCorrectRate

unsigned short from::paramdef::ATK_PARAM_ST::statusAilmentAtkPowerCorrectRate { 100 }

Abnormal state attack power magnification correction.

Magnification correction is performed for the abnormal state attack power of special effects.

◆ statusAilmentAtkPowerCorrectRate_byPoint

unsigned short from::paramdef::ATK_PARAM_ST::statusAilmentAtkPowerCorrectRate_byPoint { 100 }

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".

◆ throwDamageAttribute

unsigned char from::paramdef::ATK_PARAM_ST::throwDamageAttribute { 0 }

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".

◆ throwFlag

unsigned char from::paramdef::ATK_PARAM_ST::throwFlag { 0 }

Throw.

Flag used for throwing information

◆ throwTypeId

unsigned short from::paramdef::ATK_PARAM_ST::throwTypeId { 0 }

Throw type ID.

ID associated with the throw parameter

◆ traceDmyIdHead0

int from::paramdef::ATK_PARAM_ST::traceDmyIdHead0 { -1 }

Root Sword Flash Damipoli ID_0.

Sword flash root Damipoli ID_0 (-1 invalid)

◆ traceDmyIdHead1

int from::paramdef::ATK_PARAM_ST::traceDmyIdHead1 { -1 }

Root Sword Flash Damipoli ID_1.

Sword Flash Root Damipoli ID_1 (-1 invalid)

◆ traceDmyIdHead2

int from::paramdef::ATK_PARAM_ST::traceDmyIdHead2 { -1 }

Root Sword Flash Damipoli ID_2.

Sword Flash Root Damipoli ID_2 (-1 invalid)

◆ traceDmyIdHead3

int from::paramdef::ATK_PARAM_ST::traceDmyIdHead3 { -1 }

Root Sword Flash Damipoli ID_3.

Sword flash root Damipoli ID_3 (-1 invalid)

◆ traceDmyIdHead4

int from::paramdef::ATK_PARAM_ST::traceDmyIdHead4 { -1 }

Root Sword Flash Damipoli ID_4.

Sword flash root Damipoli ID_4 (-1 invalid)

◆ traceDmyIdHead5

int from::paramdef::ATK_PARAM_ST::traceDmyIdHead5 { -1 }

Root Sword Flash Damipoli ID_5.

Sword Flash Root Damipoli ID_5 (-1 invalid)

◆ traceDmyIdHead6

int from::paramdef::ATK_PARAM_ST::traceDmyIdHead6 { -1 }

Root Sword Flash Damipoli ID_6.

Sword Flash Root Damipoli ID_6 (-1 invalid)

◆ traceDmyIdHead7

int from::paramdef::ATK_PARAM_ST::traceDmyIdHead7 { -1 }

Root Sword Flash Damipoli ID_7.

Sword Flash Root Damipoli ID_7 (-1 invalid)

◆ traceDmyIdTail0

int from::paramdef::ATK_PARAM_ST::traceDmyIdTail0 { -1 }

Sword tip sword flash Damipoli ID_0.

Sword Flash Sword Tip Damipoli ID_0

◆ traceDmyIdTail1

int from::paramdef::ATK_PARAM_ST::traceDmyIdTail1 { -1 }

Sword tip sword flash Damipoli ID_1.

Sword Flash Sword Tip Damipoli ID_1

◆ traceDmyIdTail2

int from::paramdef::ATK_PARAM_ST::traceDmyIdTail2 { -1 }

Sword tip sword flash Damipoli ID_2.

Sword Flash Sword Tip Damipoli ID_2

◆ traceDmyIdTail3

int from::paramdef::ATK_PARAM_ST::traceDmyIdTail3 { -1 }

Sword tip sword flash Damipoli ID_3.

Sword Flash Sword Tip Damipoli ID_3

◆ traceDmyIdTail4

int from::paramdef::ATK_PARAM_ST::traceDmyIdTail4 { -1 }

Sword tip sword flash Damipoli ID_4.

Sword Flash Sword Tip Damipoli ID_4

◆ traceDmyIdTail5

int from::paramdef::ATK_PARAM_ST::traceDmyIdTail5 { -1 }

Sword tip sword flash Damipoli ID_5.

Sword Flash Sword Tip Damipoli ID_5

◆ traceDmyIdTail6

int from::paramdef::ATK_PARAM_ST::traceDmyIdTail6 { -1 }

Sword tip sword flash Damipoli ID_6.

Sword Flash Sword Tip Damipoli ID_6

◆ traceDmyIdTail7

int from::paramdef::ATK_PARAM_ST::traceDmyIdTail7 { -1 }

Sword tip sword flash Damipoli ID_7.

Sword Flash Sword Tip Damipoli ID_7

◆ traceSfxId0

int from::paramdef::ATK_PARAM_ST::traceSfxId0 { -1 }

Sword Flash SfxID_0.

Sword flash SfxID_0 (-1 invalid)

◆ traceSfxId1

int from::paramdef::ATK_PARAM_ST::traceSfxId1 { -1 }

Sword Flash SfxID_1.

Sword flash SfxID_1 (-1 invalid)

◆ traceSfxId2

int from::paramdef::ATK_PARAM_ST::traceSfxId2 { -1 }

Sword Flash SfxID_2.

Sword flash SfxID_2 (-1 invalid)

◆ traceSfxId3

int from::paramdef::ATK_PARAM_ST::traceSfxId3 { -1 }

Sword Flash SfxID_3.

Sword Flash SfxID_3 (-1 invalid)

◆ traceSfxId4

int from::paramdef::ATK_PARAM_ST::traceSfxId4 { -1 }

Sword Flash SfxID_4.

Sword Flash SfxID_4 (-1 invalid)

◆ traceSfxId5

int from::paramdef::ATK_PARAM_ST::traceSfxId5 { -1 }

Sword Flash SfxID_5.

Sword Flash SfxID_5 (-1 invalid)

◆ traceSfxId6

int from::paramdef::ATK_PARAM_ST::traceSfxId6 { -1 }

Sword Flash SfxID_6.

Sword Flash SfxID_6 (-1 invalid)

◆ traceSfxId7

int from::paramdef::ATK_PARAM_ST::traceSfxId7 { -1 }

Sword Flash SfxID_7.

Sword Flash SfxID_7 (-1 invalid)


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