libER 0.1.4.2
ELDEN RING API library
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This struct was automatically generated from XML paramdefs. More...
#include <NPC_THINK_PARAM_ST.hpp>
Public Attributes | |
bool | disableParam_NT: 1 { false } |
Do you remove it from the NT version output? | |
unsigned char | disableParamReserve1: 7 |
Reserve for package output 1. | |
unsigned char | disableParamReserve2 [3] |
Reserve for package output 2. | |
int | logicId { -1 } |
Logic script ID. | |
int | battleGoalID { -1 } |
Battle goal ID. | |
unsigned short | searchEye_dist { 0 } |
Searching enemy vision_distance [m]. | |
unsigned char | searchEye_angY { 0 } |
Searching enemy vision_angle (width) [deg]. | |
bool | isNoAvoidHugeEnemy: 1 { false } |
Do you not detour a huge enemy? | |
bool | enableWeaponOnOff: 1 { false } |
Do you want to pull out the sword? | |
bool | targetAILockDmyPoly: 1 { true } |
Do you aim for Rock Damipoli (for enemies)? | |
int | spEffectId_RangedAttack { -1 } |
Special effects ID for ranged attacks. | |
float | searchTargetLv1ForgetTime { 5.f } |
Search enemy Lv1 Target Forget time [sec]. | |
float | searchTargetLv2ForgetTime { 8.f } |
Search enemy Lv2 Target Forget time [sec]. | |
float | BackHomeLife_OnHitEneWal { 5.f } |
Back Home time when touching an enemy wall [sec]. | |
float | SightTargetForgetTime { 600.f } |
Time to forget the visual target [sec]. | |
int | idAttackCannotMove { 0 } |
EzState number to do when you get stuck. | |
float | ear_dist { 0.f } |
Hearing_distance [m]. | |
int | callHelp_ActionAnimId { -1 } |
Companion call response action anime ID. | |
int | callHelp_CallActionId { -1 } |
Fellow call _ Fellow call action ID. | |
unsigned short | eye_dist { 0 } |
Visual_distance [m]. | |
bool | isGuard_Act { false } |
Whether to use a guard during action. | |
unsigned short | ear_soundcut_dist { 0 } |
Hearing influence cut distance [m]. | |
unsigned short | nose_dist { 0 } |
Smell _ distance [m]. | |
unsigned short | maxBackhomeDist { 0 } |
Distance to go home no matter what [m]. | |
unsigned short | backhomeDist { 0 } |
Distance to return home while fighting [m]. | |
unsigned short | backhomeBattleDist { 0 } |
Distance to give up and fight to return to the nest [m]. | |
unsigned short | nonBattleActLife { 0 } |
Non-combat action time when conscious of the enemy [sec]. | |
unsigned short | BackHome_LookTargetTime { 3 } |
When returning home: Time to look at the target [sec]. | |
unsigned short | BackHome_LookTargetDist { 10 } |
When returning home: Distance to see the target [m]. | |
float | SoundTargetForgetTime { 3.f } |
Time to forget the sound target [sec]. | |
unsigned short | BattleStartDist { 0 } |
Battle start distance [m]. | |
unsigned short | callHelp_MyPeerId { 0 } |
Calling friends Your fellow group ID. | |
unsigned short | callHelp_CallPeerId { 0 } |
Companion call Companion group ID. | |
unsigned short | targetSys_DmgEffectRate { 100 } |
Damage impact rate [%]. | |
unsigned char | TeamAttackEffectivity { 25 } |
Team attack influence [0-100]. | |
unsigned char | eye_angX { 0 } |
Vision_angle (height) [deg]. | |
unsigned char | eye_angY { 0 } |
Visual_angle (width) [deg]. | |
bool | disableDark { false } |
Does not affect the darkness. | |
unsigned char | caravanRole { 0 } |
Role in the caravan. | |
unsigned char | callHelp_CallValidMinDistTarget { 5 } |
Companion call_minimum distance to the target [m]. | |
unsigned char | callHelp_CallValidRange { 15 } |
Calling friends_Effective distance to call friends [m]. | |
unsigned char | callHelp_ForgetTimeByArrival { 0 } |
Time to forget after answering a fellow call [sec]. | |
unsigned char | callHelp_MinWaitTime { 0 } |
Minimum waiting time for response [ssm => ss. mSec]. | |
unsigned char | callHelp_MaxWaitTime { 0 } |
Maximum waiting time for response [ssm => ss. mSec]. | |
unsigned char | goalAction_ToCaution { 0 } |
Goal action: alert / normal sound. | |
unsigned char | ear_listenLevel { 128 } |
Hearing_audible AI sound level. | |
unsigned char | callHelp_ReplyBehaviorType { 0 } |
Behavior type after responding to a fellow call. | |
bool | disablePathMove { false } |
Do not move the path. | |
bool | skipArrivalVisibleCheck { false } |
Do you want to skip the arrival judgment by the line of sight? | |
bool | thinkAttr_doAdmirer { false } |
Will you be a companion? | |
bool | enableNaviFlg_Edge: 1 { true } |
Can you pass the flag "cliff"? | |
bool | enableNaviFlg_LargeSpace: 1 { true } |
Can the flag "wide" pass? | |
bool | enableNaviFlg_Ladder: 1 { false } |
Can you pass the flag "ladder"? | |
bool | enableNaviFlg_Hole: 1 { false } |
Can you go through the flag "hole"? | |
bool | enableNaviFlg_Door: 1 { false } |
Can you go through the flag "door"? | |
bool | enableNaviFlg_InSideWall: 1 { false } |
Can you pass the flag "in the wall"? | |
bool | enableNaviFlg_Lava: 1 { false } |
Can you pass the flag "lava"? | |
bool | enableNaviFlg_Edge_Ordinary: 1 { true } |
Can you pass the flag "cliff"? (Normal / alert state) | |
unsigned char | enableNaviFlg_reserve1 [3] |
Really booked. | |
int | searchThreshold_Lv0toLv1 { 10 } |
Search enemy Lv0 → Lv1 threshold. | |
int | searchThreshold_Lv1toLv2 { 70 } |
Search enemy Lv1 → Lv2 threshold. | |
float | platoonReplyTime { 0.f } |
Platoon reaction delay time [sec]. | |
float | platoonReplyAddRandomTime { 0.f } |
Platoon reaction additional random time [sec]. | |
unsigned char | searchEye_angX { 0 } |
Searching enemy vision_angle (height) [deg]. | |
bool | isUpdateBattleSight { false } |
Do you want to overwrite the combat view? | |
unsigned short | battleEye_updateDist { 0 } |
Battle Vision_Overwrite Distance [m]. | |
unsigned char | battleEye_updateAngX { 0 } |
Battle Vision_Overwrite Angle (Height) [deg]. | |
unsigned char | battleEye_updateAngY { 0 } |
Battle Vision_Overwrite Angle (Width) [deg]. | |
unsigned short | eye_BackOffsetDist { 0 } |
Visual_occurrence distance [m]. | |
unsigned short | eye_BeginDist { 0 } |
Visual_cut distance [m]. | |
unsigned char | actTypeOnFailedPath { 0 } |
Behavior type at the time of path search failure / homecoming limit. | |
unsigned char | goalAction_ToCautionImportant { 0 } |
Goal Action: Alert / Important Sound. | |
int | shiftAnimeId_RangedAttack { -1 } |
Changeover animation ID for ranged attacks. | |
unsigned char | actTypeOnNonBtlFailedPath { 0 } |
Behavior when path search fails (during non-combat) | |
bool | isBuddyAI { false } |
Buddy AI. | |
unsigned char | goalAction_ToSearchLv1 { 0 } |
Goal action: Search enemy Lv1. | |
unsigned char | goalAction_ToSearchLv2 { 0 } |
Goal action: Search enemy Lv2. | |
unsigned char | enableJumpMove { 0 } |
Do you use the edge "jump" (non-combat state)? | |
bool | disableLocalSteering { false } |
Do not move around. | |
unsigned char | goalAction_ToDisappear { 0 } |
Goal action: Memory target state. | |
unsigned char | changeStateAction_ToNormal { 0 } |
Goal action: Start normal state. | |
float | MemoryTargetForgetTime { 150.f } |
Time to forget memory target [sec]. | |
int | rangedAttackId { -1 } |
Ranged attack anime ID. | |
unsigned char | useFall_onNormalCaution { 2 } |
Do you use the edge "jump" (non-combat state)? | |
unsigned char | useFall_onSearchBattle { 2 } |
Do you use the edge "jump" (combat state)? | |
unsigned char | enableJumpMove_onBattle { 0 } |
Do you use the edge "jump" (combat state)? | |
unsigned char | backToHomeStuckAct { 0 } |
Behavior when addicted to the homecoming limit. | |
int | soundBehaviorId01 { -1 } |
Behavior ID1. | |
int | soundBehaviorId02 { -1 } |
Behavior ID2. | |
int | soundBehaviorId03 { -1 } |
Behavior ID3. | |
int | soundBehaviorId04 { -1 } |
Behavior ID4. | |
int | soundBehaviorId05 { -1 } |
Behavior ID5. | |
int | soundBehaviorId06 { -1 } |
Behavior ID6. | |
int | soundBehaviorId07 { -1 } |
Behavior ID7. | |
int | soundBehaviorId08 { -1 } |
Behavior ID8. | |
int | weaponOffSpecialEffectId { -1 } |
Special effect ID at the time of sword delivery. | |
int | weaponOnSpecialEffectId { -1 } |
Special effect ID when pulling out a sword. | |
int | weaponOffAnimId { -1 } |
Katana Anime ID. | |
int | weaponOnAnimId { -1 } |
Sword animation ID. | |
int | surpriseAnimId { -1 } |
Amazing anime ID. | |
This struct was automatically generated from XML paramdefs.
Behavior type at the time of path search failure / homecoming limit.
Default action type to be performed when the path search fails, when the end point of the alternative path is reached / when the homecoming limit distance is reached
Behavior when path search fails (during non-combat)
Target [None] Sometimes, the action to be taken after rewriting the current location to a nest
Distance to give up and fight to return to the nest [m].
COMMON_SetBattleActLogic argument
Distance to return home while fighting [m].
COMMON_SetBattleActLogic argument
Back Home time when touching an enemy wall [sec].
The life of the BackToHome goal when it touches an enemy wall that blocks the block
int from::paramdef::NPC_THINK_PARAM_ST::callHelp_ActionAnimId { -1 } |
Companion call response action anime ID.
Animation ID (EzStateAnimID) when responding
int from::paramdef::NPC_THINK_PARAM_ST::callHelp_CallActionId { -1 } |
Fellow call _ Fellow call action ID.
Action ID (EzStateAnimID) when calling a friend
Companion call Companion group ID.
Companion group ID to call a companion
Companion call_minimum distance to the target [m].
If it is closer than this value, you cannot call a friend.
Calling friends_Effective distance to call friends [m].
Do not call if the companion is farther than this value.
Time to forget after answering a fellow call [sec].
Time to respond
Maximum waiting time for response [ssm => ss. mSec].
Maximum time for the first waiting goal of the response goal [101 => 10.1sec]
Minimum waiting time for response [ssm => ss. mSec].
Minimum time for the first wait goal of the response goal [101 => 10.1sec]
Calling friends Your fellow group ID.
My fellow group ID
Behavior type after responding to a fellow call.
Action type to target position after response
Goal action: Start normal state.
Action when transitioning to the normal state
Does not affect the darkness.
Whether the alert vision_distance and battle start distance are not affected by the darkness
Do not move around.
Do you want to turn off the behavior (local steering) that tries to move while avoiding other characters?
bool from::paramdef::NPC_THINK_PARAM_ST::disableParam_NT |
Do you remove it from the NT version output?
Parameters marked with ○ are excluded in the NT version package.
Do not move the path.
Whether to move directly without following the path even if a path move command comes
Hearing_distance [m].
Hearing search range ...
Hearing_audible AI sound level.
How good your ears are
Hearing influence cut distance [m].
The distance to reduce the size of the sound source. You will not hear any sound below this distance.
Do you use the edge "jump" (non-combat state)?
Whether to jump over the user edge for jumping (non-combat state)
Do you use the edge "jump" (combat state)?
Whether to jump over the user edge for jumping (combat state)
bool from::paramdef::NPC_THINK_PARAM_ST::enableNaviFlg_Door |
Can you go through the flag "door"?
Can you pass through the node "door"? (def: 0)
bool from::paramdef::NPC_THINK_PARAM_ST::enableNaviFlg_Edge |
Can you pass the flag "cliff"?
Can you pass through the node "cliff"? (def: 1)
bool from::paramdef::NPC_THINK_PARAM_ST::enableNaviFlg_Edge_Ordinary |
Can you pass the flag "cliff"? (Normal / alert state)
Can you pass the node "cliff" under normal / alert conditions? (def: 1)
bool from::paramdef::NPC_THINK_PARAM_ST::enableNaviFlg_Hole |
Can you go through the flag "hole"?
Can you go through the node "hole"? (def: 0)
bool from::paramdef::NPC_THINK_PARAM_ST::enableNaviFlg_InSideWall |
Can you pass the flag "in the wall"?
Can you pass through the node "in the wall"? (def: 0)
bool from::paramdef::NPC_THINK_PARAM_ST::enableNaviFlg_Ladder |
Can you pass the flag "ladder"?
Can you pass through the node "ladder"? (def: 0)
bool from::paramdef::NPC_THINK_PARAM_ST::enableNaviFlg_LargeSpace |
Can the flag "wide" pass?
Can you pass through the node "wide"? (def: 1)
bool from::paramdef::NPC_THINK_PARAM_ST::enableNaviFlg_Lava |
Can you pass the flag "lava"?
Can you pass through the node "lava"? (def: 0)
Really booked.
If you need a new flag, put it here (Not Padding)
Vision_angle (height) [deg].
Visual search range.
Visual_angle (width) [deg].
Visual search range.
Visual_occurrence distance [m].
The viewing angle start position is behind this distance from the center of the character.
Visual_cut distance [m].
This distance is not recognized from the viewing angle generation position
Visual_distance [m].
Visual search range.
Goal action: alert / normal sound.
Goal action: Target becomes alert due to normal sound detection
Goal Action: Alert / Important Sound.
Goal action: Target becomes alert due to detection of important sound
Goal action: Memory target state.
Goal action: Lost target
Goal action: Search enemy Lv1.
Goal action: Target becomes Lv1
Goal action: Search enemy Lv2.
Goal action: Target became enemy Lv2
int from::paramdef::NPC_THINK_PARAM_ST::idAttackCannotMove { 0 } |
EzState number to do when you get stuck.
An action that automatically takes place when a destructible object stops it.
Whether to use a guard during action.
Whether to guard against actions (assumed when returning home, looking toward the target)
Do you want to overwrite the combat view?
Do you want to overwrite the battle view?
int from::paramdef::NPC_THINK_PARAM_ST::logicId { -1 } |
Logic script ID.
Set the ID of the logic created by the script.
Distance to go home no matter what [m].
COMMON_SetBattleActLogic argument
Time to forget memory target [sec].
Time to forget the memory target.
Non-combat action time when conscious of the enemy [sec].
COMMON_SetBattleActLogic argument
Smell _ distance [m].
Search range by smell.
int from::paramdef::NPC_THINK_PARAM_ST::rangedAttackId { -1 } |
Ranged attack anime ID.
A parameter that specifies the attack ID issued by the enemy when making a ranged attack
Searching enemy vision_angle (width) [deg].
Search range by visual search.
Searching enemy vision_distance [m].
Search range by visual search.
Search enemy Lv1 Target Forget time [sec].
Search enemy Lv1 Target Time to forget.
Search enemy Lv2 Target Forget time [sec].
Search enemy Lv2 time to forget the target.
int from::paramdef::NPC_THINK_PARAM_ST::shiftAnimeId_RangedAttack { -1 } |
Changeover animation ID for ranged attacks.
Reference ID for AI attack parameters
Time to forget the visual target [sec].
Time to forget the visual target.
Do you want to skip the arrival judgment by the line of sight?
Do you want to skip the arrival judgment by the line of sight? When set to On, arrival judgment is performed even if the line of sight does not pass.
int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId01 { -1 } |
Behavior ID1.
Corresponds to the behavior ID of the sound target that can be heard
int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId02 { -1 } |
Behavior ID2.
Corresponds to the behavior ID of the sound target that can be heard
int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId03 { -1 } |
Behavior ID3.
Corresponds to the behavior ID of the sound target that can be heard
int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId04 { -1 } |
Behavior ID4.
Corresponds to the behavior ID of the sound target that can be heard
int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId05 { -1 } |
Behavior ID5.
Corresponds to the behavior ID of the sound target that can be heard
int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId06 { -1 } |
Behavior ID6.
Corresponds to the behavior ID of the sound target that can be heard
int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId07 { -1 } |
Behavior ID7.
Corresponds to the behavior ID of the sound target that can be heard
int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId08 { -1 } |
Behavior ID8.
Corresponds to the behavior ID of the sound target that can be heard
Time to forget the sound target [sec].
Time to forget the sound target.
Damage impact rate [%].
Damage impact rate acquisition (target system evaluation information)
Team attack influence [0-100].
A value for determining the number of simultaneous attacks in a team. Increasing the value reduces the number of people who can participate in the attack at the same time.
Will you be a companion?
Thinking attribute: When turned on, it plays a role of surrounding.
Do you use the edge "jump" (non-combat state)?
Allows AI to pass the jumping edge in non-combat state
Do you use the edge "jump" (combat state)?
Allow AI to pass through the jumping edge in combat