libER 0.1.4.2
ELDEN RING API library
Loading...
Searching...
No Matches
Public Attributes | List of all members
from::paramdef::NPC_THINK_PARAM_ST Struct Reference

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.
 

Detailed Description

This struct was automatically generated from XML paramdefs.

Member Data Documentation

◆ actTypeOnFailedPath

unsigned char from::paramdef::NPC_THINK_PARAM_ST::actTypeOnFailedPath { 0 }

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

◆ actTypeOnNonBtlFailedPath

unsigned char from::paramdef::NPC_THINK_PARAM_ST::actTypeOnNonBtlFailedPath { 0 }

Behavior when path search fails (during non-combat)

Target [None] Sometimes, the action to be taken after rewriting the current location to a nest

◆ backhomeBattleDist

unsigned short from::paramdef::NPC_THINK_PARAM_ST::backhomeBattleDist { 0 }

Distance to give up and fight to return to the nest [m].

COMMON_SetBattleActLogic argument

◆ backhomeDist

unsigned short from::paramdef::NPC_THINK_PARAM_ST::backhomeDist { 0 }

Distance to return home while fighting [m].

COMMON_SetBattleActLogic argument

◆ BackHomeLife_OnHitEneWal

float from::paramdef::NPC_THINK_PARAM_ST::BackHomeLife_OnHitEneWal { 5.f }

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

◆ callHelp_ActionAnimId

int from::paramdef::NPC_THINK_PARAM_ST::callHelp_ActionAnimId { -1 }

Companion call response action anime ID.

Animation ID (EzStateAnimID) when responding

◆ callHelp_CallActionId

int from::paramdef::NPC_THINK_PARAM_ST::callHelp_CallActionId { -1 }

Fellow call _ Fellow call action ID.

Action ID (EzStateAnimID) when calling a friend

◆ callHelp_CallPeerId

unsigned short from::paramdef::NPC_THINK_PARAM_ST::callHelp_CallPeerId { 0 }

Companion call Companion group ID.

Companion group ID to call a companion

◆ callHelp_CallValidMinDistTarget

unsigned char from::paramdef::NPC_THINK_PARAM_ST::callHelp_CallValidMinDistTarget { 5 }

Companion call_minimum distance to the target [m].

If it is closer than this value, you cannot call a friend.

◆ callHelp_CallValidRange

unsigned char from::paramdef::NPC_THINK_PARAM_ST::callHelp_CallValidRange { 15 }

Calling friends_Effective distance to call friends [m].

Do not call if the companion is farther than this value.

◆ callHelp_ForgetTimeByArrival

unsigned char from::paramdef::NPC_THINK_PARAM_ST::callHelp_ForgetTimeByArrival { 0 }

Time to forget after answering a fellow call [sec].

Time to respond

◆ callHelp_MaxWaitTime

unsigned char from::paramdef::NPC_THINK_PARAM_ST::callHelp_MaxWaitTime { 0 }

Maximum waiting time for response [ssm => ss. mSec].

Maximum time for the first waiting goal of the response goal [101 => 10.1sec]

◆ callHelp_MinWaitTime

unsigned char from::paramdef::NPC_THINK_PARAM_ST::callHelp_MinWaitTime { 0 }

Minimum waiting time for response [ssm => ss. mSec].

Minimum time for the first wait goal of the response goal [101 => 10.1sec]

◆ callHelp_MyPeerId

unsigned short from::paramdef::NPC_THINK_PARAM_ST::callHelp_MyPeerId { 0 }

Calling friends Your fellow group ID.

My fellow group ID

◆ callHelp_ReplyBehaviorType

unsigned char from::paramdef::NPC_THINK_PARAM_ST::callHelp_ReplyBehaviorType { 0 }

Behavior type after responding to a fellow call.

Action type to target position after response

◆ changeStateAction_ToNormal

unsigned char from::paramdef::NPC_THINK_PARAM_ST::changeStateAction_ToNormal { 0 }

Goal action: Start normal state.

Action when transitioning to the normal state

◆ disableDark

bool from::paramdef::NPC_THINK_PARAM_ST::disableDark { false }

Does not affect the darkness.

Whether the alert vision_distance and battle start distance are not affected by the darkness

◆ disableLocalSteering

bool from::paramdef::NPC_THINK_PARAM_ST::disableLocalSteering { false }

Do not move around.

Do you want to turn off the behavior (local steering) that tries to move while avoiding other characters?

◆ disableParam_NT

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.

◆ disablePathMove

bool from::paramdef::NPC_THINK_PARAM_ST::disablePathMove { false }

Do not move the path.

Whether to move directly without following the path even if a path move command comes

◆ ear_dist

float from::paramdef::NPC_THINK_PARAM_ST::ear_dist { 0.f }

Hearing_distance [m].

Hearing search range ...

◆ ear_listenLevel

unsigned char from::paramdef::NPC_THINK_PARAM_ST::ear_listenLevel { 128 }

Hearing_audible AI sound level.

How good your ears are

◆ ear_soundcut_dist

unsigned short from::paramdef::NPC_THINK_PARAM_ST::ear_soundcut_dist { 0 }

Hearing influence cut distance [m].

The distance to reduce the size of the sound source. You will not hear any sound below this distance.

◆ enableJumpMove

unsigned char from::paramdef::NPC_THINK_PARAM_ST::enableJumpMove { 0 }

Do you use the edge "jump" (non-combat state)?

Whether to jump over the user edge for jumping (non-combat state)

◆ enableJumpMove_onBattle

unsigned char from::paramdef::NPC_THINK_PARAM_ST::enableJumpMove_onBattle { 0 }

Do you use the edge "jump" (combat state)?

Whether to jump over the user edge for jumping (combat state)

◆ enableNaviFlg_Door

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)

◆ enableNaviFlg_Edge

bool from::paramdef::NPC_THINK_PARAM_ST::enableNaviFlg_Edge

Can you pass the flag "cliff"?

Can you pass through the node "cliff"? (def: 1)

◆ enableNaviFlg_Edge_Ordinary

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)

◆ enableNaviFlg_Hole

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)

◆ enableNaviFlg_InSideWall

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)

◆ enableNaviFlg_Ladder

bool from::paramdef::NPC_THINK_PARAM_ST::enableNaviFlg_Ladder

Can you pass the flag "ladder"?

Can you pass through the node "ladder"? (def: 0)

◆ enableNaviFlg_LargeSpace

bool from::paramdef::NPC_THINK_PARAM_ST::enableNaviFlg_LargeSpace

Can the flag "wide" pass?

Can you pass through the node "wide"? (def: 1)

◆ enableNaviFlg_Lava

bool from::paramdef::NPC_THINK_PARAM_ST::enableNaviFlg_Lava

Can you pass the flag "lava"?

Can you pass through the node "lava"? (def: 0)

◆ enableNaviFlg_reserve1

unsigned char from::paramdef::NPC_THINK_PARAM_ST::enableNaviFlg_reserve1[3]

Really booked.

If you need a new flag, put it here (Not Padding)

◆ eye_angX

unsigned char from::paramdef::NPC_THINK_PARAM_ST::eye_angX { 0 }

Vision_angle (height) [deg].

Visual search range.

◆ eye_angY

unsigned char from::paramdef::NPC_THINK_PARAM_ST::eye_angY { 0 }

Visual_angle (width) [deg].

Visual search range.

◆ eye_BackOffsetDist

unsigned short from::paramdef::NPC_THINK_PARAM_ST::eye_BackOffsetDist { 0 }

Visual_occurrence distance [m].

The viewing angle start position is behind this distance from the center of the character.

◆ eye_BeginDist

unsigned short from::paramdef::NPC_THINK_PARAM_ST::eye_BeginDist { 0 }

Visual_cut distance [m].

This distance is not recognized from the viewing angle generation position

◆ eye_dist

unsigned short from::paramdef::NPC_THINK_PARAM_ST::eye_dist { 0 }

Visual_distance [m].

Visual search range.

◆ goalAction_ToCaution

unsigned char from::paramdef::NPC_THINK_PARAM_ST::goalAction_ToCaution { 0 }

Goal action: alert / normal sound.

Goal action: Target becomes alert due to normal sound detection

◆ goalAction_ToCautionImportant

unsigned char from::paramdef::NPC_THINK_PARAM_ST::goalAction_ToCautionImportant { 0 }

Goal Action: Alert / Important Sound.

Goal action: Target becomes alert due to detection of important sound

◆ goalAction_ToDisappear

unsigned char from::paramdef::NPC_THINK_PARAM_ST::goalAction_ToDisappear { 0 }

Goal action: Memory target state.

Goal action: Lost target

◆ goalAction_ToSearchLv1

unsigned char from::paramdef::NPC_THINK_PARAM_ST::goalAction_ToSearchLv1 { 0 }

Goal action: Search enemy Lv1.

Goal action: Target becomes Lv1

◆ goalAction_ToSearchLv2

unsigned char from::paramdef::NPC_THINK_PARAM_ST::goalAction_ToSearchLv2 { 0 }

Goal action: Search enemy Lv2.

Goal action: Target became enemy Lv2

◆ idAttackCannotMove

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.

◆ isBuddyAI

bool from::paramdef::NPC_THINK_PARAM_ST::isBuddyAI { false }

Buddy AI.

Thinking for a buddy

◆ isGuard_Act

bool from::paramdef::NPC_THINK_PARAM_ST::isGuard_Act { false }

Whether to use a guard during action.

Whether to guard against actions (assumed when returning home, looking toward the target)

◆ isUpdateBattleSight

bool from::paramdef::NPC_THINK_PARAM_ST::isUpdateBattleSight { false }

Do you want to overwrite the combat view?

Do you want to overwrite the battle view?

◆ logicId

int from::paramdef::NPC_THINK_PARAM_ST::logicId { -1 }

Logic script ID.

Set the ID of the logic created by the script.

◆ maxBackhomeDist

unsigned short from::paramdef::NPC_THINK_PARAM_ST::maxBackhomeDist { 0 }

Distance to go home no matter what [m].

COMMON_SetBattleActLogic argument

◆ MemoryTargetForgetTime

float from::paramdef::NPC_THINK_PARAM_ST::MemoryTargetForgetTime { 150.f }

Time to forget memory target [sec].

Time to forget the memory target.

◆ nonBattleActLife

unsigned short from::paramdef::NPC_THINK_PARAM_ST::nonBattleActLife { 0 }

Non-combat action time when conscious of the enemy [sec].

COMMON_SetBattleActLogic argument

◆ nose_dist

unsigned short from::paramdef::NPC_THINK_PARAM_ST::nose_dist { 0 }

Smell _ distance [m].

Search range by smell.

◆ rangedAttackId

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

◆ searchEye_angY

unsigned char from::paramdef::NPC_THINK_PARAM_ST::searchEye_angY { 0 }

Searching enemy vision_angle (width) [deg].

Search range by visual search.

◆ searchEye_dist

unsigned short from::paramdef::NPC_THINK_PARAM_ST::searchEye_dist { 0 }

Searching enemy vision_distance [m].

Search range by visual search.

◆ searchTargetLv1ForgetTime

float from::paramdef::NPC_THINK_PARAM_ST::searchTargetLv1ForgetTime { 5.f }

Search enemy Lv1 Target Forget time [sec].

Search enemy Lv1 Target Time to forget.

◆ searchTargetLv2ForgetTime

float from::paramdef::NPC_THINK_PARAM_ST::searchTargetLv2ForgetTime { 8.f }

Search enemy Lv2 Target Forget time [sec].

Search enemy Lv2 time to forget the target.

◆ shiftAnimeId_RangedAttack

int from::paramdef::NPC_THINK_PARAM_ST::shiftAnimeId_RangedAttack { -1 }

Changeover animation ID for ranged attacks.

Reference ID for AI attack parameters

◆ SightTargetForgetTime

float from::paramdef::NPC_THINK_PARAM_ST::SightTargetForgetTime { 600.f }

Time to forget the visual target [sec].

Time to forget the visual target.

◆ skipArrivalVisibleCheck

bool from::paramdef::NPC_THINK_PARAM_ST::skipArrivalVisibleCheck { false }

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.

◆ soundBehaviorId01

int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId01 { -1 }

Behavior ID1.

Corresponds to the behavior ID of the sound target that can be heard

◆ soundBehaviorId02

int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId02 { -1 }

Behavior ID2.

Corresponds to the behavior ID of the sound target that can be heard

◆ soundBehaviorId03

int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId03 { -1 }

Behavior ID3.

Corresponds to the behavior ID of the sound target that can be heard

◆ soundBehaviorId04

int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId04 { -1 }

Behavior ID4.

Corresponds to the behavior ID of the sound target that can be heard

◆ soundBehaviorId05

int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId05 { -1 }

Behavior ID5.

Corresponds to the behavior ID of the sound target that can be heard

◆ soundBehaviorId06

int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId06 { -1 }

Behavior ID6.

Corresponds to the behavior ID of the sound target that can be heard

◆ soundBehaviorId07

int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId07 { -1 }

Behavior ID7.

Corresponds to the behavior ID of the sound target that can be heard

◆ soundBehaviorId08

int from::paramdef::NPC_THINK_PARAM_ST::soundBehaviorId08 { -1 }

Behavior ID8.

Corresponds to the behavior ID of the sound target that can be heard

◆ SoundTargetForgetTime

float from::paramdef::NPC_THINK_PARAM_ST::SoundTargetForgetTime { 3.f }

Time to forget the sound target [sec].

Time to forget the sound target.

◆ targetSys_DmgEffectRate

unsigned short from::paramdef::NPC_THINK_PARAM_ST::targetSys_DmgEffectRate { 100 }

Damage impact rate [%].

Damage impact rate acquisition (target system evaluation information)

◆ TeamAttackEffectivity

unsigned char from::paramdef::NPC_THINK_PARAM_ST::TeamAttackEffectivity { 25 }

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.

◆ thinkAttr_doAdmirer

bool from::paramdef::NPC_THINK_PARAM_ST::thinkAttr_doAdmirer { false }

Will you be a companion?

Thinking attribute: When turned on, it plays a role of surrounding.

◆ useFall_onNormalCaution

unsigned char from::paramdef::NPC_THINK_PARAM_ST::useFall_onNormalCaution { 2 }

Do you use the edge "jump" (non-combat state)?

Allows AI to pass the jumping edge in non-combat state

◆ useFall_onSearchBattle

unsigned char from::paramdef::NPC_THINK_PARAM_ST::useFall_onSearchBattle { 2 }

Do you use the edge "jump" (combat state)?

Allow AI to pass through the jumping edge in combat


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