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

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

#include <ASSET_GEOMETORY_PARAM_ST.hpp>

Public Attributes

int soundBankId { -1 }
 Sound bank ID.
 
int soundBreakSEId { -1 }
 Destruction sound SEID.
 
int refDrawParamId { -1 }
 Drawing parameter reference ID.
 
signed char hitCreateType { 0 }
 Static asset hit build settings.
 
unsigned char behaviorType { 1 }
 Asset behavior type.
 
unsigned char collisionType { 0 }
 Collision detection type.
 
unsigned char rainBlockingType { 0 }
 Rain cutoff setting.
 
short hp { -1 }
 HP.
 
unsigned short defense { 0 }
 Defense power.
 
float breakStopTime { 30.f }
 Forced stop time after destruction.
 
int breakSfxId { -1 }
 SFX ID at the time of destruction.
 
int breakSfxCpId { -1 }
 SFX Damipoli ID at the time of destruction.
 
int breakLandingSfxId { -1 }
 SFX identifier when landing after destruction.
 
int breakBulletBehaviorId { -1 }
 Bomb generation at the time of destruction Action parameter ID.
 
int breakBulletCpId { -1 }
 Damipoli ID.
 
float FragmentInvisibleWaitTime { 0.f }
 Hidden debris Wait time (seconds)
 
float FragmentInvisibleTime { 0.f }
 Debris non-display time (seconds)
 
int BreakAiSoundID { 0 }
 AI sound ID generated at the time of destruction.
 
signed char breakItemLotType { 0 }
 At the time of destruction_Item lottery type.
 
unsigned char animBreakIdMax { 0 }
 Anime destruction ID maximum value.
 
signed char breakBulletAttributeDamageType { 0 }
 Bomb generation attribute damage condition at the time of destruction.
 
bool isBreakByPlayerCollide: 1 { false }
 Will it break in a player collision?
 
bool isBreakByEnemyCollide: 1 { false }
 Will it be destroyed by an enemy character collision?
 
bool isBreak_ByChrRide: 1 { false }
 Will it break if the character gets on it?
 
bool isDisableBreakForFirstAppear: 1 { false }
 No destruction for initial appearance.
 
bool isAnimBreak: 1 { false }
 Is it anime destruction?
 
bool isDamageCover: 1 { false }
 Do you want to shield the damage?
 
bool isAttackBacklash: 1 { true }
 Do you play the attack.
 
bool isLadder: 1 { false }
 Is it a ladder?
 
bool isMoveObj: 1 { false }
 Is it a moving object?
 
bool isSkydomeFlag: 1 { false }
 Is it treated as a celestial sphere?
 
bool isAnimPauseOnRemoPlay: 1 { false }
 Do you want to stop the animation during the poly play?
 
bool isBurn: 1 { false }
 Will it burn.
 
bool isEnableRepick: 1 { false }
 Is there a change during recollection?
 
bool isBreakOnPickUp: 1 { false }
 Is it destroyed at the time of collection?
 
bool isBreakByHugeenemyCollide: 1 { false }
 Will it be destroyed by a huge enemy collision?
 
unsigned char navimeshFlag { 0 }
 Pre-destruction navigation mesh flag.
 
unsigned short burnBulletInterval { 30 }
 Combustion bullet generation interval (frame)
 
float clothUpdateDist { 30.f }
 Cross update distance (m)
 
float lifeTime_forRuntimeCreate { 0.f }
 Lifetime of runtime generated assets (seconds)
 
int contactSeId { -1 }
 SE ID when contacting a player.
 
int repickAnimIdOffset { 0 }
 At the time of recollection_animation offset.
 
float windEffectRate_0 { 0.5f }
 Wind coefficient (before destruction)
 
float windEffectRate_1 { 0.5f }
 Wind coefficient (after destruction)
 
unsigned char windEffectType_0 { 0 }
 Wind effect type (before destruction)
 
unsigned char windEffectType_1 { 0 }
 Wind effect type (after destruction)
 
short overrideMaterialId { -1 }
 Overwrite material ID.
 
float autoCreateOffsetHeight { 0.1f }
 Height offset during automatic generation (m)
 
float burnTime { 0.f }
 Burning time (seconds)
 
float burnBraekRate { 0.5f }
 Combustion fracture judgment progress.
 
int burnSfxId { -1 }
 Combustion SFXID: 0.
 
int burnSfxId_1 { -1 }
 Combustion SFXID: 1.
 
int burnSfxId_2 { -1 }
 Combustion SFXID: 2.
 
int burnSfxId_3 { -1 }
 Combustion SFXID: 3.
 
float burnSfxDelayTimeMin { 0.f }
 Combustion SFX generation delay Start time (seconds): 0.
 
float burnSfxDelayTimeMin_1 { 0.f }
 Combustion SFX generation delay Start time (seconds): 1.
 
float burnSfxDelayTimeMin_2 { 0.f }
 Combustion SFX generation delay Start time (seconds): 2.
 
float burnSfxDelayTimeMin_3 { 0.f }
 Combustion SFX generation delay Start time (seconds): 3.
 
float burnSfxDelayTimeMax { 0.f }
 Combustion SFX generation delay End time (seconds): 0.
 
float burnSfxDelayTimeMax_1 { 0.f }
 Combustion SFX generation delay End time (seconds): 1.
 
float burnSfxDelayTimeMax_2 { 0.f }
 Combustion SFX generation delay End time (seconds): 2.
 
float burnSfxDelayTimeMax_3 { 0.f }
 Combustion SFX generation delay End time (seconds): 3.
 
int burnBulletBehaviorId { -1 }
 Combustion bullet generation Behavior parameter: 0.
 
int burnBulletBehaviorId_1 { -1 }
 Combustion bullet generation Behavior parameter: 1.
 
int burnBulletBehaviorId_2 { -1 }
 Combustion bullet generation Behavior parameter: 2.
 
int burnBulletBehaviorId_3 { -1 }
 Combustion bullet generation Behavior parameters: 3.
 
float burnBulletDelayTime { 0.f }
 Combustion bullet generation delay time (seconds)
 
unsigned short paintDecalTargetTextureSize { 0 }
 Paint decal target size.
 
unsigned char navimeshFlag_after { 0 }
 Post-destruction navigation mesh flag.
 
signed char camNearBehaviorType { 0 }
 Drawing when approaching the camera.
 
int breakItemLotParamId { -1 }
 At the time of destruction_item lottery ID_for map.
 
int pickUpActionButtonParamId { -1 }
 At the time of collection_action button ID.
 
int pickUpItemLotParamId { -1 }
 At the time of collection_item lottery ID_for map.
 
unsigned char autoDrawGroupBackFaceCheck { 0 }
 Automatic drawing group_Back side check.
 
unsigned char autoDrawGroupDepthWrite { 0 }
 Auto drawing group_shield.
 
unsigned char autoDrawGroupShadowTest { 0 }
 Automatic drawing group_shadow test.
 
bool debug_isHeightCheckEnable { false }
 Debug_allowable ground height check.
 
unsigned char hitCarverCancelAreaFlag { 0 }
 Underfloor navigation mesh not subject to clipping.
 
unsigned char assetNavimeshNoCombine { 0 }
 Navigation mesh join control.
 
unsigned char navimeshFlagApply { 0 }
 Navimesh flag application destination.
 
unsigned char navimeshFlagApply_after { 0 }
 Post-destruction navigation mesh flag application destination.
 
float autoDrawGroupPassPixelNum { -1.f }
 Auto-draw group_passing pixels.
 
unsigned int pickUpReplacementEventFlag { 0 }
 At the time of collection_replacement flag condition.
 
int pickUpReplacementAnimIdOffset { 0 }
 At the time of collection_replacement animation offset.
 
int pickUpReplacementActionButtonParamId { -1 }
 At the time of collection_replacement action button ID.
 
int pickUpReplacementItemLotParamId { -1 }
 At the time of collection_replacement item lottery ID_for map.
 
unsigned char slidingBulletHitType { 0 }
 Behavior when a bullet crawling on the ground lands.
 
bool isBushesForDamage { false }
 Will it break due to bush damage?
 
unsigned char penetrationBulletType { 0 }
 Bullet penetration type.
 
int soundBreakSECpId { -1 }
 Destruction sound Damipoli ID.
 
float debug_HeightCheckCapacityMin { -99.f }
 Debug_Allowable ground height_Minimum [m].
 
float debug_HeightCheckCapacityMax { 99.f }
 Debug_Allowable ground height_Max [m].
 
int repickActionButtonParamId { -1 }
 At the time of recollection_action button ID.
 
int repickItemLotParamId { -1 }
 At the time of recollection_item lottery ID_for map.
 
int repickReplacementAnimIdOffset { 0 }
 At the time of recollection_replacement animation offset.
 
int repickReplacementActionButtonParamId { -1 }
 At the time of recollection_replacement action button ID.
 
int repickReplacementItemLotParamId { -1 }
 At the time of recollection_replacement item lottery ID_for map.
 
bool noGenerateCarver { false }
 Navimesh terrain judgment invalidation.
 
bool noHitHugeAfterBreak { false }
 Do not hit huge enemies after destruction.
 
bool isEnabledBreakSync: 1 { true }
 Do you want to synchronize the destruction.
 
bool isHiddenOnRepick: 1 { false }
 When recollecting _ hidden.
 
bool isCreateMultiPlayOnly: 1 { false }
 Is it valid only during multi (dynamic only)?
 
bool isDisableBulletHitSfx: 1 { false }
 Does not generate bullet landing SFX.
 
bool isEnableSignPreBreak: 1 { true }
 Is it possible to create a sign / blood character (before destroying the asset)?
 
bool isEnableSignPostBreak: 1 { true }
 Is it possible to create a sign / blood character (after destroying the asset)?
 
unsigned char generateMultiForbiddenRegion { 0 }
 Summoning prohibited / intrusion prohibited area generation (Damipoli)
 
int residentSeId0 { -1 }
 Resident SEID0.
 
int residentSeId1 { -1 }
 Resident SEID1.
 
int residentSeId2 { -1 }
 Resident SEID2.
 
int residentSeId3 { -1 }
 Resident SEID3.
 
short residentSeDmypolyId0 { -1 }
 Resident SE Damipoli ID0.
 
short residentSeDmypolyId1 { -1 }
 Resident SE Damipoli ID1.
 
short residentSeDmypolyId2 { -1 }
 Resident SE Damipoli ID2.
 
short residentSeDmypolyId3 { -1 }
 Resident SE Damipoli ID3.
 
unsigned char excludeActivateRatio_Xboxone_Grid { 0 }
 Open_XB1 exclusion rate.
 
unsigned char excludeActivateRatio_Xboxone_Legacy { 0 }
 Legacy_XB1 exclusion rate.
 
unsigned char excludeActivateRatio_PS4_Grid { 0 }
 Open_PS4 exclusion rate.
 
unsigned char excludeActivateRatio_PS4_Legacy { 0 }
 Legacy_PS4 exclusion rate.
 

Detailed Description

This struct was automatically generated from XML paramdefs.

Member Data Documentation

◆ animBreakIdMax

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::animBreakIdMax { 0 }

Anime destruction ID maximum value.

What is the animation destruction ID from 0 to what?

◆ assetNavimeshNoCombine

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::assetNavimeshNoCombine { 0 }

Navigation mesh join control.

The set assets are excluded from the target of joining hit parts when building the Nav Mesh.

◆ autoCreateOffsetHeight

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::autoCreateOffsetHeight { 0.1f }

Height offset during automatic generation (m)

Height offset of how much it floats from where the raycast hits the map when it is automatically generated [m]

◆ autoDrawGroupPassPixelNum

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::autoDrawGroupPassPixelNum { -1.f }

Auto-draw group_passing pixels.

Automatic drawing group_Pass pixel (set to 0.0-1.0 to enlarge at the time of shooting)

◆ behaviorType

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::behaviorType { 1 }

Asset behavior type.

Dynamic (all asset features available), static (light assets with limited functionality treated as old maps), partially static (partially destroyed assets)

◆ breakBulletAttributeDamageType

signed char from::paramdef::ASSET_GEOMETORY_PARAM_ST::breakBulletAttributeDamageType { 0 }

Bomb generation attribute damage condition at the time of destruction.

Generates a bullet if the last damage received when destroying an asset meets the conditions of this setting.

◆ breakBulletBehaviorId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::breakBulletBehaviorId { -1 }

Bomb generation at the time of destruction Action parameter ID.

Action parameter of [bullet] at the time of destruction (-1: does not occur). Please note that there is an offset specification due to laps. ([GR] SEQ35556)

◆ breakBulletCpId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::breakBulletCpId { -1 }

Damipoli ID.

Location of [bullet] at the time of destruction Damipoli ID (-1: placement position)

◆ breakItemLotParamId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::breakItemLotParamId { -1 }

At the time of destruction_item lottery ID_for map.

Item to be drawn at the time of destruction Lottery ID_for map-1: No lottery

◆ breakItemLotType

signed char from::paramdef::ASSET_GEOMETORY_PARAM_ST::breakItemLotType { 0 }

At the time of destruction_Item lottery type.

A type that decides how to obtain items drawn at the time of destruction

◆ breakLandingSfxId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::breakLandingSfxId { -1 }

SFX identifier when landing after destruction.

Object material-dependent SFX identifier that regenerates when first landing after being destroyed (-1: does not occur)

◆ breakSfxCpId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::breakSfxCpId { -1 }

SFX Damipoli ID at the time of destruction.

SFX generation position at the time of destruction Damipoly ID (-1: placement position)

◆ breakSfxId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::breakSfxId { -1 }

SFX ID at the time of destruction.

SFX ID on destruction (-1: default (810030))

◆ breakStopTime

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::breakStopTime { 30.f }

Forced stop time after destruction.

Time from destruction to forced stop of rigid body (do not force stop at 0)

◆ burnBraekRate

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnBraekRate { 0.5f }

Combustion fracture judgment progress.

Burnup threshold for switching to the ruptured state

◆ burnBulletBehaviorId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnBulletBehaviorId { -1 }

Combustion bullet generation Behavior parameter: 0.

Bullet generation behavior parameter at the time of burning: 0 (-1: does not occur)

◆ burnBulletBehaviorId_1

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnBulletBehaviorId_1 { -1 }

Combustion bullet generation Behavior parameter: 1.

Bullet generation behavior parameter at the time of burning: 1 (-1: does not occur)

◆ burnBulletBehaviorId_2

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnBulletBehaviorId_2 { -1 }

Combustion bullet generation Behavior parameter: 2.

Bullet generation behavior parameter at the time of burning: 2 (-1: does not occur)

◆ burnBulletBehaviorId_3

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnBulletBehaviorId_3 { -1 }

Combustion bullet generation Behavior parameters: 3.

Bullet generation behavior parameter at the time of burning: 3 (-1: does not occur)

◆ burnBulletDelayTime

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnBulletDelayTime { 0.f }

Combustion bullet generation delay time (seconds)

Time to delay the generation of bullets for fire spread (seconds)

◆ burnBulletInterval

unsigned short from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnBulletInterval { 30 }

Combustion bullet generation interval (frame)

Interval (frame) to generate bullets for spreading fire

◆ burnSfxDelayTimeMax

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxDelayTimeMax { 0.f }

Combustion SFX generation delay End time (seconds): 0.

SFX generation delay time during combustion Randomly determined between start and end times

◆ burnSfxDelayTimeMax_1

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxDelayTimeMax_1 { 0.f }

Combustion SFX generation delay End time (seconds): 1.

SFX generation delay time during combustion Randomly determined between start and end times

◆ burnSfxDelayTimeMax_2

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxDelayTimeMax_2 { 0.f }

Combustion SFX generation delay End time (seconds): 2.

SFX generation delay time during combustion Randomly determined between start and end times

◆ burnSfxDelayTimeMax_3

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxDelayTimeMax_3 { 0.f }

Combustion SFX generation delay End time (seconds): 3.

SFX generation delay time during combustion Randomly determined between start and end times

◆ burnSfxDelayTimeMin

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxDelayTimeMin { 0.f }

Combustion SFX generation delay Start time (seconds): 0.

SFX generation delay time during combustion Randomly determined between start and end times

◆ burnSfxDelayTimeMin_1

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxDelayTimeMin_1 { 0.f }

Combustion SFX generation delay Start time (seconds): 1.

SFX generation delay time during combustion Randomly determined between start and end times

◆ burnSfxDelayTimeMin_2

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxDelayTimeMin_2 { 0.f }

Combustion SFX generation delay Start time (seconds): 2.

SFX generation delay time during combustion Randomly determined between start and end times

◆ burnSfxDelayTimeMin_3

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxDelayTimeMin_3 { 0.f }

Combustion SFX generation delay Start time (seconds): 3.

SFX generation delay time during combustion Randomly determined between start and end times

◆ burnSfxId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxId { -1 }

Combustion SFXID: 0.

SFX ID at the time of combustion: 0 (-1: No SFX)

◆ burnSfxId_1

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxId_1 { -1 }

Combustion SFXID: 1.

SFX ID at the time of combustion: 1 (-1: No SFX)

◆ burnSfxId_2

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxId_2 { -1 }

Combustion SFXID: 2.

SFX ID at the time of combustion: 2 (-1: No SFX)

◆ burnSfxId_3

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxId_3 { -1 }

Combustion SFXID: 3.

SFX ID at the time of combustion: 3 (-1: No SFX)

◆ burnTime

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnTime { 0.f }

Burning time (seconds)

Burning time (seconds) (continues to burn at 0)

◆ camNearBehaviorType

signed char from::paramdef::ASSET_GEOMETORY_PARAM_ST::camNearBehaviorType { 0 }

Drawing when approaching the camera.

Drawing settings when approaching the camera. [GR] SEQ07529

◆ clothUpdateDist

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::clothUpdateDist { 30.f }

Cross update distance (m)

Distance from the camera to update havokCloth (0: always update)

◆ collisionType

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::collisionType { 0 }

Collision detection type.

Collision detection type. You can set what the asset will hit.

◆ contactSeId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::contactSeId { -1 }

SE ID when contacting a player.

SE ID to play when touched by a local player operated by you (-1: Do not play)

◆ debug_HeightCheckCapacityMax

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::debug_HeightCheckCapacityMax { 99.f }

Debug_Allowable ground height_Max [m].

Debug_Allowable ground height_Max [m] See SEQ07876 for details. Must be larger than minimum

◆ debug_HeightCheckCapacityMin

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::debug_HeightCheckCapacityMin { -99.f }

Debug_Allowable ground height_Minimum [m].

Debug_Allowable ground height_Minimum [m] See SEQ07876 for details. Must be smaller than maximum

◆ debug_isHeightCheckEnable

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::debug_isHeightCheckEnable { false }

Debug_allowable ground height check.

Debug_Allow Ground Height Check See SEQ07876 for details

◆ defense

unsigned short from::paramdef::ASSET_GEOMETORY_PARAM_ST::defense { 0 }

Defense power.

Attack power below this value is no damage

◆ excludeActivateRatio_PS4_Grid

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::excludeActivateRatio_PS4_Grid { 0 }

Open_PS4 exclusion rate.

Open_PS4 exclusion rate [GR] SEQ25310

◆ excludeActivateRatio_PS4_Legacy

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::excludeActivateRatio_PS4_Legacy { 0 }

Legacy_PS4 exclusion rate.

Legacy_PS4 exclusion rate [GR] SEQ25310

◆ excludeActivateRatio_Xboxone_Grid

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::excludeActivateRatio_Xboxone_Grid { 0 }

Open_XB1 exclusion rate.

Open_XB1 exclusion rate [GR] SEQ25310

◆ excludeActivateRatio_Xboxone_Legacy

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::excludeActivateRatio_Xboxone_Legacy { 0 }

Legacy_XB1 exclusion rate.

Legacy_XB1 exclusion rate [GR] SEQ25310

◆ FragmentInvisibleTime

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::FragmentInvisibleTime { 0.f }

Debris non-display time (seconds)

Time to hide debris (seconds)

◆ FragmentInvisibleWaitTime

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::FragmentInvisibleWaitTime { 0.f }

Hidden debris Wait time (seconds)

Hidden debris Waiting time (seconds)

◆ hitCarverCancelAreaFlag

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::hitCarverCancelAreaFlag { 0 }

Underfloor navigation mesh not subject to clipping.

If it is placed lower than the hit on the floor (ground), set whether to exclude it from the underfloor navigation mesh deletion target Refer to from the tool

◆ hitCreateType

signed char from::paramdef::ASSET_GEOMETORY_PARAM_ST::hitCreateType { 0 }

Static asset hit build settings.

Sets the hit build type for static assets. Ignored for dynamic assets.

◆ hp

short from::paramdef::ASSET_GEOMETORY_PARAM_ST::hp { -1 }

HP.

Durability until destruction (-1: Indestructible)

◆ isAnimBreak

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isAnimBreak

Is it anime destruction?

Is it animation destruction (0: physical destruction, 1: animation destruction)

◆ isAnimPauseOnRemoPlay

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isAnimPauseOnRemoPlay

Do you want to stop the animation during the poly play?

Do you want to stop the animation during the poly play (0: not, 1: do)

◆ isAttackBacklash

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isAttackBacklash

Do you play the attack.

Do you play the attack (0: do not play, 1: play)

◆ isBreak_ByChrRide

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isBreak_ByChrRide

Will it break if the character gets on it?

Will it break if the character gets on (0: it won't break 1: it will break)

◆ isBreakByEnemyCollide

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isBreakByEnemyCollide

Will it be destroyed by an enemy character collision?

Broken when an enemy character touches (0: No, 1: Ru)

◆ isBreakByHugeenemyCollide

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isBreakByHugeenemyCollide

Will it be destroyed by a huge enemy collision?

Broken when a giant enemy touches (0: No, 1:)

◆ isBreakByPlayerCollide

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isBreakByPlayerCollide

Will it break in a player collision?

Broken when the player touches (0: no, 1:)

◆ isBreakOnPickUp

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isBreakOnPickUp

Is it destroyed at the time of collection?

If ×, play the animation at the time of collection, if ○, destroy at the time of collection (destroy in all cases including replacement)

◆ isBurn

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isBurn

Will it burn.

Will it burn (0: not, 1:)

◆ isBushesForDamage

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isBushesForDamage { false }

Will it break due to bush damage?

◯ Assets can only be damaged by "damage to bushes" ◯ and "object attack power> defense power" attacks [GR] SEQ20617

◆ isCreateMultiPlayOnly

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isCreateMultiPlayOnly

Is it valid only during multi (dynamic only)?

Is it valid only during multi? Only valid for dynamic assets. (Details: SEQ15087)

◆ isDamageCover

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isDamageCover

Do you want to shield the damage?

Whether to pass the damage to the other side when receiving damage (0: pass, 1: do not pass)

◆ isDisableBreakForFirstAppear

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isDisableBreakForFirstAppear

No destruction for initial appearance.

Broken at the initial appearance of the player (0: ru, 1: no)

◆ isDisableBulletHitSfx

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isDisableBulletHitSfx

Does not generate bullet landing SFX.

In the case of ○, the landing SFX does not occur regardless of whether the hit bullet penetrates or lands.

◆ isEnabledBreakSync

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isEnabledBreakSync

Do you want to synchronize the destruction.

If this is x, do not perform initial synchronization, map activation synchronization, asset destruction synchronization during in-game, and the attack of the remote PC will not hit.

◆ isEnableRepick

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isEnableRepick

Is there a change during recollection?

If this flag is ○, the parameter "At the time of recollection _ ***" will be used for the assets to be collected again in units of placement.

◆ isEnableSignPostBreak

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isEnableSignPostBreak

Is it possible to create a sign / blood character (after destroying the asset)?

Set whether sign / blood character can be created when on the asset (after destruction) 〇: Possible, ×: Impossible (Details: SEQ122568)

◆ isEnableSignPreBreak

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isEnableSignPreBreak

Is it possible to create a sign / blood character (before destroying the asset)?

Set whether sign / blood character can be created when on the asset (before destruction) 〇: Possible, ×: Impossible (Details: SEQ122568)

◆ isHiddenOnRepick

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isHiddenOnRepick

When recollecting _ hidden.

Hide assets if you can't get them by lottery when recollecting by placement unit

◆ isLadder

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isLadder

Is it a ladder?

Is it a ladder (0: different, 1: yes)

◆ isMoveObj

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isMoveObj

Is it a moving object?

Is it a moving object? It is a flag used for branching of movement processing at the time of multi (0: different, 1: yes)

◆ isSkydomeFlag

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isSkydomeFlag

Is it treated as a celestial sphere?

Processing that treats the celestial sphere (player tracking, etc.) is performed (0: different, 1: yes)

◆ lifeTime_forRuntimeCreate

float from::paramdef::ASSET_GEOMETORY_PARAM_ST::lifeTime_forRuntimeCreate { 0.f }

Lifetime of runtime generated assets (seconds)

Runtime-generated time after creation until disappearance (0: does not disappear)

◆ navimeshFlag

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::navimeshFlag { 0 }

Pre-destruction navigation mesh flag.

Navigation mesh flag set from assets before destruction

◆ navimeshFlag_after

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::navimeshFlag_after { 0 }

Post-destruction navigation mesh flag.

Navimesh flag set from the destroyed asset

◆ navimeshFlagApply

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::navimeshFlagApply { 0 }

Navimesh flag application destination.

Where to apply the navigation mesh flag set from the asset

◆ navimeshFlagApply_after

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::navimeshFlagApply_after { 0 }

Post-destruction navigation mesh flag application destination.

Where to apply the navigation mesh flag set from the destroyed asset

◆ noGenerateCarver

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::noGenerateCarver { false }

Navimesh terrain judgment invalidation.

Asset with this set does not create Carver

◆ noHitHugeAfterBreak

bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::noHitHugeAfterBreak { false }

Do not hit huge enemies after destruction.

Overwrite the hit filter after destruction with a collision detection type that does not hit a huge enemy (static ○ dynamic ○)

◆ overrideMaterialId

short from::paramdef::ASSET_GEOMETORY_PARAM_ST::overrideMaterialId { -1 }

Overwrite material ID.

Asset material ID overwrite setting (-1: Do not overwrite model material ID 0 or more: Material ID overwrite) On the ladder, the material ID is reflected only with this setting

◆ paintDecalTargetTextureSize

unsigned short from::paramdef::ASSET_GEOMETORY_PARAM_ST::paintDecalTargetTextureSize { 0 }

Paint decal target size.

Paint decal target size 0: Decal disabled (0 to 4096 power of 2 0, 2, 4, 8,… 2048 only valid)

◆ penetrationBulletType

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::penetrationBulletType { 0 }

Bullet penetration type.

Will the bullet hit and land? Which bullet para to refer to when deciding? The value that determines.

◆ pickUpActionButtonParamId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::pickUpActionButtonParamId { -1 }

At the time of collection_action button ID.

Action button ID issued for collection-1: Collection function is disabled

◆ pickUpItemLotParamId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::pickUpItemLotParamId { -1 }

At the time of collection_item lottery ID_for map.

Item to be drawn at the time of collection For lottery ID_map-1: Collection function is invalid

◆ pickUpReplacementActionButtonParamId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::pickUpReplacementActionButtonParamId { -1 }

At the time of collection_replacement action button ID.

This action button ID is used when "Collecting_replacement flag condition" is ON.

◆ pickUpReplacementAnimIdOffset

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::pickUpReplacementAnimIdOffset { 0 }

At the time of collection_replacement animation offset.

When "Collecting_replacement flag condition" is ON, play the uncollected / collected animation with the animation ID offset by this value.

◆ pickUpReplacementEventFlag

unsigned int from::paramdef::ASSET_GEOMETORY_PARAM_ST::pickUpReplacementEventFlag { 0 }

At the time of collection_replacement flag condition.

When this event flag is ON, use the ID of the subsequent replacement 0: Do not always replace

◆ pickUpReplacementItemLotParamId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::pickUpReplacementItemLotParamId { -1 }

At the time of collection_replacement item lottery ID_for map.

When "Collecting_replacement flag condition" is ON, this item lottery ID_map is used.

◆ rainBlockingType

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::rainBlockingType { 0 }

Rain cutoff setting.

It is a type of rain blocking. You can set the blocking of SFX and wet expression.

◆ refDrawParamId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::refDrawParamId { -1 }

Drawing parameter reference ID.

Drawing parameter reference ID. The reference ID for the part drawing parameter .xlsm.

◆ repickActionButtonParamId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::repickActionButtonParamId { -1 }

At the time of recollection_action button ID.

This action button ID is used when recollecting assets whose "Is there a change at the time of recollection?"

◆ repickAnimIdOffset

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::repickAnimIdOffset { 0 }

At the time of recollection_animation offset.

When recollecting assets with "Is there a change at the time of recollection?" In units of placement, play the uncollected / collected animation with the anime ID offset by this value.

◆ repickItemLotParamId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::repickItemLotParamId { -1 }

At the time of recollection_item lottery ID_for map.

Assets with "Is there a change at the time of recollection?" Are used for this item lottery ID_map when recollecting in units of placement.

◆ repickReplacementActionButtonParamId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::repickReplacementActionButtonParamId { -1 }

At the time of recollection_replacement action button ID.

Use this parameter instead of "At the time of collection_replacement action button ID" when recollecting assets whose "Is there a change at the time of recollection?"

◆ repickReplacementAnimIdOffset

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::repickReplacementAnimIdOffset { 0 }

At the time of recollection_replacement animation offset.

Use this parameter instead of "At the time of collection_replacement animation offset" at the time of recollection for assets whose "Is there a change at the time of recollection?"

◆ repickReplacementItemLotParamId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::repickReplacementItemLotParamId { -1 }

At the time of recollection_replacement item lottery ID_for map.

Use this parameter instead of "At the time of collection_Replacement item lottery ID_For map" when recollecting assets whose "Is there a change at the time of recollection?"

◆ residentSeDmypolyId0

short from::paramdef::ASSET_GEOMETORY_PARAM_ST::residentSeDmypolyId0 { -1 }

Resident SE Damipoli ID0.

Damipoli ID0 to attach resident sound (-1: placement position)

◆ residentSeDmypolyId1

short from::paramdef::ASSET_GEOMETORY_PARAM_ST::residentSeDmypolyId1 { -1 }

Resident SE Damipoli ID1.

Damipoli ID1 to attach resident sound (-1: placement position)

◆ residentSeDmypolyId2

short from::paramdef::ASSET_GEOMETORY_PARAM_ST::residentSeDmypolyId2 { -1 }

Resident SE Damipoli ID2.

Damipoli ID2 to attach resident sound (-1: placement position)

◆ residentSeDmypolyId3

short from::paramdef::ASSET_GEOMETORY_PARAM_ST::residentSeDmypolyId3 { -1 }

Resident SE Damipoli ID3.

Damipoli ID3 to attach resident sound (-1: placement position)

◆ residentSeId0

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::residentSeId0 { -1 }

Resident SEID0.

Sound ID 0 (9 digits) to be resident in the asset (-1: No resident)

◆ residentSeId1

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::residentSeId1 { -1 }

Resident SEID1.

Sound ID 1 (9 digits) to be resident in the asset (-1: No resident)

◆ residentSeId2

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::residentSeId2 { -1 }

Resident SEID2.

Sound ID 2 (9 digits) to be resident in the asset (-1: No resident)

◆ residentSeId3

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::residentSeId3 { -1 }

Resident SEID3.

Sound ID 3 (9 digits) to be resident in the asset (-1: not resident)

◆ slidingBulletHitType

unsigned char from::paramdef::ASSET_GEOMETORY_PARAM_ST::slidingBulletHitType { 0 }

Behavior when a bullet crawling on the ground lands.

When a bullet of the follow-up type "Crawling on the ground even if it collides" collides with an asset, does it bend in the direction along the landing point? Behavior

◆ soundBankId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::soundBankId { -1 }

Sound bank ID.

Sound bank ID (-1: no bank, other: bank with specified ID)

◆ soundBreakSECpId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::soundBreakSECpId { -1 }

Destruction sound Damipoli ID.

Damipoli ID of the place where the destruction sound is played (-1: Placement position)

◆ soundBreakSEId

int from::paramdef::ASSET_GEOMETORY_PARAM_ST::soundBreakSEId { -1 }

Destruction sound SEID.

Destruction sound SEID (9 digits) -1: Generated from assetId


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