libER 0.1.4.2
ELDEN RING API library
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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. | |
This struct was automatically generated from XML paramdefs.
Anime destruction ID maximum value.
What is the animation destruction ID from 0 to what?
Navigation mesh join control.
The set assets are excluded from the target of joining hit parts when building the Nav Mesh.
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]
Auto-draw group_passing pixels.
Automatic drawing group_Pass pixel (set to 0.0-1.0 to enlarge at the time of shooting)
Asset behavior type.
Dynamic (all asset features available), static (light assets with limited functionality treated as old maps), partially static (partially destroyed assets)
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.
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)
int from::paramdef::ASSET_GEOMETORY_PARAM_ST::breakBulletCpId { -1 } |
Damipoli ID.
Location of [bullet] at the time of destruction Damipoli ID (-1: placement position)
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
At the time of destruction_Item lottery type.
A type that decides how to obtain items drawn at the time of destruction
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)
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)
int from::paramdef::ASSET_GEOMETORY_PARAM_ST::breakSfxId { -1 } |
SFX ID at the time of destruction.
SFX ID on destruction (-1: default (810030))
Forced stop time after destruction.
Time from destruction to forced stop of rigid body (do not force stop at 0)
Combustion fracture judgment progress.
Burnup threshold for switching to the ruptured state
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)
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)
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)
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)
Combustion bullet generation delay time (seconds)
Time to delay the generation of bullets for fire spread (seconds)
Combustion bullet generation interval (frame)
Interval (frame) to generate bullets for spreading fire
Combustion SFX generation delay End time (seconds): 0.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay End time (seconds): 1.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay End time (seconds): 2.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay End time (seconds): 3.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay Start time (seconds): 0.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay Start time (seconds): 1.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay Start time (seconds): 2.
SFX generation delay time during combustion Randomly determined between start and end times
Combustion SFX generation delay Start time (seconds): 3.
SFX generation delay time during combustion Randomly determined between start and end times
int from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxId { -1 } |
Combustion SFXID: 0.
SFX ID at the time of combustion: 0 (-1: No SFX)
int from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxId_1 { -1 } |
Combustion SFXID: 1.
SFX ID at the time of combustion: 1 (-1: No SFX)
int from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxId_2 { -1 } |
Combustion SFXID: 2.
SFX ID at the time of combustion: 2 (-1: No SFX)
int from::paramdef::ASSET_GEOMETORY_PARAM_ST::burnSfxId_3 { -1 } |
Combustion SFXID: 3.
SFX ID at the time of combustion: 3 (-1: No SFX)
Burning time (seconds)
Burning time (seconds) (continues to burn at 0)
Drawing when approaching the camera.
Drawing settings when approaching the camera. [GR] SEQ07529
Cross update distance (m)
Distance from the camera to update havokCloth (0: always update)
Collision detection type.
Collision detection type. You can set what the asset will hit.
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_Allowable ground height_Max [m].
Debug_Allowable ground height_Max [m] See SEQ07876 for details. Must be larger than minimum
Debug_Allowable ground height_Minimum [m].
Debug_Allowable ground height_Minimum [m] See SEQ07876 for details. Must be smaller than maximum
Debug_allowable ground height check.
Debug_Allow Ground Height Check See SEQ07876 for details
Defense power.
Attack power below this value is no damage
Open_PS4 exclusion rate.
Open_PS4 exclusion rate [GR] SEQ25310
Legacy_PS4 exclusion rate.
Legacy_PS4 exclusion rate [GR] SEQ25310
Open_XB1 exclusion rate.
Open_XB1 exclusion rate [GR] SEQ25310
Legacy_XB1 exclusion rate.
Legacy_XB1 exclusion rate [GR] SEQ25310
Debris non-display time (seconds)
Time to hide debris (seconds)
Hidden debris Wait time (seconds)
Hidden debris Waiting time (seconds)
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
Static asset hit build settings.
Sets the hit build type for static assets. Ignored for dynamic assets.
short from::paramdef::ASSET_GEOMETORY_PARAM_ST::hp { -1 } |
HP.
Durability until destruction (-1: Indestructible)
bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isAnimBreak |
Is it anime destruction?
Is it animation destruction (0: physical destruction, 1: animation destruction)
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)
bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isAttackBacklash |
Do you play the attack.
Do you play the attack (0: do not play, 1: play)
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)
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)
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:)
bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isBreakByPlayerCollide |
Will it break in a player collision?
Broken when the player touches (0: no, 1:)
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)
bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isBurn |
Will it burn.
Will it burn (0: not, 1:)
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
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)
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)
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)
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.
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.
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.
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)
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)
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
bool from::paramdef::ASSET_GEOMETORY_PARAM_ST::isLadder |
Is it a ladder?
Is it a ladder (0: different, 1: yes)
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)
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 of runtime generated assets (seconds)
Runtime-generated time after creation until disappearance (0: does not disappear)
Pre-destruction navigation mesh flag.
Navigation mesh flag set from assets before destruction
Post-destruction navigation mesh flag.
Navimesh flag set from the destroyed asset
Navimesh flag application destination.
Where to apply the navigation mesh flag set from the asset
Post-destruction navigation mesh flag application destination.
Where to apply the navigation mesh flag set from the destroyed asset
Navimesh terrain judgment invalidation.
Asset with this set does not create Carver
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 ○)
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
Paint decal target size.
Paint decal target size 0: Decal disabled (0 to 4096 power of 2 0, 2, 4, 8,… 2048 only valid)
Bullet penetration type.
Will the bullet hit and land? Which bullet para to refer to when deciding? The value that determines.
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
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
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.
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.
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
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.
Rain cutoff setting.
It is a type of rain blocking. You can set the blocking of SFX and wet expression.
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.
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?"
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.
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.
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?"
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?"
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?"
short from::paramdef::ASSET_GEOMETORY_PARAM_ST::residentSeDmypolyId0 { -1 } |
Resident SE Damipoli ID0.
Damipoli ID0 to attach resident sound (-1: placement position)
short from::paramdef::ASSET_GEOMETORY_PARAM_ST::residentSeDmypolyId1 { -1 } |
Resident SE Damipoli ID1.
Damipoli ID1 to attach resident sound (-1: placement position)
short from::paramdef::ASSET_GEOMETORY_PARAM_ST::residentSeDmypolyId2 { -1 } |
Resident SE Damipoli ID2.
Damipoli ID2 to attach resident sound (-1: placement position)
short from::paramdef::ASSET_GEOMETORY_PARAM_ST::residentSeDmypolyId3 { -1 } |
Resident SE Damipoli ID3.
Damipoli ID3 to attach resident sound (-1: placement position)
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)
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)
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)
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)
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
int from::paramdef::ASSET_GEOMETORY_PARAM_ST::soundBankId { -1 } |
Sound bank ID.
Sound bank ID (-1: no bank, other: bank with specified ID)
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)
int from::paramdef::ASSET_GEOMETORY_PARAM_ST::soundBreakSEId { -1 } |
Destruction sound SEID.
Destruction sound SEID (9 digits) -1: Generated from assetId