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

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

#include <BULLET_PARAM_ST.hpp>

Public Attributes

int atkId_Bullet { -1 }
 Attack ID.
 
int sfxId_Bullet { -1 }
 SFX ID [bullet].
 
int sfxId_Hit { -1 }
 SFXID [landing].
 
int sfxId_Flick { -1 }
 SFXID [at the time of repelling].
 
float life { -1.f }
 Lifespan [s].
 
float dist { 0.f }
 Range [m].
 
float shootInterval { 0.f }
 Fire interval [s].
 
float gravityInRange { 0.f }
 Gravity within range [m / s ^ 2].
 
float gravityOutRange { 0.f }
 Gravity outside range [m / s ^ 2].
 
float hormingStopRange { 0.f }
 Guidance stop distance [m].
 
float initVellocity { 0.f }
 Initial velocity [m / s].
 
float accelInRange { 0.f }
 Acceleration within range [m / s ^ 2].
 
float accelOutRange { 0.f }
 Acceleration outside range [m / s ^ 2].
 
float maxVellocity { 0.f }
 Maximum speed [m / s].
 
float minVellocity { 0.f }
 Minimum speed [m / s].
 
float accelTime { 0.f }
 Acceleration start time [s].
 
float homingBeginDist { 0.f }
 Guidance start distance [m].
 
float hitRadius { -1.f }
 Initial radius [m].
 
float hitRadiusMax { -1.f }
 Maximum radius [m].
 
float spreadTime { 0.f }
 Range diffusion time [s].
 
float expDelay { 0.f }
 Activation delay [s].
 
float hormingOffsetRange { 0.f }
 Induction shift amount [m].
 
float dmgHitRecordLifeTime { 0.f }
 Time to live in damage hit history [s].
 
float externalForce { 0.f }
 External force [m / s ^ 2].
 
int spEffectIDForShooter { -1 }
 Special effects on the person who shot.
 
int autoSearchNPCThinkID { 0 }
 Funnel NPC Thinking ID.
 
int HitBulletID { -1 }
 Generated bullet ID.
 
int spEffectId0 { -1 }
 Special effect ID0.
 
int spEffectId1 { -1 }
 Special effect ID1.
 
int spEffectId2 { -1 }
 Special effect ID2.
 
int spEffectId3 { -1 }
 Special effect ID3.
 
int spEffectId4 { -1 }
 Special effect ID4.
 
unsigned short numShoot { 0 }
 Number of shots.
 
short homingAngle { 0 }
 Induction performance [deg / s].
 
short shootAngle { 0 }
 Launch angle [deg].
 
short shootAngleInterval { 0 }
 Launch angle interval [deg].
 
short shootAngleXInterval { 0 }
 Launch elevation interval [deg].
 
signed char damageDamp { 0 }
 Physical attack power attenuation rate [% / s].
 
signed char spelDamageDamp { 0 }
 Magic attack power attenuation rate [% / s].
 
signed char fireDamageDamp { 0 }
 Flame attack power attenuation rate [% / s].
 
signed char thunderDamageDamp { 0 }
 Electric shock attack power attenuation rate [% / s].
 
signed char staminaDamp { 0 }
 Stamina damage attenuation rate [% / s].
 
signed char knockbackDamp { 0 }
 Knockback attenuation factor [% / s].
 
signed char shootAngleXZ { 0 }
 Launch elevation angle [deg].
 
unsigned char lockShootLimitAng { 0 }
 Lock direction limit angle.
 
unsigned char prevVelocityDirRate { 0 }
 Previous movement direction addition rate [%].
 
unsigned char atkAttribute { 254 }
 Physical attributes.
 
unsigned char spAttribute { 254 }
 Special attributes.
 
unsigned char Material_AttackType { 254 }
 Attack attribute [SFX / SE].
 
unsigned char Material_AttackMaterial { 254 }
 Attack material [SFX / SE].
 
bool isPenetrateChr: 1 { false }
 Penetrate the character?
 
bool isPenetrateObj: 1 { false }
 Penetrate the object?
 
unsigned char launchConditionType { 0 }
 Occurrence condition.
 
unsigned char FollowType: 3 { 0 }
 Follow-up type.
 
unsigned char EmittePosType: 3 { 0 }
 Source type.
 
bool isAttackSFX: 1 { false }
 Will it stay stuck?
 
bool isEndlessHit: 1 { false }
 Do you keep hitting?
 
bool isPenetrateMap: 1 { false }
 Penetrate the map?
 
bool isHitBothTeam: 1 { false }
 Are you an enemy or an ally?
 
bool isUseSharedHitList: 1 { false }
 Do you want to share the hit list?
 
bool isUseMultiDmyPolyIfPlace: 1 { false }
 Do you use multiple Damipoli?
 
bool isHitOtherBulletForceEraseA: 1 { false }
 Does it hit other bullets forced erasure A?
 
bool isHitOtherBulletForceEraseB: 1 { false }
 Does it hit the other bullet forced erasure B?
 
bool isHitForceMagic: 1 { false }
 Do you hit the force magic?
 
bool isIgnoreSfxIfHitWater: 1 { false }
 Whether to ignore the effect at the time of water collision.
 
bool isIgnoreMoveStateIfHitWater: 1 { false }
 Whether to ignore the state transition at the time of water collision.
 
bool isHitDarkForceMagic: 1 { false }
 Do you hit the dark force magic?
 
unsigned char dmgCalcSide: 2 { 0 }
 Damage calculation side.
 
bool isEnableAutoHoming: 1 { false }
 Bullet automatic capture permission.
 
bool isSyncBulletCulcDumypolyPos: 1 { false }
 For synchronous bullets, do you recalculate at the Damipoli position?
 
bool isOwnerOverrideInitAngle: 1 { false }
 Do you want to overwrite the owner with the reference direction of the bullet?
 
bool isInheritSfxToChild: 1 { false }
 Will SFX be taken over by the child bullets?
 
signed char darkDamageDamp { 0 }
 Dark attack power attenuation rate [% / s].
 
signed char bulletSfxDeleteType_byHit { 0 }
 Bullet SFX extinction type at the time of landing.
 
signed char bulletSfxDeleteType_byLifeDead { 0 }
 Bullet SFX extinction type at the end of life.
 
float targetYOffsetRange { 0.f }
 Target vertical offset [m].
 
float shootAngleYMaxRandom { 0.f }
 Launch angle random number [deg].
 
float shootAngleXMaxRandom { 0.f }
 Elevation angle random number [deg].
 
int intervalCreateBulletId { -1 }
 Interval specified bullet ID.
 
float intervalCreateTimeMin { 0.f }
 Occurrence interval: Minimum time [s].
 
float intervalCreateTimeMax { 0.f }
 Occurrence interval: Maximum time [s].
 
float predictionShootObserveTime { 0.f }
 Predicted shooting velocity observation time [s].
 
float intervalCreateWaitTime { 0.f }
 Waiting time for start of specified interval [s].
 
unsigned char sfxPostureType { 0 }
 The type of SFX attitude generated from the bullet.
 
unsigned char createLimitGroupId { 0 }
 Creation restriction group Id.
 
bool isInheritSpeedToChild: 1 { false }
 Will the speed be taken over by the submunition?
 
bool isDisableHitSfx_byChrAndObj: 1 { false }
 Do not play landing SFX when character / OBJ hits.
 
bool isCheckWall_byCenterRay: 1 { false }
 Launch position Makes a wall digging judgment by skipping a ray that connects the center of the character in parallel.
 
bool isHitFlare: 1 { false }
 Do you hit flare magic?
 
bool isUseBulletWallFilter: 1 { false }
 Do you use primitive magic Atari?
 
bool isNonDependenceMagicForFunnleNum: 1 { false }
 The number of funnels on the PC does not fluctuate due to reason.
 
bool isAiInterruptShootNoDamageBullet: 1 { false }
 Does it react to AI bullets (even with 0 attack power)?
 
float randomCreateRadius { 0.f }
 Occurrence range (radius) at random occurrence [m].
 
float followOffset_BaseHeight { 0.f }
 Funnel tracking position_base point height [m].
 
int assetNo_Hit { -1 }
 Asset number generated at the time of landing.
 
float lifeRandomRange { 0.f }
 Lifetime random number [s].
 
short homingAngleX { -1 }
 Induction performance (X-axis individual) [deg / s].
 
unsigned char ballisticCalcType { 0 }
 Ballistic calculation type.
 
unsigned char attachEffectType { 0 }
 Attach effect type.
 
int seId_Bullet1 { -1 }
 SEID1 [bullet].
 
int seId_Bullet2 { -1 }
 SEID2 [bullet].
 
int seId_Hit { -1 }
 SEID [landing].
 
int seId_Flick { -1 }
 SEID [at the time of repelling].
 
short howitzerShootAngleXMin { 0 }
 [Curly shooting] Launch elevation limit_lower limit [deg]
 
short howitzerShootAngleXMax { 0 }
 [Song firing] Launch elevation limit_upper limit [deg]
 
float howitzerInitMinVelocity { 0.f }
 [Song shooting] Minimum speed limit [m / s]
 
float howitzerInitMaxVelocity { 0.f }
 [Song shooting] Maximum speed limit [m / s]
 
int sfxId_ForceErase { -1 }
 SFXID [At the time of forced erasure].
 
signed char bulletSfxDeleteType_byForceErase { 0 }
 Bullet SFX extinction type at the time of forced erasure.
 
short followDmypoly_forSfxPose { -1 }
 SFX direction specification when following Damipoli.
 
float followOffset_Radius { 0.f }
 Funnel tracking position_radius [m].
 
float spBulletDistUpRate { 1.f }
 Special effect flight distance correction magnification.
 
float nolockTargetDist { 0.f }
 Target range [m] when unlocked.
 

Detailed Description

This struct was automatically generated from XML paramdefs.

Member Data Documentation

◆ accelInRange

float from::paramdef::BULLET_PARAM_ST::accelInRange { 0.f }

Acceleration within range [m / s ^ 2].

Acceleration within SFX range.

◆ accelOutRange

float from::paramdef::BULLET_PARAM_ST::accelOutRange { 0.f }

Acceleration outside range [m / s ^ 2].

Acceleration when SFX goes out of range.

◆ accelTime

float from::paramdef::BULLET_PARAM_ST::accelTime { 0.f }

Acceleration start time [s].

Until this time, do not accelerate (make sure you can shoot magic like rockets).

◆ assetNo_Hit

int from::paramdef::BULLET_PARAM_ST::assetNo_Hit { -1 }

Asset number generated at the time of landing.

The number of the asset to be generated at the time of landing. -1: Do not generate. The asset number is the last 6 digits of the asset. Example: AEG999_999 = 999999

◆ atkAttribute

unsigned char from::paramdef::BULLET_PARAM_ST::atkAttribute { 254 }

Physical attributes.

Set the physical attributes to set for the bullet

◆ atkId_Bullet

int from::paramdef::BULLET_PARAM_ST::atkId_Bullet { -1 }

Attack ID.

Register each attack parameter ID. → Attack type / Attack material / Physical attack power / Magic attack power / Stamina attack power / Knockback distance.

◆ attachEffectType

unsigned char from::paramdef::BULLET_PARAM_ST::attachEffectType { 0 }

Attach effect type.

Effect type to attach

◆ autoSearchNPCThinkID

int from::paramdef::BULLET_PARAM_ST::autoSearchNPCThinkID { 0 }

Funnel NPC Thinking ID.

Parameters used by the funnel to search for the target

◆ bulletSfxDeleteType_byHit

signed char from::paramdef::BULLET_PARAM_ST::bulletSfxDeleteType_byHit { 0 }

Bullet SFX extinction type at the time of landing.

Bullet SFX extinction type when landing or playing

◆ createLimitGroupId

unsigned char from::paramdef::BULLET_PARAM_ST::createLimitGroupId { 0 }

Creation restriction group Id.

If it is 0, it is unused. If the upper limit is reached when creating a bullet set in the same group Id, that bullet will not be created. (Bullets created synchronously on the network will be released regardless)

◆ damageDamp

signed char from::paramdef::BULLET_PARAM_ST::damageDamp { 0 }

Physical attack power attenuation rate [% / s].

Correction value that decreases in 1 second after the attenuation distance.

◆ darkDamageDamp

signed char from::paramdef::BULLET_PARAM_ST::darkDamageDamp { 0 }

Dark attack power attenuation rate [% / s].

Correction value that decreases in 1 second after the attenuation distance.

◆ dist

float from::paramdef::BULLET_PARAM_ST::dist { 0.f }

Range [m].

Distance at which attenuation begins (not actual flight distance).

◆ dmgCalcSide

unsigned char from::paramdef::BULLET_PARAM_ST::dmgCalcSide

Damage calculation side.

Damage calculation side. During multiplayer, the damage calculation is for switching between the giving side and the receiving side.

◆ dmgHitRecordLifeTime

float from::paramdef::BULLET_PARAM_ST::dmgHitRecordLifeTime { 0.f }

Time to live in damage hit history [s].

Damage hit history survival time [sec] (<= 0.0f: indefinite)

◆ EmittePosType

unsigned char from::paramdef::BULLET_PARAM_ST::EmittePosType

Source type.

Source type. Usually from Damipoli. (Introduced to judge meteo)

◆ expDelay

float from::paramdef::BULLET_PARAM_ST::expDelay { 0.f }

Activation delay [s].

Time from landing to explosion (if 0, it explodes immediately).

◆ externalForce

float from::paramdef::BULLET_PARAM_ST::externalForce { 0.f }

External force [m / s ^ 2].

External force applied in the direction of shooting. (Y-axis is removed)

◆ fireDamageDamp

signed char from::paramdef::BULLET_PARAM_ST::fireDamageDamp { 0 }

Flame attack power attenuation rate [% / s].

Correction value that decreases in 1 second after the attenuation distance.

◆ FollowType

unsigned char from::paramdef::BULLET_PARAM_ST::FollowType

Follow-up type.

Follow-up type. "Do not follow" is the default.

◆ gravityInRange

float from::paramdef::BULLET_PARAM_ST::gravityInRange { 0.f }

Gravity within range [m / s ^ 2].

Downward gravity within range.

◆ gravityOutRange

float from::paramdef::BULLET_PARAM_ST::gravityOutRange { 0.f }

Gravity outside range [m / s ^ 2].

Gravity applied downward when damping begins (expresses the feeling of falling down.

◆ HitBulletID

int from::paramdef::BULLET_PARAM_ST::HitBulletID { -1 }

Generated bullet ID.

Specify the ID when generating a new bullet parameter from the bullet parameter

◆ hitRadius

float from::paramdef::BULLET_PARAM_ST::hitRadius { -1.f }

Initial radius [m].

Set the radius of the hit ball.

◆ hitRadiusMax

float from::paramdef::BULLET_PARAM_ST::hitRadiusMax { -1.f }

Maximum radius [m].

Maximum radius of the hit sphere (If -1, make it the same as the initial radius / default)

◆ homingAngle

short from::paramdef::BULLET_PARAM_ST::homingAngle { 0 }

Induction performance [deg / s].

How many corrections per second? ..

◆ homingAngleX

short from::paramdef::BULLET_PARAM_ST::homingAngleX { -1 }

Induction performance (X-axis individual) [deg / s].

Only the X-axis component of the inductive performance is changed. Do not change with -1

◆ homingBeginDist

float from::paramdef::BULLET_PARAM_ST::homingBeginDist { 0.f }

Guidance start distance [m].

How many meters should the guidance start?

◆ hormingOffsetRange

float from::paramdef::BULLET_PARAM_ST::hormingOffsetRange { 0.f }

Induction shift amount [m].

It is accurate if it is 0. At the time of shooting, each component of XYZ should be aimed by shifting this amount.

◆ hormingStopRange

float from::paramdef::BULLET_PARAM_ST::hormingStopRange { 0.f }

Guidance stop distance [m].

The distance to the target to stop the guidance. A parameter that prevents you from hitting too much with a guided bullet.

◆ howitzerInitMaxVelocity

float from::paramdef::BULLET_PARAM_ST::howitzerInitMaxVelocity { 0.f }

[Song shooting] Maximum speed limit [m / s]

[Song firing] Maximum speed limit for song firing calculation [m / s].

◆ howitzerInitMinVelocity

float from::paramdef::BULLET_PARAM_ST::howitzerInitMinVelocity { 0.f }

[Song shooting] Minimum speed limit [m / s]

[Song firing] The minimum speed limit for song firing calculation [m / s].

◆ howitzerShootAngleXMax

short from::paramdef::BULLET_PARAM_ST::howitzerShootAngleXMax { 0 }

[Song firing] Launch elevation limit_upper limit [deg]

[Sky firing] The upper limit [deg] based on the firing elevation angle (0deg) before applying the bending firing calculation.

◆ howitzerShootAngleXMin

short from::paramdef::BULLET_PARAM_ST::howitzerShootAngleXMin { 0 }

[Curly shooting] Launch elevation limit_lower limit [deg]

[Curly fire] The lower limit [deg] with the firing elevation angle as a reference (0 deg) before applying the curve fire calculation.

◆ initVellocity

float from::paramdef::BULLET_PARAM_ST::initVellocity { 0.f }

Initial velocity [m / s].

Initial speed of SFX.

◆ intervalCreateBulletId

int from::paramdef::BULLET_PARAM_ST::intervalCreateBulletId { -1 }

Interval specified bullet ID.

Bullet ID used when making bullets at regular intervals

◆ intervalCreateTimeMax

float from::paramdef::BULLET_PARAM_ST::intervalCreateTimeMax { 0.f }

Occurrence interval: Maximum time [s].

Maximum interval for making bullets at regular intervals (function is disabled if 0 to n 0)

◆ intervalCreateTimeMin

float from::paramdef::BULLET_PARAM_ST::intervalCreateTimeMin { 0.f }

Occurrence interval: Minimum time [s].

Minimum interval for making bullets at regular intervals (0 to n)

◆ intervalCreateWaitTime

float from::paramdef::BULLET_PARAM_ST::intervalCreateWaitTime { 0.f }

Waiting time for start of specified interval [s].

Waiting time to start making bullets at regular intervals

◆ isAttackSFX

bool from::paramdef::BULLET_PARAM_ST::isAttackSFX

Will it stay stuck?

Set whether bullets such as arrows will remain stuck in the character

◆ isCheckWall_byCenterRay

bool from::paramdef::BULLET_PARAM_ST::isCheckWall_byCenterRay

Launch position Makes a wall digging judgment by skipping a ray that connects the center of the character in parallel.

There was a problem with the digging judgment when firing a bullet, so it is for error handling. SEQ23101 [Own character] If you use a soul short arrow or a strong soul short arrow in close contact with a character with a high lock-on position, the direction of the bullet will be reversed.

◆ isDisableHitSfx_byChrAndObj

bool from::paramdef::BULLET_PARAM_ST::isDisableHitSfx_byChrAndObj

Do not play landing SFX when character / OBJ hits.

When ON, the bullet parameter "landing SFX" does not play even if it hits a character / object.

◆ isEnableAutoHoming

bool from::paramdef::BULLET_PARAM_ST::isEnableAutoHoming

Bullet automatic capture permission.

Whether to automatically follow when not locked on

◆ isHitBothTeam

bool from::paramdef::BULLET_PARAM_ST::isHitBothTeam

Are you an enemy or an ally?

Are you an enemy or an ally? (Not a wandering ghost)

◆ isIgnoreMoveStateIfHitWater

bool from::paramdef::BULLET_PARAM_ST::isIgnoreMoveStateIfHitWater

Whether to ignore the state transition at the time of water collision.

Whether to ignore the state transition even if it hits water

◆ isIgnoreSfxIfHitWater

bool from::paramdef::BULLET_PARAM_ST::isIgnoreSfxIfHitWater

Whether to ignore the effect at the time of water collision.

Should I ignore the effect if it hits the surface of the water?

◆ isInheritSfxToChild

bool from::paramdef::BULLET_PARAM_ST::isInheritSfxToChild

Will SFX be taken over by the child bullets?

Take over the SFX of the parent bullet. Ignore the SFX ID set for the sub bullet

◆ isInheritSpeedToChild

bool from::paramdef::BULLET_PARAM_ST::isInheritSpeedToChild

Will the speed be taken over by the submunition?

Take over the speed of the timing to replace the submunition. Ignore the speed set for the submunition

◆ isNonDependenceMagicForFunnleNum

bool from::paramdef::BULLET_PARAM_ST::isNonDependenceMagicForFunnleNum

The number of funnels on the PC does not fluctuate due to reason.

The number of funnels on the PC does not fluctuate by force. Become the number of shots

◆ isOwnerOverrideInitAngle

bool from::paramdef::BULLET_PARAM_ST::isOwnerOverrideInitAngle

Do you want to overwrite the owner with the reference direction of the bullet?

Only valid for sub-bullets. If it is ON, the reference direction is the owner.

◆ isPenetrateChr

bool from::paramdef::BULLET_PARAM_ST::isPenetrateChr

Penetrate the character?

If it is ON, it will penetrate without landing when it hits the character.

◆ isPenetrateMap

bool from::paramdef::BULLET_PARAM_ST::isPenetrateMap

Penetrate the map?

If it is ON, it will penetrate without landing when hitting a hit / static asset.

◆ isPenetrateObj

bool from::paramdef::BULLET_PARAM_ST::isPenetrateObj

Penetrate the object?

If it is ON, it will penetrate without landing when hitting a dynamic / partial destruction asset.

◆ isSyncBulletCulcDumypolyPos

bool from::paramdef::BULLET_PARAM_ST::isSyncBulletCulcDumypolyPos

For synchronous bullets, do you recalculate at the Damipoli position?

In the case of a synchronously generated bullet, the emitter attitude at the time of synchronization is used without recalculating the attitude due to the Damipoli position when the bullet is generated.

◆ isUseBulletWallFilter

bool from::paramdef::BULLET_PARAM_ST::isUseBulletWallFilter

Do you use primitive magic Atari?

Do you use primitive magic Atari? It will change to a filter that corresponds to the Atari dedicated to primitive magic.

◆ isUseMultiDmyPolyIfPlace

bool from::paramdef::BULLET_PARAM_ST::isUseMultiDmyPolyIfPlace

Do you use multiple Damipoli?

Do you use the same Damipoly ID more than once when placing bullets?

◆ isUseSharedHitList

bool from::paramdef::BULLET_PARAM_ST::isUseSharedHitList

Do you want to share the hit list?

Specify whether to share the hit list

◆ knockbackDamp

signed char from::paramdef::BULLET_PARAM_ST::knockbackDamp { 0 }

Knockback attenuation factor [% / s].

Correction value that decreases in 1 second after the attenuation distance.

◆ launchConditionType

unsigned char from::paramdef::BULLET_PARAM_ST::launchConditionType { 0 }

Occurrence condition.

Specify the condition to judge whether to generate a bullet when it lands or the life is extinguished

◆ life

float from::paramdef::BULLET_PARAM_ST::life { -1.f }

Lifespan [s].

Time for missiles to continue to exist (-1 is infinite).

◆ lifeRandomRange

float from::paramdef::BULLET_PARAM_ST::lifeRandomRange { 0.f }

Lifetime random number [s].

Add a random number of seconds with a set time fluctuation range to the "lifetime [s]".

◆ lockShootLimitAng

unsigned char from::paramdef::BULLET_PARAM_ST::lockShootLimitAng { 0 }

Lock direction limit angle.

Limit angle when facing the lock direction

◆ Material_AttackMaterial

unsigned char from::paramdef::BULLET_PARAM_ST::Material_AttackMaterial { 254 }

Attack material [SFX / SE].

Used for SFX / SE during attack

◆ Material_AttackType

unsigned char from::paramdef::BULLET_PARAM_ST::Material_AttackType { 254 }

Attack attribute [SFX / SE].

Specify what the attack attribute is

◆ maxVellocity

float from::paramdef::BULLET_PARAM_ST::maxVellocity { 0.f }

Maximum speed [m / s].

maximum speed.

◆ minVellocity

float from::paramdef::BULLET_PARAM_ST::minVellocity { 0.f }

Minimum speed [m / s].

Minimum guaranteed speed.

◆ nolockTargetDist

float from::paramdef::BULLET_PARAM_ST::nolockTargetDist { 0.f }

Target range [m] when unlocked.

Target range when unlocked (-1: Refer to "range", 0: No target)

◆ numShoot

unsigned short from::paramdef::BULLET_PARAM_ST::numShoot { 0 }

Number of shots.

The number of missiles fired at one time.

◆ predictionShootObserveTime

float from::paramdef::BULLET_PARAM_ST::predictionShootObserveTime { 0.f }

Predicted shooting velocity observation time [s].

Average speed observation time of predicted shooting function (function is invalid if 0 to 40)

◆ prevVelocityDirRate

unsigned char from::paramdef::BULLET_PARAM_ST::prevVelocityDirRate { 0 }

Previous movement direction addition rate [%].

Ratio to add the previous movement direction to the current direction when the sliding bullet hits the wall

◆ randomCreateRadius

float from::paramdef::BULLET_PARAM_ST::randomCreateRadius { 0.f }

Occurrence range (radius) at random occurrence [m].

The range of bullets used when the source type is set to occur at random locations.

◆ seId_Bullet1

int from::paramdef::BULLET_PARAM_ST::seId_Bullet1 { -1 }

SEID1 [bullet].

Insert SE ID1 for [Bullet]. -1: Not generated 9 digits. Sound type is fixed to s: SFX.

◆ seId_Bullet2

int from::paramdef::BULLET_PARAM_ST::seId_Bullet2 { -1 }

SEID2 [bullet].

Insert SE ID 2 for [Bullet]. -1: Not generated 9 digits. Sound type is fixed to s: SFX.

◆ seId_Flick

int from::paramdef::BULLET_PARAM_ST::seId_Flick { -1 }

SEID [at the time of repelling].

[At the time of repelling] Enter SE ID1 for. -1 does not occur. 9 digits. Sound type is fixed to s: SFX.

◆ seId_Hit

int from::paramdef::BULLET_PARAM_ST::seId_Hit { -1 }

SEID [landing].

Insert SE ID 1 for [landing]. -1 does not occur. 9 digits. Sound type is fixed to s: SFX.

◆ sfxId_Bullet

int from::paramdef::BULLET_PARAM_ST::sfxId_Bullet { -1 }

SFX ID [bullet].

Enter the SFX ID for [Bullet]. -1 does not occur.

◆ sfxId_Flick

int from::paramdef::BULLET_PARAM_ST::sfxId_Flick { -1 }

SFXID [at the time of repelling].

[At the time of repelling] Enter the SFX ID. -1 does not occur.

◆ sfxId_ForceErase

int from::paramdef::BULLET_PARAM_ST::sfxId_ForceErase { -1 }

SFXID [At the time of forced erasure].

SFX ID at the time of forced erasure. -1 does not occur.

◆ sfxId_Hit

int from::paramdef::BULLET_PARAM_ST::sfxId_Hit { -1 }

SFXID [landing].

[Impact] Enter the SFX ID. -1 does not occur.

◆ sfxPostureType

unsigned char from::paramdef::BULLET_PARAM_ST::sfxPostureType { 0 }

The type of SFX attitude generated from the bullet.

Set the initial attitude of an SFX or sub-bullet created from a bullet

◆ shootAngle

short from::paramdef::BULLET_PARAM_ST::shootAngle { 0 }

Launch angle [deg].

Specify how many times the missile is fired forward.

◆ shootAngleInterval

short from::paramdef::BULLET_PARAM_ST::shootAngleInterval { 0 }

Launch angle interval [deg].

When firing multiple missiles, specify how often to fire them. (Y-axis)

◆ shootAngleXInterval

short from::paramdef::BULLET_PARAM_ST::shootAngleXInterval { 0 }

Launch elevation interval [deg].

When firing multiple missiles, specify how often to fire them. (X-axis)

◆ shootAngleXMaxRandom

float from::paramdef::BULLET_PARAM_ST::shootAngleXMaxRandom { 0.f }

Elevation angle random number [deg].

Upper limit of firing elevation random number (0 to 360)

◆ shootAngleXZ

signed char from::paramdef::BULLET_PARAM_ST::shootAngleXZ { 0 }

Launch elevation angle [deg].

Additional elevation angle from the horizontal.

◆ shootAngleYMaxRandom

float from::paramdef::BULLET_PARAM_ST::shootAngleYMaxRandom { 0.f }

Launch angle random number [deg].

Upper limit of random number of firing angle (0 to 360)

◆ shootInterval

float from::paramdef::BULLET_PARAM_ST::shootInterval { 0.f }

Fire interval [s].

Specify how many seconds the missile will be fired.

◆ spAttribute

unsigned char from::paramdef::BULLET_PARAM_ST::spAttribute { 254 }

Special attributes.

Set special attributes to set for bullets

◆ spEffectId0

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

Special effect ID0.

Register each special effect parameter ID. → General special effects.

◆ spEffectId1

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

Special effect ID1.

Register each special effect parameter ID. → General special effects.

◆ spEffectId2

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

Special effect ID2.

Register each special effect parameter ID. → General special effects.

◆ spEffectId3

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

Special effect ID3.

Register each special effect parameter ID. → General special effects.

◆ spEffectId4

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

Special effect ID4.

Register each special effect parameter ID. → General special effects.

◆ spelDamageDamp

signed char from::paramdef::BULLET_PARAM_ST::spelDamageDamp { 0 }

Magic attack power attenuation rate [% / s].

Correction value that decreases in 1 second after the attenuation distance.

◆ spreadTime

float from::paramdef::BULLET_PARAM_ST::spreadTime { 0.f }

Range diffusion time [s].

The time when the radius of the range expands to a small extent.

◆ staminaDamp

signed char from::paramdef::BULLET_PARAM_ST::staminaDamp { 0 }

Stamina damage attenuation rate [% / s].

Correction value that decreases in 1 second after the attenuation distance.

◆ targetYOffsetRange

float from::paramdef::BULLET_PARAM_ST::targetYOffsetRange { 0.f }

Target vertical offset [m].

Vertical offset of landing position. Shift the target position up and down at the time of launch and during homing. (-N ~ n)

◆ thunderDamageDamp

signed char from::paramdef::BULLET_PARAM_ST::thunderDamageDamp { 0 }

Electric shock attack power attenuation rate [% / s].

Correction value that decreases in 1 second after the attenuation distance.


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