Beispiel #1
0
            "unused Escape Death miracle in vanilla game.",
        ),
        FieldDisplayInfo(
            "enable_black:1",
            "UseableByBlackPhantoms",
            True,
            bool,
            "Determines if this spell can be cast by Black Phantoms (invaders). Only disabled for Homeward and "
            "the unused Escape Death miracle in vanilla game.",
        ),
        FieldDisplayInfo(
            "disableOffline:1",
            "DisabledOffline",
            False,
            bool,
            "If True, this spell cannot be cast without a network connection. Always False.",
        ),
        FieldDisplayInfo(
            "castResonanceMagic:1",
            "CreateResonanceRing",
            True,
            bool,
            "If True, using this spell will create a resonance ring to help players in other worlds.",
        ),
        FieldDisplayInfo("pad_1:6", "Pad1", False, bit_pad_field(6),
                         "Null padding."),
        FieldDisplayInfo("pad[2]", "Pad2", False, pad_field(2),
                         "Null padding."),
    ],
}
Beispiel #2
0
        FieldDisplayInfo(
            "isTurnAtker:1",
            "AttackerTurns",
            True,
            bool,
            "Attacker will turn when throw begins (presumably before model point snapping occurs).",
        ),
        FieldDisplayInfo(
            "isSkipWepCate:1",
            "SkipAttackerWeaponCategoryCheck",
            True,
            bool,
            "If True, the weapon category check for the attacker will be skipped. Enabled only for Dark Hand "
            "drain.",
        ),
        FieldDisplayInfo(
            "isSkipSphereCast:1",
            "SkipSphereCast",
            True,
            bool,
            "If True, the sphere cast check will be skipped. Usually False, but True for the coffin stab, "
            "Armored Tusk backstab, and a few large enemy grabs. (Presumably, if False, the throw trigger relies "
            "on distance and character angles only and is generally easier to trigger.)",
        ),
        FieldDisplayInfo("pad0:5", "Pad1", False, bit_pad_field(5),
                         "Null padding."),
        FieldDisplayInfo("pad1[4]", "Pad2", False, pad_field(4),
                         "Null padding."),
    ],
}
Beispiel #3
0
            "255 for the Iron Golem and Gaping Dragon grabs, and 0 otherwise.",
        ),
        FieldDisplayInfo(
            "isTurnAtker:1",
            "AttackerTurns",
            True,
            bool,
            "Attacker will turn when throw begins (presumably before model point snapping occurs).",
        ),
        FieldDisplayInfo(
            "isSkipWepCate:1",
            "SkipAttackerWeaponCategoryCheck",
            True,
            bool,
            "If True, the weapon category check for the attacker will be skipped. Enabled only for Dark Hand "
            "drain.",
        ),
        FieldDisplayInfo(
            "isSkipSphereCast:1",
            "SkipSphereCast",
            True,
            bool,
            "If True, the sphere cast check will be skipped. Usually False, but True for the coffin stab, "
            "Armored Tusk backstab, and a few large enemy grabs. (Presumably, if False, the throw trigger relies "
            "on distance and character angles only and is generally easier to trigger.)",
        ),
        FieldDisplayInfo("pad0:5", "Pad1", False, bit_pad_field(5), "Null padding."),
        FieldDisplayInfo("pad1[4]", "Pad2", False, pad_field(4), "Null padding."),
    ],
}
Beispiel #4
0
                  "Fourth equipped gesture."),
 FieldDisplayInfo("gestureId4", "Gesture5", True, int,
                  "Fifth equipped gesture."),
 FieldDisplayInfo("gestureId5", "Gesture6", True, int,
                  "Sixth equipped gesture."),
 FieldDisplayInfo("gestureId6", "Gesture7", True, int,
                  "Seventh equipped gesture."),
 FieldDisplayInfo("npcPlayerType", "CharacterType", True, NPC_TYPE,
                  "Type of human NPC."),
 FieldDisplayInfo("npcPlayerDrawType", "DrawType", True, NPC_DRAW_TYPE,
                  "Draw type of human NPC."),
 FieldDisplayInfo("npcPlayerSex", "Gender", True, CHARACTER_INIT_SEX,
                  "Character gender."),
 FieldDisplayInfo("vowType:4", "Covenant", True, CHRINIT_VOW_TYPE,
                  "Character covenant."),
 FieldDisplayInfo("pad:4", "Pad0", False, bit_pad_field(4),
                  "Null padding."),
 FieldDisplayInfo("voiceType", "VoiceType", True, int, "Voice type."),
 FieldDisplayInfo("pad0[1]", "Pad0.", True, pad_field(1),
                  "Null padding."),
 FieldDisplayInfo("equip_Wep_Right_GenId", "RightHandWeapon1GenID",
                  True, int, ""),
 FieldDisplayInfo("equip_Subwep_Right_GenId", "RightHandWeapon2GenID",
                  True, int, ""),
 FieldDisplayInfo("equip_Wep_Left_GenId", "LeftHandWeapon1GenID", True,
                  int, ""),
 FieldDisplayInfo("equip_Subwep_Left_GenId", "LeftHandWeapon2GenID",
                  True, int, ""),
 FieldDisplayInfo("equip_Helm_GenId", "HeadArmorGenID", True, int, ""),
 FieldDisplayInfo("equip_Armer_GenId", "BodyArmorGenID", True, int, ""),
 FieldDisplayInfo("equip_Gaunt_GenId", "HandsArmorGenID", True, int,
Beispiel #5
0
        FieldDisplayInfo("bodyScaleBreast", "ChestScale", True, int, "Multiplier applied to chest size."),
        FieldDisplayInfo("bodyScaleAbdomen", "AbdomenScale", True, int, "Multiplier applied to abdomen size."),
        FieldDisplayInfo("bodyScaleArm", "ArmScale", True, int, "Multiplier applied to arm size."),
        FieldDisplayInfo("bodyScaleLeg", "LegScale", True, int, "Multiplier applied to leg size."),
        FieldDisplayInfo("gestureId0", "Gesture1", True, int, "First equipped gesture."),
        FieldDisplayInfo("gestureId1", "Gesture2", True, int, "Second equipped gesture."),
        FieldDisplayInfo("gestureId2", "Gesture3", True, int, "Third equipped gesture."),
        FieldDisplayInfo("gestureId3", "Gesture4", True, int, "Fourth equipped gesture."),
        FieldDisplayInfo("gestureId4", "Gesture5", True, int, "Fifth equipped gesture."),
        FieldDisplayInfo("gestureId5", "Gesture6", True, int, "Sixth equipped gesture."),
        FieldDisplayInfo("gestureId6", "Gesture7", True, int, "Seventh equipped gesture."),
        FieldDisplayInfo("npcPlayerType", "CharacterType", True, NPC_TYPE, "Type of human NPC."),
        FieldDisplayInfo("npcPlayerDrawType", "DrawType", True, NPC_DRAW_TYPE, "Draw type of human NPC."),
        FieldDisplayInfo("npcPlayerSex", "Gender", True, CHARACTER_INIT_SEX, "Character gender."),
        FieldDisplayInfo("vowType:4", "Covenant", True, CHRINIT_VOW_TYPE, "Character covenant."),
        FieldDisplayInfo("pad:4", "Pad0", False, bit_pad_field(4), "Null padding."),
        FieldDisplayInfo("pad0[10]", "Pad1", False, pad_field(10), "Null padding."),
    ],
}

NPC_PARAM_ST = {
    "paramdef_name": "NPC_PARAM_ST",
    "file_name": "NpcParam",
    "nickname": "Characters",
    "fields": [
        FieldDisplayInfo(
            "behaviorVariationId",
            "BehaviorVariationID",
            True,
            int,
            "Multiplied by 1000 and added to non-player behavior lookups (hitboxes, bullets) triggered by TAE.",