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'''DamageParam''' (''bdmgparam'') configures how much damage an actor takes in various cases. | '''DamageParam''' (''bdmgparam'') configures how much damage an actor takes in various cases. | ||
</onlyinclude> | </onlyinclude> | ||
== Enums == | |||
=== DamageSource === | ==Enums== | ||
{|class="wikitable" | ===DamageSource=== | ||
! Name !! Description | {| class="wikitable" | ||
!Name!!Description | |||
|- | |||
|Sword||One-handed sword | |||
|- | |||
|LargeSword||Two-handed sword | |||
|- | |- | ||
| | |Spear||Spear | ||
|- | |- | ||
| | |Arrow||Arrow | ||
|- | |- | ||
| | |Bomb||Remote bomb {{check}} | ||
|- | |- | ||
| | |Body||Enemy body attacks (punches, kicks, animal attacks) {{check}} | ||
|- | |- | ||
| | |Ancient||BeamosBeam | ||
|- | |- | ||
| | |ShockWave||Player and enemy Shockwaves {{check}} | ||
|- | |||
|Impulse||Impact forces | |||
|- | |||
|GanonBeam||? {{check}} | |||
|} | |||
===DamageSize=== | |||
{| class="wikitable" | |||
!Name!!Description | |||
|- | |- | ||
| | |Small||Varies by source | ||
|- | |- | ||
| | |Middle||Varies by source | ||
|- | |- | ||
| | |Large||Varies by source | ||
|- | |- | ||
| | |Huge||Varies by source | ||
|} | |} | ||
=== | ==== Link {{Check}} ==== | ||
{|class="wikitable" | {| class="wikitable" | ||
! Name !! | !Name | ||
!Sword | |||
!Spear | |||
!Large Sword | |||
!Shockwave | |||
|- | |- | ||
| Small || | |Small | ||
|Normal Attacks sans finisher. Flurry Rush attacks sans finisher. | |||
|Normal Attacks sans finisher. Flurry Rush attacks sans finisher. Charged Attack sans finisher. | |||
|Normal Attack (1st hit in 2 hit combo)sans finisher. Flurry Rush attacks sans finisher. Spin Attack hits sans finisher. | |||
|Jump attacks on flat ground. Large Sword Spin Attack finisher at two rotations or lower. | |||
|- | |- | ||
| | |Medium | ||
|Weapon throw. Note that this can only be noticed on weapons that don't break when thrown or when the affected Actor has IsCriticalBlowOff set to false. | |||
|Weapon throw. | |||
|Weapon throw. | |||
|Large Sword Spin Attack finisher at 3 rotations or higher. Jump/Falling attacks from a sufficient height. | |||
|- | |- | ||
| Large || | |Large | ||
|Normal Attack finisher. Flurry Rush finisher. Spin Attack on all charge levels. | |||
|Normal Attack finisher. Flurry Rush finisher. Charged Attack finisher. | |||
|Normal Attack finisher. Flurry Rush finisher. Katana Charged Attack on all charge levels. Fan (Korok Leaf) Charged Attack on all charge levels. | |||
| - | |||
|- | |- | ||
| Huge || | |Huge | ||
| - | |||
| - | |||
| - | |||
| - | |||
|} | |} | ||
=== DamageReaction === | ===DamageReaction {{Check}}=== | ||
{|class="wikitable" | {| class="wikitable" | ||
! Name !! Value !! Description | !Name!!Value!!Translation | ||
!Description | |||
|- | |- | ||
| 即死 || 0x1e || Instant death | |即死||0x1e||Instant death | ||
|Instantly kills the Actor | |||
|- | |- | ||
| 吹っ飛び || 0x16 || Blow away | |吹っ飛び||0x16||Blow away | ||
|Ragdolls the Actor and applies Impulse defined by ImpulsePower multiplied BlastOffAttackRateSmall/BlastOffAttackRateLarge. These parameters are accessible in the actor's relevant ragdoll config. BlastOffAttackRate is generally bigger than LargeAttackRate. | |||
|- | |- | ||
| 大ダメージ || 0x15 || Large damage | |大ダメージ||0x15||Large damage | ||
|Ragdolls the Actor and applies a lower amount of Impulse defined by ImpulsePower multiplied by LargeAttackRate. These parameters are accessible in the actor's relevant ragdoll config. | |||
|- | |- | ||
| 中ダメージ || 0x11 || Medium damage | |中ダメージ||0x11||Medium damage | ||
|Staggers the Actor and prevents them from acting for the stagger duration. This stagger interrupts enemy animations. | |||
|- | |- | ||
| 通常ダメージ || 0xf || Normal damage | |通常ダメージ||0xf||Normal damage | ||
|Momentarily staggers the Actor and prevents them from acting for the stagger duration. This stagger can only happen when the actor is idle/moving/turning, it cannot interrupt other animations. | |||
|- | |- | ||
| 小ダメージ || 5 || Small damage | |小ダメージ||5||Small damage | ||
|Visually staggers the Actor. Does not interrupt any animations or prevent the Actor from acting. | |||
|- | |- | ||
| 無反応 || 2 || No reaction | |無反応||2||No reaction | ||
|Do not visually stagger the actor but still apply impulse force to the hit location. | |||
|- | |- | ||
| 完全無反応 || 1 || No reaction at all | |完全無反応||1||No reaction at all | ||
|Do not stagger and do not apply impulse force to the hit location. | |||
|} | |} | ||
== Parameter objects == | ==Parameter objects== | ||
(none) | (none) | ||
== Parameter lists == | ==Parameter lists== | ||
=== damage_param === | ===damage_param=== | ||
==== Parameter objects ==== | ====Parameter objects==== | ||
===== DamageType ===== | =====DamageType===== | ||
{|class="wikitable" | {| class="wikitable" | ||
! Key !! Type !! Description | !Key!!Type!!Description | ||
|- | |- | ||
| Key || str || Damage reaction type (Basic, Tree, Tuta, Rope, Fish, Material, Npc, Ground, Golem, ReflectableBullet, Dummy) | |Key||str||Damage reaction type (Basic, Tree, Tuta, Rope, Fish, Material, Npc, Ground, Golem, ReflectableBullet, Dummy) | ||
|} | |} | ||
===== DamageRate ===== | =====DamageRate===== | ||
{|class="wikitable" | {| class="wikitable" | ||
! Key !! Type !! Description | !Key!!Type!!Description | ||
|- | |- | ||
| {{placeholder AAMP param name|name=([[#DamageSource]])}} || float || Damage multiplier for a given damage source | |{{placeholder AAMP param name|name=([[#DamageSource]])}}||float||Damage multiplier for a given damage source | ||
|} | |} | ||
===== ReactionTable ===== | =====ReactionTable===== | ||
{|class="wikitable" | {| class="wikitable" | ||
! Key !! Type !! Description | !Key!!Type!!Description | ||
|- | |- | ||
| {{placeholder AAMP param name|name=([[#DamageSource]])-([[#DamageSize]])}} || [[#DamageReaction]] (str32) || Reaction | |{{placeholder AAMP param name|name=([[#DamageSource]])-([[#DamageSize]])}}||[[#DamageReaction]] (str32)||Reaction | ||
|} | |} | ||
===== Parameters ===== | =====Parameters===== | ||
{|class="wikitable" | {| class="wikitable" | ||
! Key !! Type !! Description !! Official description | !Key!!Type!!Description!!Official description | ||
|- | |- | ||
| Breakable || bool || xxx || 壊れるかどうか(AI無しで破壊エフェクト・消滅挙動を行う) | |Breakable||bool||xxx||壊れるかどうか(AI無しで破壊エフェクト・消滅挙動を行う) | ||
|- | |- | ||
| HammerAffect || bool || Instant death when attacked by a weapon with the Hammer attribute || ハンマーが有効かどうか(ハンマー属性にチェックを入れた武器で攻撃されると即死する) | |HammerAffect||bool||Instant death when attacked by a weapon with the Hammer attribute||ハンマーが有効かどうか(ハンマー属性にチェックを入れた武器で攻撃されると即死する) | ||
|- | |- | ||
| WeakBreakerAffect || bool || xxx || Objを一撃破壊しない武器設定が有効か | |WeakBreakerAffect||bool||xxx||Objを一撃破壊しない武器設定が有効か | ||
|- | |- | ||
| ChemicalAttackAffect || bool || Receives additional damage from chemical attacks (e.g. rod balls) || ケミカルAtによる追加ダメージを受けるか(Ex:ロッドの玉) | |ChemicalAttackAffect||bool||Receives additional damage from chemical attacks (e.g. rod balls)||ケミカルAtによる追加ダメージを受けるか(Ex:ロッドの玉) | ||
|- | |- | ||
| SpAffectRatio || float || | |SpAffectRatio||float||Further multiplies incoming damage if the Actor is affected by SpHitRatio through SpHitActor or SpHitTag.||特効ダメージ倍率(武器倍率と掛け算される) | ||
|- | |- | ||
| SpAffectDamage || int || | |SpAffectDamage||int||Flat additional damage added to incoming damage after all other calculations, if the the Actor is affected by SpHitRatio through SpHitActor or SpHitTag.||特効ダメージ加算値(ダメージ計算後に加算される) | ||
|- | |- | ||
| VanishAffect || bool || Is | |VanishAffect||bool||Is vanished by ancient arrows||消滅攻撃有効(Ex:古代の矢) | ||
|- | |- | ||
| IsCriticalBlowOff || bool || xxx || クリティカルで吹き飛ぶ | |IsCriticalBlowOff||bool||xxx||クリティカルで吹き飛ぶ | ||
|- | |- | ||
| IsAcceptAtkImpulse || bool || Receives damage from impact forces (e.g. Bokoblin stones) || 攻撃的衝撃力を受けるかどうか(Ex:ボコブリンの石) | |IsAcceptAtkImpulse||bool||Receives damage from impact forces (e.g. Bokoblin stones)||攻撃的衝撃力を受けるかどうか(Ex:ボコブリンの石) | ||
|- | |- | ||
| IsCommonCalcImpuleDamage || bool || Automatic calculation of impact damage (ImpulseDamageTable is effective only when Off) || 衝撃力ダメージを自動計算する(Offの場合のみImpulseDamageTableが有効になります) | |IsCommonCalcImpuleDamage||bool||Automatic calculation of impact damage (ImpulseDamageTable is effective only when Off)||衝撃力ダメージを自動計算する(Offの場合のみImpulseDamageTableが有効になります) | ||
|- | |- | ||
| IsHeavyBreak || bool || xxx || 巨体属性でへし折れる | |IsHeavyBreak||bool||xxx||巨体属性でへし折れる | ||
|- | |- | ||
| ImpulseThresholdLv0 || float || Small impact force threshold || (Small)衝撃力ダメージ閾値 | |ImpulseThresholdLv0||float||Small impact force threshold ||(Small)衝撃力ダメージ閾値 | ||
|- | |- | ||
| ImpulseDamageLv0 || float || Damage dealt by small impact forces || (Small)衝撃力ダメージ値 | |ImpulseDamageLv0||float||Damage dealt by small impact forces||(Small)衝撃力ダメージ値 | ||
|- | |- | ||
| ImpulseThresholdLv1 || float || Medium impact force threshold || (Middle)衝撃力ダメージ閾値 | |ImpulseThresholdLv1||float||Medium impact force threshold||(Middle)衝撃力ダメージ閾値 | ||
|- | |- | ||
| ImpulseDamageLv1 || float || Damage dealt by medium impact forces || (Middle)衝撃力ダメージ値 | |ImpulseDamageLv1||float||Damage dealt by medium impact forces||(Middle)衝撃力ダメージ値 | ||
|- | |- | ||
| ImpulseThresholdLv2 || float || Large impact force threshold || (Large)衝撃力ダメージ閾値 | |ImpulseThresholdLv2||float||Large impact force threshold||(Large)衝撃力ダメージ閾値 | ||
|- | |- | ||
| ImpulseDamageLv2 || float || Damage dealt by large impact forces || (Large)衝撃力ダメージ値 | |ImpulseDamageLv2||float||Damage dealt by large impact forces||(Large)衝撃力ダメージ値 | ||
|- | |- | ||
| ImpulseThresholdLv3 || float || Huge impact force threshold || (Huge)衝撃力ダメージ閾値 | |ImpulseThresholdLv3||float||Huge impact force threshold||(Huge)衝撃力ダメージ閾値 | ||
|- | |- | ||
| ImpulseDamageLv3 || float || Damage dealt by huge impact forces || (Huge)衝撃力ダメージ値 | |ImpulseDamageLv3||float||Damage dealt by huge impact forces||(Huge)衝撃力ダメージ値 | ||
|- | |- | ||
| ImpulseThresholdLv4 || float || Lethal impact force threshold || (即死)衝撃力ダメージ閾値 | |ImpulseThresholdLv4||float||Lethal impact force threshold||(即死)衝撃力ダメージ閾値 | ||
|- | |- | ||
| FallDamageStartHeight || float || Min height for receiving fall damage || 落下ダメージ開始高さ | |FallDamageStartHeight||float||Min height for receiving fall damage||落下ダメージ開始高さ | ||
|- | |- | ||
| FallDamageMin || int || Minimum fall damage || 落下ダメージ最低値 | |FallDamageMin||int||Minimum fall damage||落下ダメージ最低値 | ||
|- | |- | ||
| FallDamagePerMeter || float || Fall damage/meter || 1mあたりの加算落下ダメージ量 | |FallDamagePerMeter||float||Fall damage/meter||1mあたりの加算落下ダメージ量 | ||
|- | |- | ||
| FallDamageHighStart || float || Min height for receiving strong fall damage || 強落下ダメージ開始高さ(-1で無効) | |FallDamageHighStart||float||Min height for receiving strong fall damage||強落下ダメージ開始高さ(-1で無効) | ||
|- | |- | ||
| FallDamageHighPerMeter || int || Strong fall damage/meter || 強落下時1mあたりの加算落下ダメージ量 | |FallDamageHighPerMeter||int||Strong fall damage/meter||強落下時1mあたりの加算落下ダメージ量 | ||
|- | |- | ||
| FallDamageNoWaterDepth || float || Min water depth for avoiding fall damage || 落下ダメージ受けない水深 | |FallDamageNoWaterDepth||float||Min water depth for avoiding fall damage||落下ダメージ受けない水深 | ||
|- | |- | ||
| WeakPointBone || str || Weak point bone (leave empty for the model origin to be used) || 弱手ボーン名(空白だとモデル原点) | |WeakPointBone||str||Weak point bone (leave empty for the model origin to be used)||弱手ボーン名(空白だとモデル原点) | ||
|- | |- | ||
| WeakPointCalcArea || float || Weak point calc area (0 to disable) || 弱点判定エリア(弱点不要アクターはここを0に) | |WeakPointCalcArea||float||Weak point calc area (0 to disable)||弱点判定エリア(弱点不要アクターはここを0に) | ||
|- | |- | ||
| WeakPointCalcOffset || vec3 || xxx || 弱手判定エリアの指定ボーンからのオフセット(ローカル座標系) | |WeakPointCalcOffset||vec3||xxx||弱手判定エリアの指定ボーンからのオフセット(ローカル座標系) | ||
|- | |- | ||
| WeakPointArea || float || xxx || 弱点エリア | |WeakPointArea||float||xxx||弱点エリア | ||
|- | |- | ||
| WeakPointOffset || vec3 || xxx || 弱点エリアの指定ボーンからのオフセット(ローカル座標系) | |WeakPointOffset||vec3||xxx||弱点エリアの指定ボーンからのオフセット(ローカル座標系) | ||
|- | |- | ||
| WeakPointRatio || float || Damage multiplier when weak point is hit || 弱点ダメージ倍率 | |WeakPointRatio||float||Damage multiplier when weak point is hit||弱点ダメージ倍率 | ||
|- | |- | ||
| WeakPointNoUIFlag || bool || Do not show explanation in UI when weak point is hit || ヒット時説明UIを出さない | |WeakPointNoUIFlag||bool||Do not show explanation in UI when weak point is hit||ヒット時説明UIを出さない | ||
|- | |- | ||
| WeakPointBone2 || str || xxx || 弱手ボーン名(空白だとモデル原点) | |WeakPointBone2||str||xxx||弱手ボーン名(空白だとモデル原点) | ||
|- | |- | ||
| WeakPointCalcArea2 || float || xxx || 弱点判定エリア(弱点不要アクターはここを0に) | |WeakPointCalcArea2||float||xxx||弱点判定エリア(弱点不要アクターはここを0に) | ||
|- | |- | ||
| WeakPointCalcOffset2 || vec3 || xxx || 弱手判定エリアの指定ボーンからのオフセット(ローカル座標系) | |WeakPointCalcOffset2||vec3||xxx||弱手判定エリアの指定ボーンからのオフセット(ローカル座標系) | ||
|- | |- | ||
| WeakPointArea2 || float || xxx || 弱点エリア | |WeakPointArea2||float||xxx||弱点エリア | ||
|- | |- | ||
| WeakPointOffset2 || vec3 || xxx || 弱点エリアの指定ボーンからのオフセット(ローカル座標系) | |WeakPointOffset2||vec3||xxx||弱点エリアの指定ボーンからのオフセット(ローカル座標系) | ||
|- | |- | ||
| WeakPointRatio2 || float || xxx || 弱点ダメージ倍率 | |WeakPointRatio2||float||xxx||弱点ダメージ倍率 | ||
|- | |- | ||
| WeakPointNoUIFlag2 || bool || xxx || ヒット時説明UIを出さない | |WeakPointNoUIFlag2||bool||xxx||ヒット時説明UIを出さない | ||
|- | |- | ||
| SillentKillMultRatio || float || Damage multiplier for sneak strikes || 奇襲ダメージ乗算倍率 | |SillentKillMultRatio||float||Damage multiplier for sneak strikes||奇襲ダメージ乗算倍率 | ||
|- | |- | ||
| SillentKillAddDamage || int || Additional damage for sneak strikes || 奇襲ダメージ加算値 | |SillentKillAddDamage||int||Additional damage for sneak strikes||奇襲ダメージ加算値 | ||
|- | |- | ||
| IsDeadBurnout || bool || | |IsDeadBurnout||bool||Appears to be severely bugged. When true, none of the elemental effects properly function. Burning deals no extra damage, does not set grass on fire and does not panic; Ice doesn't freeze or deal extra damage, but merely shades the model; Electric does not stun or deal extra damage.||燃え尽きでライフ0 | ||
|- | |- | ||
| IsMetamorBurnout || bool || Actor changes on burnout || 燃え尽きでアクタ変化 | |IsMetamorBurnout||bool||Actor changes on burnout||燃え尽きでアクタ変化 | ||
|- | |- | ||
| IsMatamorFromTg || bool || Actor changes on burnout from fire sword || 炎剣で切っても変化する | |IsMatamorFromTg||bool||Actor changes on burnout from fire sword||炎剣で切っても変化する | ||
|- | |- | ||
| Burnable || bool || Can be burned || 燃え状態有効 | |Burnable||bool||Can be burned||燃え状態有効 | ||
|- | |- | ||
| BurnDamage || int || Level 1 burn damage (-1 to disable) || 燃えダメージLv1(-1でダメージ受けない) | |BurnDamage||int||Level 1 burn damage (-1 to disable)||燃えダメージLv1(-1でダメージ受けない) | ||
|- | |- | ||
| BurnDamage2 || int || Level 2 burn damage (same as Lv1 if -1) || 燃えダメージLv2(-1でLv1と同じ) | |BurnDamage2||int||Level 2 burn damage (same as Lv1 if -1)||燃えダメージLv2(-1でLv1と同じ) | ||
|- | |- | ||
| BurnDamage3 || int || Level 3 burn damage (same as Lv2 if -1) || 燃えダメージLv3(-1でLv2と同じ) | |BurnDamage3||int||Level 3 burn damage (same as Lv2 if -1)||燃えダメージLv3(-1でLv2と同じ) | ||
|- | |- | ||
| BurnDamage4 || int || Level 4 burn damage (same as Lv3 if -1) || 燃えダメージLv4(-1でLv3と同じ) | |BurnDamage4||int||Level 4 burn damage (same as Lv3 if -1)||燃えダメージLv4(-1でLv3と同じ) | ||
|- | |- | ||
| BurnDamage5 || int || Level 5 burn damage (same as Lv4 if -1) || 燃えダメージLv5(-1でLv4と同じ) | |BurnDamage5||int||Level 5 burn damage (same as Lv4 if -1)||燃えダメージLv5(-1でLv4と同じ) | ||
|- | |- | ||
| BurnTime || int || Burn duration || 燃え時間 | |BurnTime||int||Burn duration||燃え時間 | ||
|- | |- | ||
| BurnDamageInterval || int || Receive burn damage every N frames when on fire (-1 to disable) || [火に接触時]燃えダメージ間隔(-1で無し) | |BurnDamageInterval||int||Receive burn damage every N frames when on fire (-1 to disable)||[火に接触時]燃えダメージ間隔(-1で無し) | ||
|- | |- | ||
| BurnContinuousDamage || int || Periodic burn damage value when on fire || [火に接触時]燃え継続ダメージ | |BurnContinuousDamage||int||Periodic burn damage value when on fire||[火に接触時]燃え継続ダメージ | ||
|- | |- | ||
| BurnCritical || bool || | |BurnCritical||bool||Instantly vaporizes the Actor when hit with fire damage.||火異常がクリティカル扱いか | ||
|- | |- | ||
| ProofBurnAtSmallDamage || bool || xxx || 火弾無効時小ダメージアクションをとるか | |ProofBurnAtSmallDamage||bool||xxx||火弾無効時小ダメージアクションをとるか | ||
|- | |- | ||
| IsDeadIce || bool || | |IsDeadIce||bool||Affected Actor has their HP set to 0 when Frozen.||凍結でライフ0 | ||
|- | |- | ||
| IsMetamorIce || bool || Actor changes when frozen || 凍結でアクタ変化 | |IsMetamorIce||bool||Actor changes when frozen||凍結でアクタ変化 | ||
|- | |- | ||
| Iceable || bool || Can be frozen || 凍結状態有効 | |Iceable||bool||Can be frozen||凍結状態有効 | ||
|- | |- | ||
| IceDamage || int || Freeze damage || 凍結ダメージ | |IceDamage||int||Freeze damage||凍結ダメージ | ||
|- | |- | ||
| IceTime || int || Freeze duration (in frames) || 凍結時間(f) | |IceTime||int||Freeze duration (in frames)||凍結時間(f) | ||
|- | |- | ||
| IceBreakableByAtk || bool || Can be unfrozen by attacks || 凍結時攻撃で割れるか | |IceBreakableByAtk||bool||Can be unfrozen by attacks||凍結時攻撃で割れるか | ||
|- | |- | ||
| IceBreakDamageRatio || float || Damage multiplier when unfrozen by attack || 凍結破壊ダメージ倍率 | |IceBreakDamageRatio||float||Damage multiplier when unfrozen by attack||凍結破壊ダメージ倍率 | ||
|- | |- | ||
| IceCritical || bool || | |IceCritical||bool||Instantly vaporizes the Actor when hit with ice damage.||凍結異常がクリティカル扱いか(濡れたら死ぬようになります) | ||
|- | |- | ||
| ProofIceAtSmallDamage || bool || xxx || 冷凍弾無効時小ダメージアクションをとるか | |ProofIceAtSmallDamage||bool||xxx||冷凍弾無効時小ダメージアクションをとるか | ||
|- | |- | ||
| IsDeadElectric || bool || xxx || 帯電でライフ0 | |IsDeadElectric||bool||xxx||帯電でライフ0 | ||
|- | |- | ||
| IsMetamorElectric || bool || Actor changes when shocked || 帯電でアクタ変化 | |IsMetamorElectric||bool||Actor changes when shocked||帯電でアクタ変化 | ||
|- | |- | ||
| Electricable || bool || Can be shocked || 痺れ状態有効 | |Electricable||bool||Can be shocked||痺れ状態有効 | ||
|- | |- | ||
| ElectricDamage || int || Shock damage || 痺れダメージ | |ElectricDamage||int||Shock damage||痺れダメージ | ||
|- | |- | ||
| ElectricTime || int || Shock effect duration (in frames) || 痺れ時間(f) | |ElectricTime||int||Shock effect duration (in frames)||痺れ時間(f) | ||
|- | |- | ||
| ElecCancelableByAtk || bool || Whether shock effect is cancelled by attacks || 痺れ時攻撃でキャンセルされるか | |ElecCancelableByAtk||bool||Whether shock effect is cancelled by attacks||痺れ時攻撃でキャンセルされるか | ||
|- | |- | ||
| ProofElecAtSmallDamage || bool || xxx || 電気弾無効時小ダメージアクションをとるか | |ProofElecAtSmallDamage||bool||xxx||電気弾無効時小ダメージアクションをとるか | ||
|- | |- | ||
| WetAffect || bool || Can become wet || 濡れ有効 | |WetAffect||bool||Can become wet (Note: This parameter's official description is misleading. If WetAffect is true, the actor instantly dies on contact with deep water.)||濡れ有効 | ||
|- | |- | ||
| LightningAffect || bool || Is affected by lightning || 落雷有効 | |LightningAffect||bool||Is affected by lightning||落雷有効 | ||
|- | |- | ||
| LightningDamage || int || Lightning damage || 落雷ダメージ | |LightningDamage||int||Lightning damage||落雷ダメージ | ||
|- | |- | ||
| GerudoHeroAffect || bool || Is affected by Urbosa's Fury || 英傑加護(雷)有効 | |GerudoHeroAffect||bool||Is affected by Urbosa's Fury||英傑加護(雷)有効 | ||
|- | |- | ||
| GerudoHeroDamage || int || Urbosa's Fury damage || 英傑加護(雷)ダメージ | |GerudoHeroDamage||int||Urbosa's Fury damage||英傑加護(雷)ダメージ | ||
|- | |- | ||
| GerudoHeroTime || int || Urbosa's Fury shock effect duration (blow off when 0) || 英傑加護(雷)痺れ時間(0だと吹っ飛び) | |GerudoHeroTime||int||Urbosa's Fury shock effect duration (blow off when 0)||英傑加護(雷)痺れ時間(0だと吹っ飛び) | ||
|- | |- | ||
| GustAffect || bool || Is affected by gusts of wind || 突風有効 | |GustAffect||bool||Is affected by gusts of wind||突風有効 | ||
|- | |- | ||
| DrownHeight || float || Water depth before drowning (-1 to disable) || 溺れる水深(-1で溺れない) | |DrownHeight||float||Water depth before drowning (-1 to disable)||溺れる水深(-1で溺れない) | ||
|- | |- | ||
| DrownDamage || int || Drown damage (0 for special cases) || 溺れた瞬間に食らうダメージ(特殊な場合を除き0でいい) | |DrownDamage||int||Drown damage (0 for special cases)||溺れた瞬間に食らうダメージ(特殊な場合を除き0でいい) | ||
|- | |- | ||
| ColdWaterFrozenTime || int || xxx || 冷たい水地形で凍結する時間 | |ColdWaterFrozenTime||int||xxx||冷たい水地形で凍結する時間 | ||
|- | |- | ||
| ColdWaterAffect || bool || Is affected by freezing water || 冷たい水地形でダメージ有 | |ColdWaterAffect||bool||Is affected by freezing water||冷たい水地形でダメージ有 | ||
|- | |- | ||
| ColdWaterDamage || int || Damage when in freezing water || 冷たい水ダメージ値 | |ColdWaterDamage||int||Damage when in freezing water ||冷たい水ダメージ値 | ||
|- | |- | ||
| ColdWaterDamageInterval || int || Receive damage every N frames when in freezing water || 冷たい水ダメージ最浅間隔 | |ColdWaterDamageInterval||int||Receive damage every N frames when in freezing water||冷たい水ダメージ最浅間隔 | ||
|- | |- | ||
| ColdWaterDamageStartDepth || float || Depth threshold for freezing water || 冷たい水ダメージ最浅閾値 | |ColdWaterDamageStartDepth||float||Depth threshold for freezing water||冷たい水ダメージ最浅閾値 | ||
|- | |- | ||
| ColdWaterDamageIntervalDeep || int || Receive damage every N frames when in deep freezing water (-1 to disable) || 冷たい水ダメージ最深間隔(-1なら使わない) | |ColdWaterDamageIntervalDeep||int||Receive damage every N frames when in deep freezing water (-1 to disable)||冷たい水ダメージ最深間隔(-1なら使わない) | ||
|- | |- | ||
| ColdWaterDamageDeepDepth || float || Depth threshold for deep freezing water (-1 to disable) || 冷たい水ダメージ最深閾値(-1で最深間隔は使わない) | |ColdWaterDamageDeepDepth||float||Depth threshold for deep freezing water (-1 to disable)||冷たい水ダメージ最深閾値(-1で最深間隔は使わない) | ||
|- | |- | ||
| HotWaterBoiledTime || int || Time in frames to boil (-1 to disable, if enabled please disable the below settings) || 熱湯地形で茹であがる時間(-1で無効,有効にする場合は以下は無効設定にして下さい) | |HotWaterBoiledTime||int||Time in frames to boil (-1 to disable, if enabled please disable the below settings)||熱湯地形で茹であがる時間(-1で無効,有効にする場合は以下は無効設定にして下さい) | ||
|- | |- | ||
| HotWaterHealAffect || bool || Heals when in hot water || 温泉地形で影響有 | |HotWaterHealAffect||bool||Heals when in hot water||温泉地形で影響有 | ||
|- | |- | ||
| HotWaterHeal || int || Hot water heal value || 温泉回復値 | |HotWaterHeal||int||Hot water heal value||温泉回復値 | ||
|- | |- | ||
| HotWaterHealInterval || int || Recover health every N frames when in hot water || 温泉影響最浅間隔 | |HotWaterHealInterval||int||Recover health every N frames when in hot water||温泉影響最浅間隔 | ||
|- | |- | ||
| HotWaterHealStartDepth || float || Depth threshold for hot water || 温泉影響最浅閾値 | |HotWaterHealStartDepth||float||Depth threshold for hot water||温泉影響最浅閾値 | ||
|- | |- | ||
| HotWaterHealIntervalDeep || int || Recover health every N frames when in deep hot water (-1 to disable) || 温泉影響最深間隔(-1なら使わない) | |HotWaterHealIntervalDeep||int||Recover health every N frames when in deep hot water (-1 to disable) ||温泉影響最深間隔(-1なら使わない) | ||
|- | |- | ||
| HotWaterHealDeepDepth || float || Depth threshold for deep hot water || 温泉影響最深閾値(-1で最深間隔は使わない) | |HotWaterHealDeepDepth||float||Depth threshold for deep hot water||温泉影響最深閾値(-1で最深間隔は使わない) | ||
|- | |- | ||
| HotWaterChemCrit || bool || xxx || 温泉入るとケミカルクリティカル | |HotWaterChemCrit||bool||xxx||温泉入るとケミカルクリティカル | ||
|- | |- | ||
| PoisonBogAffect || bool || Is affected by poison swamp terrain || 毒沼地形でダメージ有 | |PoisonBogAffect||bool||Is affected by poison swamp terrain||毒沼地形でダメージ有 | ||
|- | |- | ||
| PoisonBogDamage || int || Poison damage || 毒沼ダメージ値 | |PoisonBogDamage||int||Poison damage||毒沼ダメージ値 | ||
|- | |- | ||
| PoisonBogDamageInterval || int || Receive poison damage every N frames || 毒沼ダメージ間隔 | |PoisonBogDamageInterval||int||Receive poison damage every N frames||毒沼ダメージ間隔 | ||
|- | |- | ||
| LavaAffect || bool || Is affected by lava terrain || 溶岩地形でダメージ有 | |LavaAffect||bool||Is affected by lava terrain||溶岩地形でダメージ有 | ||
|- | |- | ||
| LavaDamage || int || Lava damage || 溶岩ダメージ値 | |LavaDamage||int||Lava damage||溶岩ダメージ値 | ||
|- | |- | ||
| LavaDamageInterval || int || Receive lava damage every N frames || 溶岩ダメージ間隔 | |LavaDamageInterval||int||Receive lava damage every N frames||溶岩ダメージ間隔 | ||
|- | |- | ||
| LavaDeepDepth || float || Depth threshold for deep lava || 深い溶岩閾値 | |LavaDeepDepth||float||Depth threshold for deep lava||深い溶岩閾値 | ||
|- | |- | ||
| LavaDeepDamage || int || Deep lava damage || 深い溶岩ダメージ値 | |LavaDeepDamage||int||Deep lava damage||深い溶岩ダメージ値 | ||
|- | |- | ||
| CurseAffect || bool || Receives malice damage || 怨念ダメージ状態有効 | |CurseAffect||bool||Receives malice damage||怨念ダメージ状態有効 | ||
|- | |- | ||
| CurseDamage || int || Malice damage || 怨念ダメージ | |CurseDamage||int||Malice damage||怨念ダメージ | ||
|- | |- | ||
| CurseInterval || int || Receive malice damage every N frames (-1 to disable) || 怨念ダメージ間隔(-1で無し) | |CurseInterval||int||Receive malice damage every N frames (-1 to disable)||怨念ダメージ間隔(-1で無し) | ||
|- | |- | ||
| CurseContinuousDamage || int || xxx || 怨念継続ダメージ | |CurseContinuousDamage||int||xxx||怨念継続ダメージ | ||
|- | |- | ||
| HeavySnowColdTime || int || Freeze duration when it's snowing heavily (-1 to not freeze) || 大雪時凍るまでの時間(-1で凍らない) | |HeavySnowColdTime||int||Freeze duration when it's snowing heavily (-1 to not freeze)||大雪時凍るまでの時間(-1で凍らない) | ||
|} | |} | ||
== Examples == | ==Examples== | ||
=== Player_Link === | ===Player_Link=== | ||
<source lang="yaml"> | <source lang="yaml"> | ||
!io | !io | ||
Line 491: | Line 534: | ||
</source> | </source> | ||
<references/> | <references /> | ||
[[Category:File extensions]] | [[Category:File extensions]] | ||
[[Category:File extensions (AAMP)]] | [[Category:File extensions (AAMP)]] | ||
[[Category:Actor parameter files]] | [[Category:Actor parameter files]] |
Latest revision as of 13:10, 1 February 2023
Format | AAMP |
---|---|
Version | 0 |
Type | xml |
This article is about the structure in general. For actual values, check the GameROM or the pseudo-source. |
DamageParam (bdmgparam) configures how much damage an actor takes in various cases.
Enums
DamageSource
Name | Description |
---|---|
Sword | One-handed sword |
LargeSword | Two-handed sword |
Spear | Spear |
Arrow | Arrow |
Bomb | Remote bomb [check] |
Body | Enemy body attacks (punches, kicks, animal attacks) [check] |
Ancient | BeamosBeam |
ShockWave | Player and enemy Shockwaves [check] |
Impulse | Impact forces |
GanonBeam | ? [check] |
DamageSize
Name | Description |
---|---|
Small | Varies by source |
Middle | Varies by source |
Large | Varies by source |
Huge | Varies by source |
==== Link [check] ====
Name | Sword | Spear | Large Sword | Shockwave |
---|---|---|---|---|
Small | Normal Attacks sans finisher. Flurry Rush attacks sans finisher. | Normal Attacks sans finisher. Flurry Rush attacks sans finisher. Charged Attack sans finisher. | Normal Attack (1st hit in 2 hit combo)sans finisher. Flurry Rush attacks sans finisher. Spin Attack hits sans finisher. | Jump attacks on flat ground. Large Sword Spin Attack finisher at two rotations or lower. |
Medium | Weapon throw. Note that this can only be noticed on weapons that don't break when thrown or when the affected Actor has IsCriticalBlowOff set to false. | Weapon throw. | Weapon throw. | Large Sword Spin Attack finisher at 3 rotations or higher. Jump/Falling attacks from a sufficient height. |
Large | Normal Attack finisher. Flurry Rush finisher. Spin Attack on all charge levels. | Normal Attack finisher. Flurry Rush finisher. Charged Attack finisher. | Normal Attack finisher. Flurry Rush finisher. Katana Charged Attack on all charge levels. Fan (Korok Leaf) Charged Attack on all charge levels. | - |
Huge | - | - | - | - |
===DamageReaction [check]===
Name | Value | Translation | Description |
---|---|---|---|
即死 | 0x1e | Instant death | Instantly kills the Actor |
吹っ飛び | 0x16 | Blow away | Ragdolls the Actor and applies Impulse defined by ImpulsePower multiplied BlastOffAttackRateSmall/BlastOffAttackRateLarge. These parameters are accessible in the actor's relevant ragdoll config. BlastOffAttackRate is generally bigger than LargeAttackRate. |
大ダメージ | 0x15 | Large damage | Ragdolls the Actor and applies a lower amount of Impulse defined by ImpulsePower multiplied by LargeAttackRate. These parameters are accessible in the actor's relevant ragdoll config. |
中ダメージ | 0x11 | Medium damage | Staggers the Actor and prevents them from acting for the stagger duration. This stagger interrupts enemy animations. |
通常ダメージ | 0xf | Normal damage | Momentarily staggers the Actor and prevents them from acting for the stagger duration. This stagger can only happen when the actor is idle/moving/turning, it cannot interrupt other animations. |
小ダメージ | 5 | Small damage | Visually staggers the Actor. Does not interrupt any animations or prevent the Actor from acting. |
無反応 | 2 | No reaction | Do not visually stagger the actor but still apply impulse force to the hit location. |
完全無反応 | 1 | No reaction at all | Do not stagger and do not apply impulse force to the hit location. |
Parameter objects
(none)
Parameter lists
damage_param
Parameter objects
DamageType
Key | Type | Description |
---|---|---|
Key | str | Damage reaction type (Basic, Tree, Tuta, Rope, Fish, Material, Npc, Ground, Golem, ReflectableBullet, Dummy) |
DamageRate
Key | Type | Description |
---|---|---|
(#DamageSource) | float | Damage multiplier for a given damage source |
ReactionTable
Key | Type | Description |
---|---|---|
(#DamageSource)-(#DamageSize) | #DamageReaction (str32) | Reaction |
Parameters
Key | Type | Description | Official description |
---|---|---|---|
Breakable | bool | xxx | 壊れるかどうか(AI無しで破壊エフェクト・消滅挙動を行う) |
HammerAffect | bool | Instant death when attacked by a weapon with the Hammer attribute | ハンマーが有効かどうか(ハンマー属性にチェックを入れた武器で攻撃されると即死する) |
WeakBreakerAffect | bool | xxx | Objを一撃破壊しない武器設定が有効か |
ChemicalAttackAffect | bool | Receives additional damage from chemical attacks (e.g. rod balls) | ケミカルAtによる追加ダメージを受けるか(Ex:ロッドの玉) |
SpAffectRatio | float | Further multiplies incoming damage if the Actor is affected by SpHitRatio through SpHitActor or SpHitTag. | 特効ダメージ倍率(武器倍率と掛け算される) |
SpAffectDamage | int | Flat additional damage added to incoming damage after all other calculations, if the the Actor is affected by SpHitRatio through SpHitActor or SpHitTag. | 特効ダメージ加算値(ダメージ計算後に加算される) |
VanishAffect | bool | Is vanished by ancient arrows | 消滅攻撃有効(Ex:古代の矢) |
IsCriticalBlowOff | bool | xxx | クリティカルで吹き飛ぶ |
IsAcceptAtkImpulse | bool | Receives damage from impact forces (e.g. Bokoblin stones) | 攻撃的衝撃力を受けるかどうか(Ex:ボコブリンの石) |
IsCommonCalcImpuleDamage | bool | Automatic calculation of impact damage (ImpulseDamageTable is effective only when Off) | 衝撃力ダメージを自動計算する(Offの場合のみImpulseDamageTableが有効になります) |
IsHeavyBreak | bool | xxx | 巨体属性でへし折れる |
ImpulseThresholdLv0 | float | Small impact force threshold | (Small)衝撃力ダメージ閾値 |
ImpulseDamageLv0 | float | Damage dealt by small impact forces | (Small)衝撃力ダメージ値 |
ImpulseThresholdLv1 | float | Medium impact force threshold | (Middle)衝撃力ダメージ閾値 |
ImpulseDamageLv1 | float | Damage dealt by medium impact forces | (Middle)衝撃力ダメージ値 |
ImpulseThresholdLv2 | float | Large impact force threshold | (Large)衝撃力ダメージ閾値 |
ImpulseDamageLv2 | float | Damage dealt by large impact forces | (Large)衝撃力ダメージ値 |
ImpulseThresholdLv3 | float | Huge impact force threshold | (Huge)衝撃力ダメージ閾値 |
ImpulseDamageLv3 | float | Damage dealt by huge impact forces | (Huge)衝撃力ダメージ値 |
ImpulseThresholdLv4 | float | Lethal impact force threshold | (即死)衝撃力ダメージ閾値 |
FallDamageStartHeight | float | Min height for receiving fall damage | 落下ダメージ開始高さ |
FallDamageMin | int | Minimum fall damage | 落下ダメージ最低値 |
FallDamagePerMeter | float | Fall damage/meter | 1mあたりの加算落下ダメージ量 |
FallDamageHighStart | float | Min height for receiving strong fall damage | 強落下ダメージ開始高さ(-1で無効) |
FallDamageHighPerMeter | int | Strong fall damage/meter | 強落下時1mあたりの加算落下ダメージ量 |
FallDamageNoWaterDepth | float | Min water depth for avoiding fall damage | 落下ダメージ受けない水深 |
WeakPointBone | str | Weak point bone (leave empty for the model origin to be used) | 弱手ボーン名(空白だとモデル原点) |
WeakPointCalcArea | float | Weak point calc area (0 to disable) | 弱点判定エリア(弱点不要アクターはここを0に) |
WeakPointCalcOffset | vec3 | xxx | 弱手判定エリアの指定ボーンからのオフセット(ローカル座標系) |
WeakPointArea | float | xxx | 弱点エリア |
WeakPointOffset | vec3 | xxx | 弱点エリアの指定ボーンからのオフセット(ローカル座標系) |
WeakPointRatio | float | Damage multiplier when weak point is hit | 弱点ダメージ倍率 |
WeakPointNoUIFlag | bool | Do not show explanation in UI when weak point is hit | ヒット時説明UIを出さない |
WeakPointBone2 | str | xxx | 弱手ボーン名(空白だとモデル原点) |
WeakPointCalcArea2 | float | xxx | 弱点判定エリア(弱点不要アクターはここを0に) |
WeakPointCalcOffset2 | vec3 | xxx | 弱手判定エリアの指定ボーンからのオフセット(ローカル座標系) |
WeakPointArea2 | float | xxx | 弱点エリア |
WeakPointOffset2 | vec3 | xxx | 弱点エリアの指定ボーンからのオフセット(ローカル座標系) |
WeakPointRatio2 | float | xxx | 弱点ダメージ倍率 |
WeakPointNoUIFlag2 | bool | xxx | ヒット時説明UIを出さない |
SillentKillMultRatio | float | Damage multiplier for sneak strikes | 奇襲ダメージ乗算倍率 |
SillentKillAddDamage | int | Additional damage for sneak strikes | 奇襲ダメージ加算値 |
IsDeadBurnout | bool | Appears to be severely bugged. When true, none of the elemental effects properly function. Burning deals no extra damage, does not set grass on fire and does not panic; Ice doesn't freeze or deal extra damage, but merely shades the model; Electric does not stun or deal extra damage. | 燃え尽きでライフ0 |
IsMetamorBurnout | bool | Actor changes on burnout | 燃え尽きでアクタ変化 |
IsMatamorFromTg | bool | Actor changes on burnout from fire sword | 炎剣で切っても変化する |
Burnable | bool | Can be burned | 燃え状態有効 |
BurnDamage | int | Level 1 burn damage (-1 to disable) | 燃えダメージLv1(-1でダメージ受けない) |
BurnDamage2 | int | Level 2 burn damage (same as Lv1 if -1) | 燃えダメージLv2(-1でLv1と同じ) |
BurnDamage3 | int | Level 3 burn damage (same as Lv2 if -1) | 燃えダメージLv3(-1でLv2と同じ) |
BurnDamage4 | int | Level 4 burn damage (same as Lv3 if -1) | 燃えダメージLv4(-1でLv3と同じ) |
BurnDamage5 | int | Level 5 burn damage (same as Lv4 if -1) | 燃えダメージLv5(-1でLv4と同じ) |
BurnTime | int | Burn duration | 燃え時間 |
BurnDamageInterval | int | Receive burn damage every N frames when on fire (-1 to disable) | [火に接触時]燃えダメージ間隔(-1で無し) |
BurnContinuousDamage | int | Periodic burn damage value when on fire | [火に接触時]燃え継続ダメージ |
BurnCritical | bool | Instantly vaporizes the Actor when hit with fire damage. | 火異常がクリティカル扱いか |
ProofBurnAtSmallDamage | bool | xxx | 火弾無効時小ダメージアクションをとるか |
IsDeadIce | bool | Affected Actor has their HP set to 0 when Frozen. | 凍結でライフ0 |
IsMetamorIce | bool | Actor changes when frozen | 凍結でアクタ変化 |
Iceable | bool | Can be frozen | 凍結状態有効 |
IceDamage | int | Freeze damage | 凍結ダメージ |
IceTime | int | Freeze duration (in frames) | 凍結時間(f) |
IceBreakableByAtk | bool | Can be unfrozen by attacks | 凍結時攻撃で割れるか |
IceBreakDamageRatio | float | Damage multiplier when unfrozen by attack | 凍結破壊ダメージ倍率 |
IceCritical | bool | Instantly vaporizes the Actor when hit with ice damage. | 凍結異常がクリティカル扱いか(濡れたら死ぬようになります) |
ProofIceAtSmallDamage | bool | xxx | 冷凍弾無効時小ダメージアクションをとるか |
IsDeadElectric | bool | xxx | 帯電でライフ0 |
IsMetamorElectric | bool | Actor changes when shocked | 帯電でアクタ変化 |
Electricable | bool | Can be shocked | 痺れ状態有効 |
ElectricDamage | int | Shock damage | 痺れダメージ |
ElectricTime | int | Shock effect duration (in frames) | 痺れ時間(f) |
ElecCancelableByAtk | bool | Whether shock effect is cancelled by attacks | 痺れ時攻撃でキャンセルされるか |
ProofElecAtSmallDamage | bool | xxx | 電気弾無効時小ダメージアクションをとるか |
WetAffect | bool | Can become wet (Note: This parameter's official description is misleading. If WetAffect is true, the actor instantly dies on contact with deep water.) | 濡れ有効 |
LightningAffect | bool | Is affected by lightning | 落雷有効 |
LightningDamage | int | Lightning damage | 落雷ダメージ |
GerudoHeroAffect | bool | Is affected by Urbosa's Fury | 英傑加護(雷)有効 |
GerudoHeroDamage | int | Urbosa's Fury damage | 英傑加護(雷)ダメージ |
GerudoHeroTime | int | Urbosa's Fury shock effect duration (blow off when 0) | 英傑加護(雷)痺れ時間(0だと吹っ飛び) |
GustAffect | bool | Is affected by gusts of wind | 突風有効 |
DrownHeight | float | Water depth before drowning (-1 to disable) | 溺れる水深(-1で溺れない) |
DrownDamage | int | Drown damage (0 for special cases) | 溺れた瞬間に食らうダメージ(特殊な場合を除き0でいい) |
ColdWaterFrozenTime | int | xxx | 冷たい水地形で凍結する時間 |
ColdWaterAffect | bool | Is affected by freezing water | 冷たい水地形でダメージ有 |
ColdWaterDamage | int | Damage when in freezing water | 冷たい水ダメージ値 |
ColdWaterDamageInterval | int | Receive damage every N frames when in freezing water | 冷たい水ダメージ最浅間隔 |
ColdWaterDamageStartDepth | float | Depth threshold for freezing water | 冷たい水ダメージ最浅閾値 |
ColdWaterDamageIntervalDeep | int | Receive damage every N frames when in deep freezing water (-1 to disable) | 冷たい水ダメージ最深間隔(-1なら使わない) |
ColdWaterDamageDeepDepth | float | Depth threshold for deep freezing water (-1 to disable) | 冷たい水ダメージ最深閾値(-1で最深間隔は使わない) |
HotWaterBoiledTime | int | Time in frames to boil (-1 to disable, if enabled please disable the below settings) | 熱湯地形で茹であがる時間(-1で無効,有効にする場合は以下は無効設定にして下さい) |
HotWaterHealAffect | bool | Heals when in hot water | 温泉地形で影響有 |
HotWaterHeal | int | Hot water heal value | 温泉回復値 |
HotWaterHealInterval | int | Recover health every N frames when in hot water | 温泉影響最浅間隔 |
HotWaterHealStartDepth | float | Depth threshold for hot water | 温泉影響最浅閾値 |
HotWaterHealIntervalDeep | int | Recover health every N frames when in deep hot water (-1 to disable) | 温泉影響最深間隔(-1なら使わない) |
HotWaterHealDeepDepth | float | Depth threshold for deep hot water | 温泉影響最深閾値(-1で最深間隔は使わない) |
HotWaterChemCrit | bool | xxx | 温泉入るとケミカルクリティカル |
PoisonBogAffect | bool | Is affected by poison swamp terrain | 毒沼地形でダメージ有 |
PoisonBogDamage | int | Poison damage | 毒沼ダメージ値 |
PoisonBogDamageInterval | int | Receive poison damage every N frames | 毒沼ダメージ間隔 |
LavaAffect | bool | Is affected by lava terrain | 溶岩地形でダメージ有 |
LavaDamage | int | Lava damage | 溶岩ダメージ値 |
LavaDamageInterval | int | Receive lava damage every N frames | 溶岩ダメージ間隔 |
LavaDeepDepth | float | Depth threshold for deep lava | 深い溶岩閾値 |
LavaDeepDamage | int | Deep lava damage | 深い溶岩ダメージ値 |
CurseAffect | bool | Receives malice damage | 怨念ダメージ状態有効 |
CurseDamage | int | Malice damage | 怨念ダメージ |
CurseInterval | int | Receive malice damage every N frames (-1 to disable) | 怨念ダメージ間隔(-1で無し) |
CurseContinuousDamage | int | xxx | 怨念継続ダメージ |
HeavySnowColdTime | int | Freeze duration when it's snowing heavily (-1 to not freeze) | 大雪時凍るまでの時間(-1で凍らない) |
Examples
Player_Link
!io
version: 0
type: xml
param_root: !list
objects: {}
lists:
damage_param: !list
objects:
DamageType: !obj {Key: Basic}
DamageRate: !obj
Sword: 1.0
LargeSword: 1.0
Spear: 1.0
Arrow: 1.0
Bomb: 1.0
Body: 1.0
Ancient: 1.0
ShockWave: 1.0
Impulse: 1.0
GanonBeam: 1.0
ReactionTable: !obj
Sword-Small: !str32 通常ダメージ
Sword-Middle: !str32 中ダメージ
Sword-Large: !str32 大ダメージ
Sword-Huge: !str32 吹っ飛び
LargeSword-Small: !str32 大ダメージ
LargeSword-Middle: !str32 大ダメージ
LargeSword-Large: !str32 大ダメージ
LargeSword-Huge: !str32 吹っ飛び
Spear-Small: !str32 通常ダメージ
Spear-Middle: !str32 中ダメージ
Spear-Large: !str32 大ダメージ
Spear-Huge: !str32 吹っ飛び
Arrow-Small: !str32 通常ダメージ
Arrow-Middle: !str32 通常ダメージ
Arrow-Large: !str32 大ダメージ
Arrow-Huge: !str32 吹っ飛び
Bomb-Small: !str32 通常ダメージ
Bomb-Middle: !str32 通常ダメージ
Bomb-Large: !str32 大ダメージ
Bomb-Huge: !str32 吹っ飛び
Body-Small: !str32 通常ダメージ
Body-Middle: !str32 中ダメージ
Body-Large: !str32 大ダメージ
Body-Huge: !str32 吹っ飛び
Ancient-Small: !str32 通常ダメージ
Ancient-Middle: !str32 中ダメージ
Ancient-Large: !str32 吹っ飛び
Ancient-Huge: !str32 吹っ飛び
ShockWave-Small: !str32 通常ダメージ
ShockWave-Middle: !str32 中ダメージ
ShockWave-Large: !str32 大ダメージ
ShockWave-Huge: !str32 吹っ飛び
Impulse-Small: !str32 無反応
Impulse-Middle: !str32 通常ダメージ
Impulse-Large: !str32 大ダメージ
Impulse-Huge: !str32 吹っ飛び
GanonBeam-Small: !str32 吹っ飛び
GanonBeam-Middle: !str32 吹っ飛び
GanonBeam-Large: !str32 吹っ飛び
GanonBeam-Huge: !str32 吹っ飛び
Parameters: !obj
Breakable: false
HammerAffect: false
WeakBreakerAffect: false
ChemicalAttackAffect: true
SpAffectRatio: 1.0
SpAffectDamage: 0
VanishAffect: false
IsCriticalBlowOff: true
IsAcceptAtkImpulse: true
IsCommonCalcImpuleDamage: false
IsHeavyBreak: false
ImpulseThresholdLv0: 0.0
ImpulseDamageLv0: 0.0
ImpulseThresholdLv1: 8000.0
ImpulseDamageLv1: 4.0
ImpulseThresholdLv2: 80000.0
ImpulseDamageLv2: 8.0
ImpulseThresholdLv3: 800000.0
ImpulseDamageLv3: 12.0
ImpulseThresholdLv4: -1.0
FallDamageStartHeight: 20.0
FallDamageMin: 4
FallDamagePerMeter: 0.6
FallDamageHighStart: 50.0
FallDamageHighPerMeter: 2
FallDamageNoWaterDepth: 1.4
WeakPointBone: ''
WeakPointCalcArea: 0.0
WeakPointCalcOffset: !vec3 [0.0, 0.0, 0.0]
WeakPointArea: 0.0
WeakPointOffset: !vec3 [0.0, 0.0, 0.0]
WeakPointRatio: 4.0
WeakPointNoUIFlag: false
WeakPointBone2: ''
WeakPointCalcArea2: 0.0
WeakPointCalcOffset2: !vec3 [0.0, 0.0, 0.0]
WeakPointArea2: 0.0
WeakPointOffset2: !vec3 [0.0, 0.0, 0.0]
WeakPointRatio2: 1.0
WeakPointNoUIFlag2: false
SillentKillMultRatio: 1.0
SillentKillAddDamage: 0
IsDeadBurnout: false
IsMetamorBurnout: false
IsMatamorFromTg: true
Burnable: true
BurnDamage: 2
BurnDamage2: 4
BurnDamage3: 6
BurnDamage4: 8
BurnDamage5: 10
BurnTime: 30
BurnDamageInterval: 30
BurnContinuousDamage: 2
BurnCritical: false
ProofBurnAtSmallDamage: false
IsDeadIce: false
IsMetamorIce: false
Iceable: true
IceDamage: 2
IceTime: 180
IceBreakableByAtk: true
IceBreakDamageRatio: 2.0
IceCritical: false
ProofIceAtSmallDamage: false
IsDeadElectric: false
IsMetamorElectric: false
Electricable: true
ElectricDamage: 12
ElectricTime: 20
ElecCancelableByAtk: true
ProofElecAtSmallDamage: false
WetAffect: false
LightningAffect: true
LightningDamage: 48
GerudoHeroAffect: true
GerudoHeroDamage: 100
GerudoHeroTime: 300
GustAffect: true
DrownHeight: -1.0
DrownDamage: 4
ColdWaterFrozenTime: -1
ColdWaterAffect: true
ColdWaterDamage: 2
ColdWaterDamageInterval: 60
ColdWaterDamageStartDepth: 0.0
ColdWaterDamageIntervalDeep: 15
ColdWaterDamageDeepDepth: 1.4
HotWaterBoiledTime: -1
HotWaterHealAffect: true
HotWaterHeal: 2
HotWaterHealInterval: 60
HotWaterHealStartDepth: 0.4
HotWaterHealIntervalDeep: -1
HotWaterHealDeepDepth: -1.0
HotWaterChemCrit: false
PoisonBogAffect: true
PoisonBogDamage: 2
PoisonBogDamageInterval: 15
LavaAffect: true
LavaDamage: 4
LavaDamageInterval: 60
LavaDeepDepth: 0.4
LavaDeepDamage: 0
CurseAffect: true
CurseDamage: 2
CurseInterval: 15
CurseContinuousDamage: 2
HeavySnowColdTime: -1
lists: {}