ActorParam/DamageParam: Difference between revisions
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imported>Leoetlino |
imported>Leoetlino No edit summary |
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| 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) | ||
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| HammerAffect || bool || | | 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) | ||
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| 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 | ||
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| ChemicalAttackAffect || bool || | | 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) | ||
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| SpAffectRatio || float || xxx || 特効ダメージ倍率(武器倍率と掛け算される) | | SpAffectRatio || float || xxx || 特効ダメージ倍率(武器倍率と掛け算される) | ||
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| SpAffectDamage || int || xxx || 特効ダメージ加算値(ダメージ計算後に加算される) | | SpAffectDamage || int || xxx || 特効ダメージ加算値(ダメージ計算後に加算される) | ||
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| VanishAffect || bool || | | VanishAffect || bool || Is affected by ancient arrows || 消滅攻撃有効(Ex:古代の矢) | ||
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| 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 | ||
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| IsAcceptAtkImpulse || bool || | | 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) | ||
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| IsCommonCalcImpuleDamage || bool || | | 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) | ||
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| 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 | ||
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| ImpulseThresholdLv0 || float || | | ImpulseThresholdLv0 || float || Small impact force threshold || (Small)衝撃力ダメージ閾値 | ||
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| ImpulseDamageLv0 || float || | | ImpulseDamageLv0 || float || Damage dealt by small impact forces || (Small)衝撃力ダメージ値 | ||
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| ImpulseThresholdLv1 || float || | | ImpulseThresholdLv1 || float || Medium impact force threshold || (Middle)衝撃力ダメージ閾値 | ||
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| ImpulseDamageLv1 || float || | | ImpulseDamageLv1 || float || Damage dealt by medium impact forces || (Middle)衝撃力ダメージ値 | ||
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| ImpulseThresholdLv2 || float || | | ImpulseThresholdLv2 || float || Large impact force threshold || (Large)衝撃力ダメージ閾値 | ||
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| ImpulseDamageLv2 || float || | | ImpulseDamageLv2 || float || Damage dealt by large impact forces || (Large)衝撃力ダメージ値 | ||
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| ImpulseThresholdLv3 || float || | | ImpulseThresholdLv3 || float || Huge impact force threshold || (Huge)衝撃力ダメージ閾値 | ||
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| ImpulseDamageLv3 || float || | | ImpulseDamageLv3 || float || Damage dealt by huge impact forces || (Huge)衝撃力ダメージ値 | ||
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| ImpulseThresholdLv4 || float || | | ImpulseThresholdLv4 || float || Lethal impact force threshold || (即死)衝撃力ダメージ閾値 | ||
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| FallDamageStartHeight || float || | | FallDamageStartHeight || float || Min height for receiving fall damage || 落下ダメージ開始高さ | ||
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| FallDamageMin || int || | | FallDamageMin || int || Minimum fall damage || 落下ダメージ最低値 | ||
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| FallDamagePerMeter || float || | | FallDamagePerMeter || float || Fall damage/meter || 1mあたりの加算落下ダメージ量 | ||
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| FallDamageHighStart || float || | | FallDamageHighStart || float || Min height for receiving strong fall damage || 強落下ダメージ開始高さ(-1で無効) | ||
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| FallDamageHighPerMeter || int || | | FallDamageHighPerMeter || int || Strong fall damage/meter || 強落下時1mあたりの加算落下ダメージ量 | ||
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| FallDamageNoWaterDepth || float || | | FallDamageNoWaterDepth || float || Min water depth for avoiding fall damage || 落下ダメージ受けない水深 | ||
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| WeakPointBone || str || | | 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) | ||
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| WeakPointCalcArea || float || | | 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) | ||
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| 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) | ||
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| 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) | ||
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| WeakPointRatio || float || | | WeakPointRatio || float || Damage multiplier when weak point is hit || 弱点ダメージ倍率 | ||
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| WeakPointNoUIFlag || bool || | | 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 | ||
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| 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) | ||
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| 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 | ||
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| SillentKillMultRatio || float || | | SillentKillMultRatio || float || Damage multiplier for sneak strikes || 奇襲ダメージ乗算倍率 | ||
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| SillentKillAddDamage || int || | | SillentKillAddDamage || int || Additional damage for sneak strikes || 奇襲ダメージ加算値 | ||
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| IsDeadBurnout || bool || xxx || 燃え尽きでライフ0 | | IsDeadBurnout || bool || xxx || 燃え尽きでライフ0 |