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{{lowercase}} | {{lowercase}} | ||
<onlyinclude>'''bdmgparam''' | <onlyinclude> | ||
{{Parameter archive infobox|param_type=bdmgparam|version=0|type=xml}} | |||
'''DamageParam''' (''bdmgparam'') configures how much damage an actor takes in various cases. | |||
</onlyinclude> | |||
==Enums== | |||
===DamageSource=== | |||
{| 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" | |||
!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}}=== | |||
{| class="wikitable" | |||
!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===== | |||
{| class="wikitable" | |||
!Key!!Type!!Description | |||
|- | |||
|Key||str||Damage reaction type (Basic, Tree, Tuta, Rope, Fish, Material, Npc, Ground, Golem, ReflectableBullet, Dummy) | |||
|} | |||
=====DamageRate===== | |||
{| class="wikitable" | |||
!Key!!Type!!Description | |||
|- | |||
|{{placeholder AAMP param name|name=([[#DamageSource]])}}||float||Damage multiplier for a given damage source | |||
|} | |||
=====ReactionTable===== | |||
{| class="wikitable" | |||
!Key!!Type!!Description | |||
|- | |||
|{{placeholder AAMP param name|name=([[#DamageSource]])-([[#DamageSize]])}}||[[#DamageReaction]] (str32)||Reaction | |||
|} | |||
=====Parameters===== | |||
{| class="wikitable" | |||
!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=== | |||
<source lang="yaml"> | |||
!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: {} | |||
</source> | |||
<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: {}