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 |
xxx |
特効ダメージ倍率(武器倍率と掛け算される)
|
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)
|
VanishAffect |
bool |
Is affected 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 |
xxx |
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 |
xxx |
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 |
xxx |
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 |
xxx |
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)
|