Bgparamlist: Difference between revisions

m
SpHit, Armor, Bow , Thrown additions
m (SpHit, Armor, Bow , Thrown additions)
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|SpHitTag
|SpHitTag
|str
|str
| -
|A comma-separated (no spaces) list of Actor tags to be affected by SpHitRatio.
|
|
|-
|-
|SpHitRatio
|SpHitRatio
|float
|float
|Multiplies attack power against any Actor listed in SpHitActor
|Multiplies damage against any Actor listed in SpHitActor or posessing SpHitTag. Damage is only multiplied once, even if the actor matches multiple criteria. Affected Actor can further modify the damage through SpAffectRatio and SpAffectDamage DamageParams.
|2.0
|2.0
|-
|-
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|ThrowRange
|ThrowRange
|float
|float
|Straight line flight distance when throwing weapons
|When throwing weapons, specifies straight line flight distance during which the weapon isn't affected by gravity
|20.0
|20.0
|-
|-
Line 838: Line 838:
|ThrowSpeed
|ThrowSpeed
|float
|float
|throwing speed (Seems to affect throw distance too?) {{Check}}
|Weapon speed during the throw. Affects the distance a weapon can stay airborne for after ThrowRange.
|1.0
|1.0
|-
|-
|ThrowRotSpeed
|ThrowRotSpeed
|float
|float
|Rotation speed of the thrown weapon (Seems to affect throw distance too?) {{Check}}
|Rotation speed of the thrown weapon. May ''very slightly'' affect throwing distance {{Check}}
|50.0
|50.0
|-
|-
Line 1,032: Line 1,032:
|AffectTransOffsetShield
|AffectTransOffsetShield
|vec3
|vec3
| -
|The translation offset of the shield when the weapon is stowed on Link's back
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|AffectRotOffsetShield
|AffectRotOffsetShield
|vec3
|vec3
| -
|The rotation offset of the shield when the weapon is stowed on Link's back
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|AffectTransOffsetBow
|AffectTransOffsetBow
|vec3
|vec3
| -
|The translation offset of the bow when the weapon is stowed on Link's back
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|AffectRotOffsetBow
|AffectRotOffsetBow
|vec3
|vec3
| -
|The rotation offset of the bow when the weapon is stowed on Link's back
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
Line 1,102: Line 1,102:
|WeaponSubType
|WeaponSubType
|str32
|str32
| -
|A weapon's sub-type. Known valid base game sub-types are: 0(default), Rod, Boomerang, MasterSword(used by Master Sword and One Hit Obliterator). Seems to affect enemy AI when using the weapons.{{Check}}Effect on player not fully understood.{{Check}}
|
|
|-
|-
Line 1,311: Line 1,311:
|WeaponSubType
|WeaponSubType
|str32
|str32
| -
|Weapon sub-type. Known valid base game subtypes are: 0(default), Boomerang, Fan(used by Korok Leaf, changes Link's charged attack animation from a spin to a charged vertical attack), Katana(changes Link's charged attack animation to a charged horizontal swipe).
|
|
|-
|-
Line 1,456: Line 1,456:
|WeaponSubType
|WeaponSubType
|str32
|str32
| -
|Weapon sub-type. Only known valid base game sub-type is 0 (default).
|
|
|-
|-
Line 1,556: Line 1,556:
|WeaponSubType
|WeaponSubType
|str32
|str32
| -
|Weapon sub-type. Only known valid base game sub-type is 0 (default).
|
|
|-
|-
Line 1,585: Line 1,585:
|IsGuardPierce
|IsGuardPierce
|bool
|bool
| -
|If true, arrows fired from the bow ignore all shields.
|False
|False
|-
|-
|ExtraDamageRatio
|ExtraDamageRatio
|float
|float
| -
|Affects the ExtraDamage of arrows fired from the bow. No arrows in the base game have more than 0 ExtraDamage.
|1.0
|1.0
|-
|-
|BaseAttackPowerRatio
|BaseAttackPowerRatio
|float
|float
| -
|Affects the base damage (Attack) of arrows fired from the bow. The only arrows in the base game with functioning Base Damage are Bomb Arrows.
|1.0
|1.0
|-
|-
|IsLeadShot
|IsLeadShot
|bool
|bool
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain. {{Check}}
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain.
|False
|False
|-
|-
Line 1,620: Line 1,620:
|IsRapidFire
|IsRapidFire
|bool
|bool
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Unlike lead shots, rapidfire shots leave one arrow pickup when impacting terrain.
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Rapidfire shots never leave arrow pickups when impacting terrain.
|False
|False
|-
|-
Line 1,630: Line 1,630:
|RapidFireInterval
|RapidFireInterval
|int
|int
|Amount of delay between each shot fired in a rapidfire shot.
|Amount of delay between each shot fired in a rapidfire shot. Effectively limits RapidFireNum, as higher RapidFireInterval settings prevent extra arrows from spawning. E.g: RapidfireNum 5 at RapidFireInterval 1 spawns 5 arrows, but RapidFireNUm at RapidFireInterval 2 spawns only 4 arrows. Needs further investigation.{{Check}}
|0
|0
|-
|-
Line 1,756: Line 1,756:
|WeaponSubType
|WeaponSubType
|str32
|str32
| -
|Weapon sub-type. Only known valid base game sub-type is 0 (default).
|
|
|-
|-
Line 2,547: Line 2,547:
|NoDeathDamageBase
|NoDeathDamageBase
|int
|int
|[[No death damage]] base value
|[[No death damage]] (One Hit-Kill Protection) base value
|0
|0
|-
|-
Line 2,592: Line 2,592:
|ArmorCompAncientAttackRate
|ArmorCompAncientAttackRate
|float
|float
|Power multiplier for the "Ancient Proficiency" set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons
|Power multiplier for the "Ancient Proficiency" set bonus when using weapons with the AncientWeapon Tag ([Guardian/Guardian+/Guardian++/Ancient] weapons in the base game)
|1.0
|1.0
|-
|-
|ArmorCompBoneAttackRate
|ArmorCompBoneAttackRate
|float
|float
|Power multiplier for the "Bone Atk. Up" set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons
|Power multiplier for the "Bone Atk. Up" set bonus when using weapons with the BoneWeapon Tag ([Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons in the base game)
|1.0
|1.0
|-
|-
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|StarNum
|StarNum
|int
|int
| -
|Number of stars to display in the UI. Values over 4 are not implemented.
|0
|0
|-
|-
|DefenceAddLevel
|DefenceAddLevel
|int
|int
| -
|Armor points the armor piece adds to the player
|0
|0
|-
|-
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|NextRankName
|NextRankName
|str64
|str64
| -
|Actor name of the next armor rank for the armor upgrade system
|
|
|-
|-
Line 2,928: Line 2,928:
|EffectType
|EffectType
|str32
|str32
| -
|Armor effect when worn. Only accepts armor effects, which are implemented separately from food effects, but may share names.
|None
|None
|-
|-
|EffectLevel
|EffectLevel
|int
|int
| -
|Effect level, effective cap varies based on effect.
|0
|0
|-
|-
Line 3,064: Line 3,064:
|SeriesType
|SeriesType
|str32
|str32
| -
|Specifies Armor series, presumably only used for the set bonus.
|
|
|-
|-
|EnableCompBonus
|EnableCompBonus
|bool
|bool
| -
|Enables the set bonus of the specified armor series.
|False
|False
|-
|-
Line 3,208: Line 3,208:
|int
|int
|The color of the item when used as a dye  
|The color of the item when used as a dye  
* 1 is blue
 
* 2 is red
*1 is blue
* 3 is yellow
*2 is red
* 4 is white
*3 is yellow
* 5 is black
*4 is white
* 6 is purple
*5 is black
* 7 is green
*6 is purple
* 8 is light blue
*7 is green
* 9 is navy
*8 is light blue
* 10 is orange
*9 is navy
* 11 is peach
*10 is orange
* 12 is crimson
*11 is peach
* 13 is light yellow
*12 is crimson
* 14 is brown
*13 is light yellow
* 15 is gray
*14 is brown
*15 is gray
| -1
| -1
|-
|-
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|ExtraDamage
|ExtraDamage
|int
|int
| -
|Additional damage dealt by the arrows. Affected by the bow's ExtraDamageRatio.
|0
|0
|-
|-