ActorParam/DamageParam: Difference between revisions

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(Redirected page to bdmgparam)
 
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<onlyinclude>
#REDIRECT [[bdmgparam]]
{{Parameter archive infobox|param_type=bdmgparam|version=0|type=xml}}
'''DamageParam''' 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 || ? {{check}}
|-
| Ancient || ? {{check}}
|-
| ShockWave || ? {{check}}
|-
| Impulse || Impact forces
|-
| GanonBeam || ? {{check}}
|}
 
=== DamageSize ===
{|class="wikitable"
! Name !! Description
|-
| Small ||
|-
| Middle ||
|-
| Large ||
|-
| Huge ||
|}
 
=== DamageReaction ===
{|class="wikitable"
! Name !! Value !! Description
|-
| 即死 || 0x1e || Instant death
|-
| 吹っ飛び || 0x16 || Blow away
|-
| 大ダメージ || 0x15 || Large damage
|-
| 中ダメージ || 0x11 || Medium damage
|-
| 通常ダメージ || 0xf || Normal damage
|-
| 小ダメージ || 5 || Small damage
|-
| 無反応 || 2 || No reaction
|-
| 完全無反応 || 1 || No reaction at all
|}
 
== 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 || 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 || 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:Content (BotW)]]
[[Category:Internals]]

Latest revision as of 19:01, 18 September 2018

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