Bgparamlist: Difference between revisions

m
Clarification/correction
(→‎Liftable: Several descriptions)
m (Clarification/correction)
 
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|IsBurnOutBorn
|IsBurnOutBorn
|bool
|bool
| -
|This actor spawns another actor when it "dies" while on fire {{Check}}
|False
|False
|-
|-
|BurnOutBornName
|BurnOutBornName
|str64
|str64
| -
|Name of the actor spawned when this actor "dies" while on fire {{Check}}
|
|
|-
|-
Line 555: Line 555:
|Range
|Range
|float
|float
|For weapons, the range of its melee attack {{Check}}. For bows, the distance its arrows travel in a straight line before being affected by gravity.
|For bows, the distance its arrows travel in a straight line before being affected by gravity. For weapons, the value does not affect reach, even when set to 0. The value is instead used on Enemy Actors to determine the distance from the Player (or another Actor) at which the Enemy Actor starts attacking.
|0.0
|0.0
|-
|-
Line 570: Line 570:
|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 attack power against any Actor listed in SpHitActor or possessing a SpHitTag. Attack power 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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|IsBlunt
|IsBlunt
|bool
|bool
| -
|Tied to a data function, used in [[Bas#BitIndex|Bas]] files (Extend BitIndex 37) to help determine what animation to play. May also be accessible through the event system {{Check}}
|False
|False
|-
|-
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|IsThrowingWeapon
|IsThrowingWeapon
|bool
|bool
| -
|Determines whether the weapon can be thrown
|True
|True
|-
|-
|IsThrowingBreakWeapon
|IsThrowingBreakWeapon
|bool
|bool
|If true, breaks instantly when it collides with something solid after being thrown {{Check}}
|If true, breaks instantly when it collides with enemy after being thrown
|True
|True
|-
|-
|ThrowRange
|ThrowRange
|float
|float
| -
|When throwing weapons, specifies straight line flight distance during which the weapon isn't affected by gravity
|20.0
|20.0
|-
|-
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|ChemicalEnergyRecoverRate
|ChemicalEnergyRecoverRate
|float
|float
| -
|Elemental energy recovery speed (per vanilla frame) {{Check}}
|90
|90
|-
|-
|ChemicalEnergyRecoverInterval
|ChemicalEnergyRecoverInterval
|int
|int
| -
|Interval before elemental energy starts to recover (in vanilla frames) {{Check}}
|60
|60
|-
|-
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|ThrowSpeed
|ThrowSpeed
|float
|float
| -
|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. 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. Only currently-known purpose is for control routing in [[Bas|.bas files]], for both player and enemies. May also affect enemy [[Baiprog|AI behavior]].{{Check}}
|
|
|-
|-
Line 1,126: Line 1,126:
|ChargeMagicInterval
|ChargeMagicInterval
|int
|int
| -
|Interval of actors spawned by charge attack (Seems to also affect the number of actors?) {{Check}}
|5
|5
|-
|-
|MagicPower
|MagicPower
|int
|int
| -
|Damage dealt by a single elemental energy
|0
|0
|-
|-
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|ScaleTime
|ScaleTime
|int
|int
| -
|The scale speed of the spawned actor
|0
|0
|-
|-
Line 1,181: Line 1,181:
|ScaleTimeByEnemy
|ScaleTimeByEnemy
|int
|int
| -
|Scale speed of the spawned actor when cast by an enemy {{check}}
|0
|0
|-
|-
Line 1,311: Line 1,311:
|WeaponSubType
|WeaponSubType
|str32
|str32
| -
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]]. The following values affect only LargeSword's in vanilla, due to there being a weapon Profile check prior to the WeaponSubType check: Fan (changes Link's charged attack animation 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. See [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]].
|
|
|-
|-
Line 1,556: Line 1,556:
|WeaponSubType
|WeaponSubType
|str32
|str32
| -
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]].
|
|
|-
|-
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 5 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. See [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]].
|
|
|-
|-
Line 1,814: Line 1,814:
|TrueFormAttackPower
|TrueFormAttackPower
|int
|int
| -
|True master sword attack power
| -1
| -1
|-
|-
Line 1,824: Line 1,824:
|TrueFormBreakRatio
|TrueFormBreakRatio
|float
|float
| -
|True master sword durability expend multiplier
|0.5
|0.5
|-
|-
|SearchEvilDist
|SearchEvilDist
|float
|float
| -
|Search scope for evil actors
| -1.0
| -1.0
|-
|-
|RecoverTime
|RecoverTime
|int
|int
| -
|Recovery time after breaking
|30
|30
|-
|-
|SleepActorName
|SleepActorName
|str64
|str64
| -
|Icon used after breaking
|
|
|-
|-
|TrueFormActorName
|TrueFormActorName
|str64
|str64
| -
|It is the icon used when the true master sword
|
|
|-
|-
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
|-
|-
Line 2,884: Line 2,884:
|StarNum
|StarNum
|int
|int
| -
|Number of stars to display in the UI, minus 1. 1 Corresponds to 0 stars, 5 corresponds to 4 stars. Values over 5 are not implemented.
|0
|0
|-
|-
|DefenceAddLevel
|DefenceAddLevel
|int
|int
| -
|Armor points the armor piece adds to the player
|0
|0
|-
|-
Line 2,904: Line 2,904:
|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 if all equipped armor have the same SeriesType and this parameter set to True.
|False
|False
|-
|-
Line 3,192: Line 3,192:
|SellingPrice
|SellingPrice
|int
|int
| -
|Price when sold to the shop
| -1
| -1
|-
|-
|BuyingPrice
|BuyingPrice
|int
|int
| -
|Price when purchased from the shop
| -1
| -1
|-
|-
|CreatingPrice
|CreatingPrice
|int
|int
| -
|Item Creation (sheikah furnace) Price
| -1
| -1
|-
|-
|StainColor
|StainColor
|int
|int
| -
|The color of the item when used as a dye
 
*1 is blue
*2 is red
*3 is yellow
*4 is white
*5 is black
*6 is purple
*7 is green
*8 is light blue
*9 is navy
*10 is orange
*11 is peach
*12 is crimson
*13 is light yellow
*14 is brown
*15 is gray
| -1
| -1
|-
|-
Line 3,270: Line 3,286:
|ExtraDamage
|ExtraDamage
|int
|int
| -
|Additional damage dealt by the arrows. Affected by the bow's ExtraDamageRatio.
|0
|0
|-
|-
Line 5,637: Line 5,653:
|Nature
|Nature
|int
|int
| -
|0 is Tame, 2 is Wild
|0
|0
|-
|-
Line 5,681: Line 5,697:
|-
|-
|}
|}


==HorseUnit==
==HorseUnit==
Line 5,994: Line 6,011:
|BuyMamo
|BuyMamo
|int
|int
| -
|Price when purchased from the monster shop
|0
|0
|-
|-
|SellMamo
|SellMamo
|int
|int
| -
|Price when sold to the monster shop
|0
|0
|-
|-
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