Bgparamlist: Difference between revisions

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Clarification/correction
m (Clarification/correction)
 
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|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
|-
|-
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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 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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|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
|-
|-
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|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
|-
|-
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|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)
|-
|-
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|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}}
|
|
|-
|-
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|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).
|
|
|-
|-
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|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]].
|
|
|-
|-
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|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
|-
|-
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|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
|-
|-
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|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
|-
|-
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|WeaponSubType
|WeaponSubType
|str32
|str32
| -
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]].
|
|
|-
|-
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|NoDeathDamageBase
|NoDeathDamageBase
|int
|int
|[[No death damage]] base value
|[[No death damage]] (One Hit-Kill Protection) base value
|0
|0
|-
|-
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|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, 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
|-
|-
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|NextRankName
|NextRankName
|str64
|str64
| -
|Actor name of the next armor rank for the armor upgrade system
|
|
|-
|-
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|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
|-
|-
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|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
|-
|-
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