Bgparamlist: Difference between revisions

m
Clarification/correction
imported>Halgorithm
(Updated description for Attack.Range)
m (Clarification/correction)
 
(36 intermediate revisions by 16 users not shown)
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</onlyinclude>
</onlyinclude>


= Parameter objects =
=Parameter objects=
{{AampNameWarning}}
{{AampNameWarning}}


== System ==
==System==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 28: Line 28:
|}
|}


== General ==
==General==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 57: Line 57:
|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 72: Line 72:
|ChangeDropTableName
|ChangeDropTableName
|str
|str
| -
|The drop table used when an Octorok inhales this item
|
|
|-
|-
|}
|}


== Enemy ==
==Enemy==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 86: Line 86:
|Rank
|Rank
|int
|int
| -
|Affects how NPCs react to enemies (confront or flee)<ref>See callers of function <code>ActorInfoData::getEnemyRank</code> @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}</ref>
|0
|0
|-
|-
Line 176: Line 176:
|}
|}


== EnemyLevel ==
==EnemyLevel==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 245: Line 245:
|}
|}


== EnemyRace ==
==EnemyRace==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 439: Line 439:
|}
|}


== AttackInterval ==
==AttackInterval==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 478: Line 478:
|}
|}


== EnemyShown ==
==EnemyShown==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 507: Line 507:
|}
|}


== BindBone ==
==BindBone==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 531: Line 531:
|}
|}


== Attack ==
==Attack==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
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
|-
|-
Line 590: Line 590:
|}
|}


== WeaponCommon ==
==WeaponCommon==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 634: Line 634:
|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
|-
|-
Line 649: Line 649:
|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
|-
|-
Line 689: Line 689:
|ChemicalEnergyMax
|ChemicalEnergyMax
|int
|int
| -
|The max amount of energy elemental weapons (including rods) have {{Check}}
|0
|0
|-
|-
|ChemicalEnergyAmountUsed
|ChemicalEnergyAmountUsed
|int
|int
| -
|The amount of energy used when an elemental weapon's effect is used (e.g. summoning a fireball from Fire Rod) {{Check}}
|0
|0
|-
|-
|ChemicalEnergyRecoverRate
|ChemicalEnergyRecoverRate
|float
|float
| -
|Elemental energy recovery speed (per vanilla frame) {{Check}}
|0.0
|90
|-
|-
|ChemicalEnergyRecoverInterval
|ChemicalEnergyRecoverInterval
|int
|int
| -
|Interval before elemental energy starts to recover (in vanilla frames) {{Check}}
|60
|60
|-
|-
Line 829: Line 829:
|}
|}


== WeaponThrow ==
==WeaponThrow==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 838: Line 838:
|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 858: Line 858:
|}
|}


== Sandworm ==
==Sandworm==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 982: Line 982:
|}
|}


== SmallSword ==
==SmallSword==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 996: Line 996:
|PlayerHoldTransOffset
|PlayerHoldTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on Link's back.
Positive X values move toward Link's right hand.
 
Positive Y values move upward.
 
Positive Z values move behind Link.{{check}}
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)
|-
|-
|PlayerHoldRotOffset
|PlayerHoldRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on Link's back.
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.
|Vec3(x=16.0, y=-60.0, z=-18.0)
|Vec3(x=16.0, y=-60.0, z=-18.0)
|-
|-
|PlayerEquipTransOffset
|PlayerEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when held in Link's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|PlayerEquipRotOffset
|PlayerEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when held in Link's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|RideHorsePlayerHoldTransOffset
|RideHorsePlayerHoldTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on Link's back while astride a horse.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|RideHorsePlayerHoldRotOffset
|RideHorsePlayerHoldRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on Link's back while astride a horse.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|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)
|-
|-
|SquatPlayerHoldTransAddOffset
|SquatPlayerHoldTransAddOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on Link's back while crouching.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|SquatPlayerHoldRotAddOffset
|SquatPlayerHoldRotAddOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on Link's back while crouching.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCHoldTransOffset
|NPCHoldTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on an NPC.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCHoldRotOffset
|NPCHoldRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on an NPC.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCEquipTransOffset
|NPCEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when held in an NPC's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCEquipRotOffset
|NPCEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when held in an NPC's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|EnemyEquipTransOffset
|EnemyEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when held in an enemy's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|EnemyEquipRotOffset
|EnemyEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when held in an enemy's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|StandEquipTransOffset
|StandEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|StandEquipRotOffset
|StandEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|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}}
|
|
|-
|-
|}
|}


== Rod ==
==Rod==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 1,110: Line 1,116:
|MagicName
|MagicName
|str32
|str32
| -
|Name of the actor to spawn
|
|
|-
|-
|ChargeMagicNum
|ChargeMagicNum
|int
|int
| -
|Number of actors the rod spawns per charge attack (may be limited by ChemicalEnergy?) {{Check}}
|4
|4
|-
|-
|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
|-
|-
|MagicSpeed
|MagicSpeed
|float
|float
| -
|Multiplier applied to the base speed of a spawned actor {{check}}
|0.0
|0.0
|-
|-
|MagicSpeedByThrow
|MagicSpeedByThrow
|float
|float
| -
|Multiplier applied to the base speed of a spawned actor {{check}} when cast using the R button
|0.0
|0.0
|-
|-
|MagicGravity
|MagicGravity
|float
|float
| -
|Multiplier applied to the gravity applied to a spawned actor. x < 0 makes it float upward. 0 < x < 1 makes it float down slower. 1 < x makes it float down faster.
|0.5
|0.0
|-
|-
|MagicRadius
|MagicRadius
|float
|float
| -
|Amount to scale the model of the spawned actor by
|1.0
|0.0
|-
|-
|ScaleTime
|ScaleTime
|int
|int
| -
|The scale speed of the spawned actor
|1
|0
|-
|-
|MagicRange
|MagicRange
|float
|float
| -
|Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor {{check}}
|1.0
|0.0
|-
|-
|MagicSpeedByEnemy
|MagicSpeedByEnemy
|float
|float
| -
|Multiplier applied to the base speed of a spawned actor {{check}} when cast by an enemy
|0.0
|0.0
|-
|-
|MagicGravityByEnemy
|MagicGravityByEnemy
|float
|float
| -
|Multiplier applied to the gravity applied to a spawned actor when cast by an enemy
|0.5
|0.0
|-
|-
|MagicRadiusByEnemy
|MagicRadiusByEnemy
|float
|float
| -
| -
|1.0
|0.0
|-
|-
|ScaleTimeByEnemy
|ScaleTimeByEnemy
|int
|int
| -
|Scale speed of the spawned actor when cast by an enemy {{check}}
|1
|0
|-
|-
|MagicRangeByEnemy
|MagicRangeByEnemy
|float
|float
| -
|Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor {{check}}
|1.0
|0.0
|-
|-
|}
|}


== LargeSword ==
==LargeSword==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 1,199: Line 1,205:
|PlayerHoldTransOffset
|PlayerHoldTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on Link's back.
Positive X values move toward Link's right hand.
 
Positive Y values move upward.
 
Positive Z values move behind Link.{{check}}
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)
|-
|-
|PlayerHoldRotOffset
|PlayerHoldRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on Link's back.
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.
|Vec3(x=16.0, y=-60.0, z=-18.0)
|Vec3(x=16.0, y=-60.0, z=-18.0)
|-
|-
|PlayerEquipTransOffset
|PlayerEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when held in Link's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|PlayerEquipRotOffset
|PlayerEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when held in Link's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
Line 1,249: Line 1,261:
|SquatPlayerHoldTransAddOffset
|SquatPlayerHoldTransAddOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on Link's back while crouching.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|SquatPlayerHoldRotAddOffset
|SquatPlayerHoldRotAddOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on Link's back while crouching.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCHoldTransOffset
|NPCHoldTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on an NPC.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCHoldRotOffset
|NPCHoldRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on an NPC.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCEquipTransOffset
|NPCEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when held in an NPC's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCEquipRotOffset
|NPCEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when held in an NPC's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|EnemyEquipTransOffset
|EnemyEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when held in an enemy's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|EnemyEquipRotOffset
|EnemyEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when held in an enemy's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|StandEquipTransOffset
|StandEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|StandEquipRotOffset
|StandEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|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).
|
|
|-
|-
|}
|}


== Spear ==
==Spear==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 1,318: Line 1,330:
|PlayerHoldTransOffset
|PlayerHoldTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on Link's back.
Positive X values move toward Link's right hand.
 
Positive Y values move upward.
 
Positive Z values move behind Link.{{check}}
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)
|-
|-
|PlayerHoldRotOffset
|PlayerHoldRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on Link's back.
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.
|Vec3(x=0.0, y=-120.0, z=-180.0)
|Vec3(x=0.0, y=-120.0, z=-180.0)
|-
|-
|PlayerEquipTransOffset
|PlayerEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when held in Link's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|PlayerEquipRotOffset
|PlayerEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when held in Link's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
Line 1,388: Line 1,406:
|SquatPlayerHoldTransAddOffset
|SquatPlayerHoldTransAddOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on Link's back while crouching.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|SquatPlayerHoldRotAddOffset
|SquatPlayerHoldRotAddOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on Link's back while crouching.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCHoldTransOffset
|NPCHoldTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on an NPC.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCHoldRotOffset
|NPCHoldRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on an NPC.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCEquipTransOffset
|NPCEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when held in an NPC's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCEquipRotOffset
|NPCEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when held in an NPC's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|EnemyEquipTransOffset
|EnemyEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when held in an enemy's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|EnemyEquipRotOffset
|EnemyEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when held in an enemy's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|StandEquipTransOffset
|StandEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|StandEquipRotOffset
|StandEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|WeaponSubType
|WeaponSubType
|str32
|str32
| -
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]].
|
|
|-
|-
|}
|}


== Shield ==
==Shield==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 1,452: Line 1,470:
|PlayerHoldTransOffset
|PlayerHoldTransOffset
|vec3
|vec3
| -
|The translation offset of the shield when stowed on Link's back.
Positive X values move toward Link's right hand.
 
Positive Y values move upward.
 
Positive Z values move behind Link.{{check}}
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)
|-
|-
|PlayerHoldRotOffset
|PlayerHoldRotOffset
|vec3
|vec3
| -
|The rotation offset of the shield when stowed on Link's back.
From the model default position (face pointing downward on the Y axis, top pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.
|Vec3(x=8.0, y=120.0, z=5.0)
|Vec3(x=8.0, y=120.0, z=5.0)
|-
|-
|PlayerEquipTransOffset
|PlayerEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the shield when held in Link's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|PlayerEquipRotOffset
|PlayerEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the shield when held in Link's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|SquatPlayerHoldTransAddOffset
|SquatPlayerHoldTransAddOffset
|vec3
|vec3
| -
|The translation offset of the shield when stowed on Link's back while crouching.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|SquatPlayerHoldRotAddOffset
|SquatPlayerHoldRotAddOffset
|vec3
|vec3
| -
|The rotation offset of the shield when stowed on Link's back while crouching.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCHoldTransOffset
|NPCHoldTransOffset
|vec3
|vec3
| -
|The translation offset of the shield when stowed on an NPC.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCHoldRotOffset
|NPCHoldRotOffset
|vec3
|vec3
| -
|The rotation offset of the shield when stowed on an NPC.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCEquipTransOffset
|NPCEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the shield when held in an NPC's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCEquipRotOffset
|NPCEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the shield when held in an NPC's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|EnemyEquipTransOffset
|EnemyEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the shield when held in an enemy's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|EnemyEquipRotOffset
|EnemyEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the shield when held in an enemy's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|StandEquipTransOffset
|StandEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the shield when stowed on a display rack (e.g. in Link's house)
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|StandEquipRotOffset
|StandEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the shield when stowed on a display rack (e.g. in Link's house)
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
Line 1,532: Line 1,556:
|WeaponSubType
|WeaponSubType
|str32
|str32
| -
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]].
|
|
|-
|-
Line 1,542: Line 1,566:
|}
|}


== Bow ==
==Bow==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 1,556: Line 1,580:
|ArrowName
|ArrowName
|str32
|str32
|Actor name to use for bows that fire special arrows, e.g. BrightArrow (for the Bow of Light)
|If specified, the player's chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost.
|
|
|-
|-
|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 1,591: Line 1,615:
|LeadShotInterval
|LeadShotInterval
|int
|int
| -
|Amount of delay between each shot fired in a lead shot.
|0
|0
|-
|-
|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 1,606: Line 1,630:
|RapidFireInterval
|RapidFireInterval
|int
|int
| -
|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 1,616: Line 1,640:
|ArrowFirstSpeed
|ArrowFirstSpeed
|float
|float
| -
|Initial forward speed of arrows when they leave the bow. Negative values are treated as 0.
|4.5
|4.5
|-
|-
|ArrowAcceleration
|ArrowAcceleration
|float
|float
| -
|Rate that arrows' forward speed decreases during straight-line flight. Positive values are treated as 0.
| -0.1
| -0.1
|-
|-
|ArrowStabilitySpeed
|ArrowStabilitySpeed
|float
|float
| -
|Minimum forward speed for arrows during straight-line flight, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.
|3.0
|3.0
|-
|-
|ArrowFallAcceleration
|ArrowFallAcceleration
|float
|float
| -
|Rate that arrows' forward speed decreases during freefall. Positive values are treated as 0.
| -0.2
| -0.2
|-
|-
|ArrowFallStabilitySpeed
|ArrowFallStabilitySpeed
|float
|float
| -
|Minimum forward speed for arrows during freefall, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.
|1.0
|1.0
|-
|-
|ArrowGravity
|ArrowGravity
|float
|float
|The acceleration arrows experience after their initial straight-line flight ends. Positive values make arrows accelerate upward. Unknown if arrows will actually despawn after traveling high enough. {{Check}}
|Vertical acceleration arrows experience after their initial straight-line flight ends. Positive values make arrows accelerate upward. Unknown if arrows will actually despawn after traveling high enough. {{Check}}
| -9.8
| -9.8
|-
|-
|PlayerHoldTransOffset
|PlayerHoldTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on Link's back.
Positive X values move toward Link's right hand.
 
Positive Y values move upward.
 
Positive Z values move behind Link.{{check}}
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)
|-
|-
|PlayerHoldRotOffset
|PlayerHoldRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on Link's back.
From the model default position (face pointing downward on the Y axis, arrow pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.
|Vec3(x=12.0, y=-60.0, z=-22.0)
|Vec3(x=12.0, y=-60.0, z=-22.0)
|-
|-
|PlayerEquipTransOffset
|PlayerEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when held in Link's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|PlayerEquipRotOffset
|PlayerEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when held in Link's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|SquatPlayerHoldTransAddOffset
|SquatPlayerHoldTransAddOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on Link's back while crouching.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|SquatPlayerHoldRotAddOffset
|SquatPlayerHoldRotAddOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on Link's back while crouching.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCHoldTransOffset
|NPCHoldTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on an NPC.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCHoldRotOffset
|NPCHoldRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on an NPC.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCEquipTransOffset
|NPCEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when held in an NPC's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|NPCEquipRotOffset
|NPCEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when held in an NPC's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|EnemyEquipTransOffset
|EnemyEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when held in an enemy's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|EnemyEquipRotOffset
|EnemyEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when held in an enemy's hand.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|StandEquipTransOffset
|StandEquipTransOffset
|vec3
|vec3
| -
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|StandEquipRotOffset
|StandEquipRotOffset
|vec3
|vec3
| -
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
Line 1,726: Line 1,756:
|WeaponSubType
|WeaponSubType
|str32
|str32
| -
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]].
|
|
|-
|-
|}
|}


== WeaponOption ==
==WeaponOption==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 1,770: Line 1,800:
|}
|}


== MasterSword ==
==MasterSword==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 1,784: Line 1,814:
|TrueFormAttackPower
|TrueFormAttackPower
|int
|int
| -
|True master sword attack power
| -1
| -1
|-
|-
Line 1,794: 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
|
|
|-
|-
|}
|}


== GuardianMiniWeapon ==
==GuardianMiniWeapon==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 1,853: Line 1,883:
|}
|}


== Player ==
==Player==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 1,862: Line 1,892:
|BombReloadTime1
|BombReloadTime1
|float
|float
|Recharge duration for unupgraded Bomb runes (in seconds)
|Remote Bomb recharge duration (in seconds)
|0.0
|0.0
|-
|-
|BombReloadTime2
|BombReloadTime2
|float
|float
|Recharge duration for upgraded Bomb runes (in seconds)
|Remote Bomb+ recharge duration (in seconds)
|0.0
|0.0
|-
|-
|StopTimerReloadTime
|StopTimerReloadTime
|float
|float
|Recharge duration for Stasis rune (in frames) {{Check}}
|Stasis recharge duration (in frames)
|0.0
|0.0
|-
|-
|StopTimerBlowAngle
|StopTimerBlowAngle
|float
|float
| -
|Stasis launch angle (in degrees, 0 is flat and 90 is vertical)
|0.0
|0.0
|-
|-
Line 1,887: Line 1,917:
|StopTimerImpluseMaxCountSmallSword
|StopTimerImpluseMaxCountSmallSword
|int
|int
|Number of hits needed to bring a Stasis-frozen object to max launch speed using a small sword
|Stasis damage from a sword (1/x is the damage)
|16
|16
|-
|-
|StopTimerImpluseMaxCountLargeSword
|StopTimerImpluseMaxCountLargeSword
|int
|int
|Number of hits needed to bring a Stasis-frozen object to max launch speed using a large sword
|Stasis damage from a claymore (1/x is the damage)
|8
|8
|-
|-
|StopTimerImpluseMaxCountSpear
|StopTimerImpluseMaxCountSpear
|int
|int
|Number of hits needed to bring a Stasis-frozen object to max launch speed using a spear
|Stasis damage from a spear (1/x is the damage)
|20
|20
|-
|-
|StopTimerCancelDeleteWaitTime
|StopTimerCancelDeleteWaitTime
|float
|float
| -
|UNUSED Stasis recharge duration after cancelling (in frames)
|0.0
|0.0
|-
|-
|StopTimerLongTime
|StopTimerLongTime
|float
|float
|The amount of time low-level enemies will be frozen in stasis for (in frames) {{Check}}
|Stasis+ duration on an actor that has the StopTimerLong tag  (in frames)
|0.0
|0.0
|-
|-
|StopTimerMiddleTime
|StopTimerMiddleTime
|float
|float
|The amount of time mid-level enemies will be frozen in stasis for (in frames) {{Check}}
|Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames)
|0.0
|0.0
|-
|-
|StopTimerShortTime
|StopTimerShortTime
|float
|float
|The amount of time elite enemies will be frozen in stasis for (in frames) {{Check}}
|Stasis+ duration on an actor that has the StopTimerShort tag (in frames)
|0.0
|0.0
|-
|-
Line 1,927: Line 1,957:
|EnergyBowSlow
|EnergyBowSlow
|float
|float
|Stamina consumption rate during slow motion bow aiming in freefall (NOT in seconds)
|Stamina cost rate when Bow Rush is activated
|0.0
|0.0
|-
|-
|EnergyPush
|EnergyPush
|float
|float
|Stamina consumption rate when pushing large objects
|Stamina cost rate when pushing things
|0.0
|0.0
|-
|-
Line 1,942: Line 1,972:
|EnergyAutoRecover
|EnergyAutoRecover
|float
|float
|Stamina recovery rate when grounded
|Stamina recovery rate (in frames)
|0.0
|0.0
|-
|-
|EnergyAutoRecoverInAir
|EnergyAutoRecoverInAir
|float
|float
|Stamina recovery rate during freefall (normally 0.0)
|Stamina recovery rate during freefall
|0.0
|0.0
|-
|-
|EnergyAutoRecoverInvalidTime1
|EnergyAutoRecoverInvalidTime1
|float
|float
| -
|Stamina recovery initial delay (in frames)
|0.0
|0.0
|-
|-
|EnergyAutoRecoverInvalidTime2
|EnergyAutoRecoverInvalidTime2
|float
|float
| -
|Stamina recovery initial delay when tired (in frames)
|0.0
|0.0
|-
|-
Line 1,977: Line 2,007:
|TempEnergyDecDiamAdd
|TempEnergyDecDiamAdd
|float
|float
| -
|UNUSED Stamina cost multiplier in cold/hot weather
|0.0
|0.0
|-
|-
|TempEnergyDecDegAdd
|TempEnergyDecDegAdd
|float
|float
| -
|UNUSED Stamina cost from being in cold/hot weather
|0.0
|0.0
|-
|-
|VelDiamSand
|VelDiamSand
|float
|float
| -
|Movement speed multiplier in sand or snow
|0.0
|0.0
|-
|-
|VelDiamTired
|VelDiamTired
|float
|float
| -
|Movement speed multiplier when tired
|0.0
|0.0
|-
|-
Line 2,002: Line 2,032:
|AutoRecoverNum
|AutoRecoverNum
|float
|float
| -
|UNUSED Health recovery rate
|0.0
|0.0
|-
|-
Line 2,087: Line 2,117:
|GuardJustForceSlowTime
|GuardJustForceSlowTime
|float
|float
| -
|Slow time duration after successfully parrying with a shield (in seconds)
|0.0
|0.0
|-
|-
Line 2,257: Line 2,287:
|DashNoise
|DashNoise
|float
|float
| -
|Noise made by sprinting
|0.0
|0.0
|-
|-
|WhistleNoise
|WhistleNoise
|float
|float
| -
|Noise made by whistling
|0.0
|0.0
|-
|-
Line 2,397: Line 2,427:
|WindSupportReuseTime
|WindSupportReuseTime
|float
|float
|Revali's Gale cooldown timer (seconds)
|Revali's Gale cooldown timer (in seconds)
|0.0
|0.0
|-
|-
|FireSupportReuseTime
|FireSupportReuseTime
|float
|float
|Daruk's Protection cooldown timer (seconds)
|Daruk's Protection cooldown timer (in seconds)
|0.0
|0.0
|-
|-
|ElectricSupportReuseTime
|ElectricSupportReuseTime
|float
|float
|Urbosa's Fury cooldown timer (seconds)
|Urbosa's Fury cooldown timer (in seconds)
|0.0
|0.0
|-
|-
|WaterSupportReuseTime
|WaterSupportReuseTime
|float
|float
|Mipha's Grace cooldown timer (seconds)
|Mipha's Grace cooldown timer (in seconds)
|0.0
|0.0
|-
|-
Line 2,517: Line 2,547:
|NoDeathDamageBase
|NoDeathDamageBase
|int
|int
| -
|[[No death damage]] (One Hit-Kill Protection) base value
|0
|0
|-
|-
|NoDeathDamageAdd
|NoDeathDamageAdd
|int
|int
| -
|Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the [[No death damage]] value
|0
|0
|-
|-
|ArmorCompSwimEnergyRate
|ArmorCompSwimEnergyRate
|float
|float
| -
|Stamina cost multiplier for the "Swim Dash Stamina Up" set bonus
|0.0
|0.0
|-
|-
Line 2,537: Line 2,567:
|ArmorCompNightSpeedRate
|ArmorCompNightSpeedRate
|float
|float
| -
|Movement speed multiplier for the "Night Speed Up" set bonus
|0.0
|0.0
|-
|-
|ArmorCompClimbJumpEnergyRate
|ArmorCompClimbJumpEnergyRate
|float
|float
| -
|Stamina cost multiplier for the "Climb Jump Stamina Up" set bonus
|0.0
|0.0
|-
|-
|ArmorCompPlusDropRate
|ArmorCompPlusDropRate
|float
|float
| -
|UNUSED
|0.0
|0.0
|-
|-
|ArmorCompWeaponBrakeRate
|ArmorCompWeaponBrakeRate
|float
|float
| -
|Durability cost multiplier for an unused set bonus
|0.0
|0.0
|-
|-
|ArmorCompSwordBeamAttackRate
|ArmorCompSwordBeamAttackRate
|float
|float
| -
|Power multiplier for the "Master Sword Beam Up" set bonus when shooting beams with the Master Sword
|0.0
|0.0
|-
|-
|ArmorCompAncientAttackRate
|ArmorCompAncientAttackRate
|float
|float
| -
|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 weapons with the BoneWeapon Tag ([Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons in the base game)
|1.0
|1.0
|-
|-
|ArmorCompTerrorLevel
|ArmorCompTerrorLevel
|float
|float
| -
|NPC terror level conveyed by wearing the full Dark or Tingle sets
|0.0
|0.0
|-
|-
|ArmorCompTerrorRadius
|ArmorCompTerrorRadius
|float
|float
| -
|Distance at which NPCs will react to wearing the full Dark or Tingle sets
|0.0
|0.0
|-
|-
|ArmorCompNakedSwimSpeedRate
|ArmorCompNakedSwimSpeedRate
|float
|float
| -
|Swim speed multiplier when wearing nothing
|0.0
|0.0
|-
|-
|ArmorCompNakedSwimAnimeRate
|ArmorCompNakedSwimAnimeRate
|float
|float
| -
|Swim animation speed multiplier when wearing nothing
|0.0
|0.0
|-
|-
|ArmorCompNakedSwimEnergyRate
|ArmorCompNakedSwimEnergyRate
|float
|float
| -
|Stamina cost multiplier for swimming when wearing nothing
|0.0
|0.0
|-
|-
|ArmorAncientAttackRate
|ArmorAncientAttackRate
|float
|float
| -
|Power multiplier granted by Midna's Helmet and Diamond Circlet when using Guardian or Ancient weapons
|1.0
|1.0
|-
|-
|SupportWindNum
|SupportWindNum
|int
|int
| -
|Number of charges at which Revali's Gale starts at
|0
|0
|-
|-
|SupportElectricNum
|SupportElectricNum
|int
|int
| -
|Number of charges at which Urbosa's Fury starts at
|0
|0
|-
|-
|SupportElectricEnergy
|SupportElectricEnergy
|float
|float
| -
|Stamina cost threshold required to trigger Urbosa's Fury
|0.0
|0.0
|-
|-
|SupportFireNum
|SupportFireNum
|int
|int
| -
|Number of charges at which Daruk's Protection starts at
|0
|0
|-
|-
|SupportWaterLifeAdd
|SupportWaterLifeAdd
|int
|int
| -
|Number of extra health (yellow hearts) granted by Mipha's Grace (4.0 = 1 heart)
|0
|0
|-
|-
|SupportWaterEnergyAdd
|SupportWaterEnergyAdd
|float
|float
| -
|Number of charges at which Mipha's Grace starts at
|0.0
|0.0
|-
|-
Line 2,712: Line 2,742:
|}
|}


== Camera ==
==Camera==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 2,776: Line 2,806:
|}
|}


== Grab ==
==Grab==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 2,845: Line 2,875:
|}
|}


== Armor ==
==Armor==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 2,854: 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 2,874: Line 2,904:
|NextRankName
|NextRankName
|str64
|str64
| -
|Actor name of the next armor rank for the armor upgrade system
|
|
|-
|-
Line 2,889: Line 2,919:
|}
|}


== ArmorEffect ==
==ArmorEffect==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 2,898: 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
|-
|-
|AncientPowUp
|AncientPowUp
|bool
|bool
| -
|Provides a 20% damage buff to Ancient weapons.
|False
|False
|-
|-
Line 2,923: Line 2,953:
|}
|}


== ArmorHead ==
==ArmorHead==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 2,937: Line 2,967:
|MantleType
|MantleType
|int
|int
| -
|0: Nothing
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate <code>_B</code> version (if it exists)
 
2: Specifies that this head armor has an alternate <code>_B</code> version, and also applies the same effect as MantleType=1
|0
|0
|-
|-
Line 2,947: Line 2,980:
|}
|}


== ArmorUpper ==
==ArmorUpper==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 2,971: Line 3,004:
|DisableSelfMantle
|DisableSelfMantle
|bool
|bool
| -
|Whether this upper armor has an alternate <code>_B</code> version or not (e.g. <code>Armor_Head_001_B</code>)
|False
|False
|-
|-
|UseMantleType
|UseMantleType
|int
|int
| -
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate <code>_A</code> version (if it exists)
1: When this upper-body armor is equipped, the currently equipped head armor will use its alternate <code>_B</code> version (if it exists)
|0
|0
|-
|-
|}
|}


== ShiekerStone ==
 
==ShiekerStone==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 3,020: Line 3,055:
|}
|}


== SeriesArmor ==
==SeriesArmor==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 3,029: 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
|-
|-
|}
|}


== Liftable ==
==Liftable==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 3,048: Line 3,083:
|LiftType
|LiftType
|str32
|str32
| -
|Determines which animation to use when lifting this actor. Can accept arbitrary values, so long as those values are reflected in Link's [[Bas|.bas]] files. Existing vanilla values are: Ice, SnowBall, Rock, MeatRock, Barrel, HideBarrel, Pot, Pot_S, Pot_M, Pot_L, Pot_LL, Kokko, Beamos, ElectricBall, ElectricBox, AncientBall, Giant_Bone_Eye, Bokoblin_Bone, Moriblin_Bone, Lizalfos_Bone, Lynel_Bone, Bottle_Letter, Pouch, Square_Bomb, Sphere_Bomb
|
|
|-
|-
Line 3,058: Line 3,093:
|ThrownRotSpd
|ThrownRotSpd
|vec3
|vec3
| -
|Rotational speed when thrown, on each axis. Independent of physics factors (e.g. wind, bouncing)
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|LiftPosOffset
|LiftPosOffset
|vec3
|vec3
| -
|Positional offset when lifted. Negative Y values move the model closer to Link's head, positive Z values move it in front of Link, etc.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|LiftRotOffset
|LiftRotOffset
|vec3
|vec3
| -
|Rotational offset when lifted. Follows normal rotation rules.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
|LiftRotFrame
|LiftRotFrame
|int
|int
| -
|Frame of the lift animation during which to perform the LiftRotation.
|10
|10
|-
|-
Line 3,093: Line 3,128:
|PutPosOffset
|PutPosOffset
|vec3
|vec3
| -
|Positional offset when placed on the ground (not when thrown). Follow the same positional rules as LiftPosOffset.
|Vec3(x=0.0, y=0.0, z=0.5)
|Vec3(x=0.0, y=0.0, z=0.5)
|-
|-
|PutRotOffset
|PutRotOffset
|vec3
|vec3
| -
|Rotational offset when placed on the ground (not when thrown). Follows normal rotation rules.
|Vec3(x=0.0, y=0.0, z=0.0)
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|-
Line 3,128: Line 3,163:
|DisableFreezeLift
|DisableFreezeLift
|bool
|bool
| -
|Thaw the actor when lifting, if it is frozen.
|False
|False
|-
|-
|DisableBurnLift
|DisableBurnLift
|bool
|bool
| -
|Put out the actor when lifting, if it is on fire.
|False
|False
|-
|-
Line 3,143: Line 3,178:
|}
|}


== Item ==
==Item==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 3,157: 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 3,187: Line 3,238:
|}
|}


== Rupee ==
==Rupee==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 3,201: Line 3,252:
|}
|}


== Arrow ==
==Arrow==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 3,235: Line 3,286:
|ExtraDamage
|ExtraDamage
|int
|int
| -
|Additional damage dealt by the arrows. Affected by the bow's ExtraDamageRatio.
|0
|0
|-
|-
|}
|}


== Bullet ==
==Bullet==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 3,254: Line 3,305:
|IsLimitCount
|IsLimitCount
|bool
|bool
| -
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list
|False
|False
|-
|-
|}
|}


== CureItem ==
==CureItem==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 3,288: Line 3,339:
|}
|}


== CookSpice ==
==CookSpice==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 3,322: Line 3,373:
|}
|}


== LumberjackTree ==
==LumberjackTree==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 3,361: Line 3,412:
|}
|}


== Npc ==
==Npc==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 3,445: Line 3,496:
|}
|}


== NpcEquipment ==
==NpcEquipment==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 3,579: Line 3,630:
|}
|}


== Zora ==
==Zora==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 3,613: Line 3,664:
|}
|}


== Traveler ==
==Traveler==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,252: Line 5,303:
|}
|}


== Prey ==
==Prey==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,286: Line 5,337:
|}
|}


== AnimalFollowOffset ==
==AnimalFollowOffset==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,300: Line 5,351:
|}
|}


== ExtendedEntity ==
==ExtendedEntity==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,319: Line 5,370:
|}
|}


== BindActor ==
==BindActor==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,338: Line 5,389:
|}
|}


== EatTarget ==
==EatTarget==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,377: Line 5,428:
|}
|}


== AnimalUnit ==
==AnimalUnit==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,471: Line 5,522:
|}
|}


== Insect ==
==Insect==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,485: Line 5,536:
|}
|}


== Fish ==
==Fish==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,519: Line 5,570:
|}
|}


== Rope ==
==Rope==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,578: Line 5,629:
|}
|}


== Horse ==
==Horse==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,593: Line 5,644:
|bool
|bool
| -
| -
|True
|True
|-
|-
|ASVariation
|ASVariation
|str32
|str32
| -
|Speed of the horse. Accepted values are 'Slowest', 'Slow', 'Normal', 'Fast' and 'Fastest'
|Normal
|Normal
|-
|-
|Nature
|Nature
|int
|int
| -
|0 is Tame, 2 is Wild
|0
|0
|-
|-
|AttackPowerMultiplierGear2
|AttackPowerMultiplierGear2
|float
|float
|Trample damage multiplier when trotting {{Check}}
|Trample damage multiplier when trotting {{Check}}
|0.0
|0.0
|-
|-
|AttackPowerMultiplierGear3
|AttackPowerMultiplierGear3
|float
|float
|Trample damage multiplier when cantering {{Check}}
|Trample damage multiplier when cantering {{Check}}
|0.0
|0.0
|-
|-
|AttackPowerMultiplierGearTop
|AttackPowerMultiplierGearTop
|float
|float
|Trample damage multiplier when galloping {{Check}}
|Trample damage multiplier when galloping {{Check}}
|6.0
|6.0
|-
|-
|RunnableFramesAtGearTop
|RunnableFramesAtGearTop
|float
|float
| -
| -
|180.0
|180.0
|-
|-
|GearTopInterval
|GearTopInterval
|float
|float
| -
| -
|240.0
|240.0
|-
|-
|GearTopChargeNum
|GearTopChargeNum
|int
|int
| -
| -
|3
|3
|-
|-
|EatActorNames
|EatActorNames
|str
|str
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}
|
|
|-
|-
|EatActorNamesForExtraCharge
|EatActorNamesForExtraCharge
|str
|str
| -
| -
|
|
|-
|-
|}
|}
 


== HorseUnit ==
==HorseUnit==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,676: Line 5,728:
|}
|}


== HorseObject ==
==HorseObject==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,695: Line 5,747:
|}
|}


== HorseRider ==
==HorseRider==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,789: Line 5,841:
|}
|}


== HorseCreator ==
==HorseCreator==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,808: Line 5,860:
|}
|}


== GiantArmorSlot ==
==GiantArmorSlot==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,877: Line 5,929:
|}
|}


== GiantArmor ==
==GiantArmor==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,896: Line 5,948:
|}
|}


== Guardian ==
==Guardian==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,950: Line 6,002:
|}
|}


== MonsterShop ==
==MonsterShop==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,959: 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
|-
|-
|}
|}


== Swarm ==
==Swarm==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 5,993: Line 6,045:
|}
|}


== GelEnemy ==
==GelEnemy==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 6,077: Line 6,129:
|}
|}


== Nest ==
==Nest==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 6,091: Line 6,143:
|}
|}


== Wizzrobe ==
==Wizzrobe==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 6,145: Line 6,197:
|}
|}


== StalEnemy ==
==StalEnemy==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 6,164: Line 6,216:
|}
|}


== GuardianMini ==
==GuardianMini==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 6,203: Line 6,255:
|}
|}


== ClothReaction ==
==ClothReaction==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 6,292: Line 6,344:
|}
|}


== Global ==
==Global==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 6,736: Line 6,788:
|}
|}


== Beam ==
==Beam==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 6,750: Line 6,802:
|}
|}


== AutoGen ==
==AutoGen==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 6,774: Line 6,826:
|}
|}


== ChemicalType ==
==ChemicalType==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 6,793: Line 6,845:
|}
|}


== Golem ==
==Golem==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 6,832: Line 6,884:
|}
|}


== HorseTargetedInfo ==
==HorseTargetedInfo==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 6,856: Line 6,908:
|}
|}


== WolfLink ==
==WolfLink==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 7,195: Line 7,247:
|}
|}


== Event ==
==Event==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 7,244: Line 7,296:
|}
|}


== GolemIK ==
==GolemIK==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 7,378: Line 7,430:
|}
|}


== PictureBook ==
==PictureBook==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 7,402: Line 7,454:
|}
|}


== AirWall ==
==AirWall==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 7,416: Line 7,468:
|}
|}


== Motorcycle ==
==Motorcycle==
{| class="wikitable"
{| class="wikitable"
!Key
!Key
Line 7,610: Line 7,662:
|}
|}


= Parameter lists =
=Parameter lists=
{{No AAMP param}}
{{No AAMP param}}


== References ==
==References==
<references />
<references />
[[Category:File extensions]]
[[Category:File extensions]]
[[Category:File extensions (AAMP)]]
[[Category:File extensions (AAMP)]]
[[Category:Actor parameter files]]
[[Category:Actor parameter files]]
autopatrol, editnews
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edits