bdmgparam
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Format | AAMP |
---|---|
Version | 0 |
Type | xml |
This article is about the structure in general. For actual values, check the GameROM or the pseudo-source. |
DamageParam (bdmgparam) configures how much damage an actor takes in various cases.
Enums
DamageSource
Name | Description |
---|---|
Sword | One-handed sword |
LargeSword | Two-handed sword |
Spear | Spear |
Arrow | Arrow |
Bomb | Remote bomb [check] |
Body | Enemy body attacks (punches, kicks, animal attacks) [check] |
Ancient | BeamosBeam |
ShockWave | Player and enemy Shockwaves [check] |
Impulse | Impact forces |
GanonBeam | ? [check] |
DamageSize
Name | Description |
---|---|
Small | Varies by source |
Middle | Varies by source |
Large | Varies by source |
Huge | Varies by source |
==== Link [check] ====
Name | Sword | Spear | Large Sword | Shockwave |
---|---|---|---|---|
Small | Normal Attacks sans finisher. Flurry Rush attacks sans finisher. | Normal Attacks sans finisher. Flurry Rush attacks sans finisher. Charged Attack sans finisher. | Normal Attack (1st hit in 2 hit combo)sans finisher. Flurry Rush attacks sans finisher. Spin Attack hits sans finisher. | Jump attacks on flat ground. Large Sword Spin Attack finisher at two rotations or lower. |
Medium | Weapon throw. Note that this can only be noticed on weapons that don't break when thrown or when the affected Actor has IsCriticalBlowOff set to false. | Weapon throw. | Weapon throw. | Large Sword Spin Attack finisher at 3 rotations or higher. Jump/Falling attacks from a sufficient height. |
Large | Normal Attack finisher. Flurry Rush finisher. Spin Attack on all charge levels. | Normal Attack finisher. Flurry Rush finisher. Charged Attack finisher. | Normal Attack finisher. Flurry Rush finisher. Katana Charged Attack on all charge levels. Fan (Korok Leaf) Charged Attack on all charge levels. | - |
Huge | - | - | - | - |
===DamageReaction [check]===
Name | Value | Translation | Description |
---|---|---|---|
即死 | 0x1e | Instant death | Instantly kills the Actor |
吹っ飛び | 0x16 | Blow away | Ragdolls the Actor and applies Impulse defined by ImpulsePower multiplied BlastOffAttackRateSmall/BlastOffAttackRateLarge. These parameters are accessible in the actor's relevant ragdoll config. BlastOffAttackRate is generally bigger than LargeAttackRate. |
大ダメージ | 0x15 | Large damage | Ragdolls the Actor and applies a lower amount of Impulse defined by ImpulsePower multiplied by LargeAttackRate. These parameters are accessible in the actor's relevant ragdoll config. |
中ダメージ | 0x11 | Medium damage | Staggers the Actor and prevents them from acting for the stagger duration. This stagger interrupts enemy animations. |
通常ダメージ | 0xf | Normal damage | Momentarily staggers the Actor and prevents them from acting for the stagger duration. This stagger can only happen when the actor is idle/moving/turning, it cannot interrupt other animations. |
小ダメージ | 5 | Small damage | Visually staggers the Actor. Does not interrupt any animations or prevent the Actor from acting. |
無反応 | 2 | No reaction | Do not visually stagger the actor but still apply impulse force to the hit location. |
完全無反応 | 1 | No reaction at all | Do not stagger and do not apply impulse force to the hit location. |
Parameter objects
(none)
Parameter lists
damage_param
Parameter objects
DamageType
Key | Type | Description |
---|---|---|
Key | str | Damage reaction type (Basic, Tree, Tuta, Rope, Fish, Material, Npc, Ground, Golem, ReflectableBullet, Dummy) |
DamageRate
Key | Type | Description |
---|---|---|
(#DamageSource) | float | Damage multiplier for a given damage source |
ReactionTable
Key | Type | Description |
---|---|---|
(#DamageSource)-(#DamageSize) | #DamageReaction (str32) | Reaction |
Parameters
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 | Further multiplies incoming damage if the Actor is affected by SpHitRatio through SpHitActor or SpHitTag. | 特効ダメージ倍率(武器倍率と掛け算される) |
SpAffectDamage | int | Flat additional damage added to incoming damage after all other calculations, if the the Actor is affected by SpHitRatio through SpHitActor or SpHitTag. | 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 vanished 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 | Appears to be severely bugged. When true, none of the elemental effects properly function. Burning deals no extra damage, does not set grass on fire and does not panic; Ice doesn't freeze or deal extra damage, but merely shades the model; Electric does not stun or deal extra damage. | 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 | Instantly vaporizes the Actor when hit with fire damage. | 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 | Affected Actor has their HP set to 0 when Frozen. | 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 | Instantly vaporizes the Actor when hit with ice damage. | 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 (Note: This parameter's official description is misleading. If WetAffect is true, the actor instantly dies on contact with deep water.) | 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
!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: {}