Bdmgparam: Difference between revisions

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Reaction Table test results, elemental clarifications
(→‎Parameters: Correct WetAffect)
(Reaction Table test results, elemental clarifications)
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'''DamageParam''' (''bdmgparam'') configures how much damage an actor takes in various cases.
'''DamageParam''' (''bdmgparam'') configures how much damage an actor takes in various cases.
</onlyinclude>
</onlyinclude>
== Enums ==
 
=== DamageSource ===
==Enums==
{|class="wikitable"
===DamageSource===
! Name !! Description
{| class="wikitable"
!Name!!Description
|-
|Sword||One-handed sword
|-
|LargeSword||Two-handed sword
|-
|-
| Sword || One-handed sword
|Spear||Spear
|-
|-
| LargeSword || Two-handed sword
|Arrow||Arrow
|-
|-
| Spear || Spear
|Bomb||Remote bomb {{check}}
|-
|-
| Arrow || Arrow
|Body||Enemy body attacks (punches, kicks, animal attacks) {{check}}
|-
|-
| Bomb || Remote bomb {{check}}
|Ancient||? {{check}}
|-
|-
| Body || ? {{check}}
|ShockWave||Player and enemy Shockwaves {{check}}
|-
|Impulse||Impact forces
|-
|GanonBeam||? {{check}}
|}
 
===DamageSize===
{| class="wikitable"
!Name!!Description
|-
|-
| Ancient || ? {{check}}
|Small||Varies by source
|-
|-
| ShockWave || ? {{check}}
|Middle||Varies by source
|-
|-
| Impulse || Impact forces
|Large||Varies by source
|-
|-
| GanonBeam || ? {{check}}
|Huge||Varies by source
|}
|}


=== DamageSize ===
==== Link {{Check}} ====
{|class="wikitable"
{| class="wikitable"
! Name !! Description
!Name
!Sword
!Spear
!Large Sword
!Shockwave
|-
|-
| Small ||
|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.
|-
|-
| Middle ||
|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 ||
|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 ||
|Huge
| -
| -
| -
| -
|}
|}


=== DamageReaction ===
===DamageReaction {{Check}}===
{|class="wikitable"
{| class="wikitable"
! Name !! Value !! Description
!Name!!Value!!Translation
!Description
|-
|-
| 即死 || 0x1e || Instant death
|即死||0x1e||Instant death
|Instantly kills the Actor
|-
|-
| 吹っ飛び || 0x16 || Blow away
|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
|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
|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
|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
|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
|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
|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 ==
==Parameter objects==
(none)
(none)


== Parameter lists ==
==Parameter lists==
=== damage_param ===
===damage_param===
==== Parameter objects ====
====Parameter objects====
===== DamageType =====
=====DamageType=====
{|class="wikitable"
{| class="wikitable"
! Key !! Type !! Description
!Key!!Type!!Description
|-
|-
| Key || str || Damage reaction type (Basic, Tree, Tuta, Rope, Fish, Material, Npc, Ground, Golem, ReflectableBullet, Dummy)
|Key||str||Damage reaction type (Basic, Tree, Tuta, Rope, Fish, Material, Npc, Ground, Golem, ReflectableBullet, Dummy)
|}
|}


===== DamageRate =====
=====DamageRate=====
{|class="wikitable"
{| class="wikitable"
! Key !! Type !! Description
!Key!!Type!!Description
|-
|-
| {{placeholder AAMP param name|name=([[#DamageSource]])}} || float || Damage multiplier for a given damage source
|{{placeholder AAMP param name|name=([[#DamageSource]])}}||float||Damage multiplier for a given damage source
|}
|}


===== ReactionTable =====
=====ReactionTable=====
{|class="wikitable"
{| class="wikitable"
! Key !! Type !! Description
!Key!!Type!!Description
|-
|-
| {{placeholder AAMP param name|name=([[#DamageSource]])-([[#DamageSize]])}} || [[#DamageReaction]] (str32) || Reaction
|{{placeholder AAMP param name|name=([[#DamageSource]])-([[#DamageSize]])}}||[[#DamageReaction]] (str32)||Reaction
|}
|}


===== Parameters =====
=====Parameters=====
{|class="wikitable"
{| class="wikitable"
! Key !! Type !! Description !! Official description
!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)
|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)
|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
|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)
|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)
|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 || xxx || 特効ダメージ加算値(ダメージ計算後に加算される)
|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 affected by ancient arrows || 消滅攻撃有効(Ex:古代の矢)
|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
|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)
|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)
|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
|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
|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
|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
|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
|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
|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
|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
|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
|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
|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
|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
|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
|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)
|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
|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
|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)
|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)
|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)
|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
|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)
|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
|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
|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)
|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)
|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)
|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
|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)
|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
|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
|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
|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
|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
|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
|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
|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
|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)
|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)
|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)
|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)
|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)
|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
|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)
|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
|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
|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
|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
|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
|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
|Iceable||bool||Can be frozen||凍結状態有効
|-
|-
| IceDamage || int || Freeze damage || 凍結ダメージ
|IceDamage||int||Freeze damage||凍結ダメージ
|-
|-
| IceTime || int || Freeze duration (in frames) || 凍結時間(f)
|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
|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
|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)
|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
|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
|IsDeadElectric||bool||xxx||帯電でライフ0
|-
|-
| IsMetamorElectric || bool || Actor changes when shocked || 帯電でアクタ変化
|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
|Electricable||bool||Can be shocked||痺れ状態有効
|-
|-
| ElectricDamage || int || Shock damage || 痺れダメージ
|ElectricDamage||int||Shock damage||痺れダメージ
|-
|-
| ElectricTime || int || Shock effect duration (in frames) || 痺れ時間(f)
|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
|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
|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
|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
|LightningAffect||bool||Is affected by lightning||落雷有効
|-
|-
| LightningDamage || int || Lightning damage || 落雷ダメージ
|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
|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
|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)
|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
|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)
|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)
|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
|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
|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
|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
|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
|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)
|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)
|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)
|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
|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
|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
|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
|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)
|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)
|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
|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
|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
|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
|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
|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
|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
|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
|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
|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
|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
|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)
|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
|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)
|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 ==
==Examples==
=== Player_Link ===
===Player_Link===
<source lang="yaml">
<source lang="yaml">
!io
!io
Line 491: Line 534:
</source>
</source>


<references/>
<references />
[[Category:File extensions]]
[[Category:File extensions]]
[[Category:File extensions (AAMP)]]
[[Category:File extensions (AAMP)]]
[[Category:Actor parameter files]]
[[Category:Actor parameter files]]

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