Template:BotW Enemy Damage Parameters/Documentation
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Purpose
Displays various internal properties of Enemies way to get damaged in Breath of the Wild in a collapsible table.
Usage
{{BotW Enemy Damage Parameters |ActorName = |Sword = |LargeSword = |Spear = |Arrow = |Bomb = |Body = |Ancient = |ShockWave = |Impulse = |GanonBeam = |HammerAffect = |ChemicalAttackAffect = |SpAffectRatio = |SpAffectDamage = |VanishAffect = |IsAcceptAtkImpulse = |ImpulseThresholdLv0 = |ImpulseDamageLv0 = |ImpulseThresholdLv1 = |ImpulseDamageLv1 = |ImpulseThresholdLv2 = |ImpulseDamageLv2 = |ImpulseThresholdLv3 = |ImpulseDamageLv3 = |ImpulseThresholdLv4 = |FallDamageStartHeight = |FallDamageMin = |FallDamagePerMeter = |FallDamageHighStart = |FallDamageHighPerMeter = |FallDamageNoWaterDepth = |WeakPointBone = |WeakPointRatio = |WeakPointBone2 = |WeakPointRatio2 = |SillentKillMultRatio = |SillentKillAddDamage = |Burnable = |BurnDamage = |BurnDamage2 = |BurnDamage3 = |BurnDamage4 = |BurnDamage5 = |BurnTime = |BurnDamageInterval = |BurnCritical = |Iceable = |IceDamage = |IceTime = |IceBreakableByAtk = |IceBreakDamageRatio = |IceCritical = |Electricable = |ElectricDamage = |ElectricTime = |LightningAffect = |LightningDamage = |GerudoHeroAffect = |GerudoHeroDamage = |GerudoHeroTime = |DrownHeight = |DrownDamage = |LavaAffect = |LavaDamage = }}
All parameters are for the corresponding piece of internal game data.
Examples
Input
{{BotW Enemy Damage Parameters |ActorName = "Enemy_Lynel_Middle" |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 |HammerAffect = false |ChemicalAttackAffect = true |SpAffectRatio = 1.0 |SpAffectDamage = 0 |VanishAffect = true |IsAcceptAtkImpulse = true |ImpulseThresholdLv0 = 9000.0 |ImpulseDamageLv0 = 4.0 |ImpulseThresholdLv1 = 10000.0 |ImpulseDamageLv1 = 8.0 |ImpulseThresholdLv2 = 100000.0 |ImpulseDamageLv2 = 12.0 |ImpulseThresholdLv3 = 200000.0 |ImpulseDamageLv3 = 100.0 |ImpulseThresholdLv4 = -1.0 |FallDamageStartHeight = 10000.0 |FallDamageMin = 0 |FallDamagePerMeter = 0.0 |FallDamageHighStart = -1.0 |FallDamageHighPerMeter = 0 |FallDamageNoWaterDepth = -1.0 |WeakPointBone = "Head" |WeakPointRatio = 2.0 |WeakPointBone2 = "" |WeakPointRatio2 = 1.0 |SillentKillMultRatio = 1.0 |SillentKillAddDamage = 0 |Burnable = false |BurnDamage = 20 |BurnDamage2 = -1 |BurnDamage3 = -1 |BurnDamage4 = -1 |BurnDamage5 = -1 |BurnTime = 60 |BurnDamageInterval = -1 |BurnCritical = false |Iceable = false |IceDamage = 10 |IceTime = 150 |IceBreakableByAtk = true |IceBreakDamageRatio = 4.0 |IceCritical = false |Electricable = false |ElectricDamage = 10 |ElectricTime = 60 |LightningAffect = false |LightningDamage = 999999 |GerudoHeroAffect = true |GerudoHeroDamage = 500 |GerudoHeroTime = 0 |DrownHeight = -1.0 |DrownDamage = 0 |LavaAffect = true |LavaDamage = 999999 }}
Output
Enemy Damage Parameters
Name | Value | Description |
---|---|---|
ActorName | "Enemy_Lynel_Middle" | Internal name |
Sword | 1.0 | Multiplier applied to damage coming from one handed weapons, to the actor |
LargeSword | 1.0 | Multiplier applied to damage coming from two handed weapons, to the actor |
Spear | 1.0 | Multiplier applied to damage coming spears, to the actor |
Arrow | 1.0 | Multiplier applied to damage coming from arrows, to the actor |
Bomb | 1.0 | Multiplier applied to damage coming from remote bombs supposedly, to the actor |
Body | 1.0 | Multiplier applied to damage coming from punches and kicks, to the actor |
Ancient | 1.0 | |
ShockWave | 1.0 | Multiplier applied to damage coming from shockwaves, to the actor |
Impulse | 1.0 | Multiplier applied to damage coming from any other impact, to the actor |
GanonBeam | 1.0 | Multiplier applied to damage coming from GanonBeam (purple beam Dark Beast Ganon uses) probably, to the actor |
HammerAffect | false | Whether or not the actor should die instantly if hit with a weapon having its IsHammer parameter set to true. |
ChemicalAttackAffect | true | Whether or not the actor receives additionnal elemental damage |
SpAffectRatio | 1.0 | Another multiplier applied on the damage the actor receives if the weapon used against it has the actor in its SpHitActor parameter |
SpAffectDamage | 0 | Additionnal damage added after all the calculations if the weapon used against it has the actor in its SpHitActor parameter |
VanishAffect | true | Whether or not the enemy vanishes if hit by an Ancient Arrow |
IsAcceptAtkImpulse | true | Whether or not the actor receives damage when it enters in collision with another object with too much speed |
ImpulseThresholdLv0 | 9000.0 | If IsAcceptAtkImpulse is set to true, the actor takes ImpulseDamageLv0 damage if hit with an object at more than this parameter kinetic energy |
ImpulseDamageLv0 | 4.0 | Damage applied to the actor if the ImpulseThresholdLv0 is reached |
ImpulseThresholdLv1 | 10000.0 | If IsAcceptAtkImpulse is set to true, the actor takes ImpulseDamageLv1 damage if hit with an object at more than this parameter kinetic energy |
ImpulseDamageLv1 | 8.0 | Damage applied to the actor if the ImpulseThresholdLv1 is reached |
ImpulseThresholdLv2 | 100000.0 | If IsAcceptAtkImpulse is set to true, the actor takes ImpulseDamageLv2 damage if hit with an object at more than this parameter kinetic energy |
ImpulseDamageLv2 | 12.0 | Damage applied to the actor if the ImpulseThresholdLv2 is reached |
ImpulseThresholdLv3 | 200000.0 | If IsAcceptAtkImpulse is set to true, the actor takes ImpulseDamageLv3 damage if hit with an object at more than this parameter kinetic energy |
ImpulseDamageLv3 | 100.0 | Damage applied to the actor if the ImpulseThresholdLv3 is reached |
ImpulseThresholdLv4 | -1.0 | If IsAcceptAtkImpulse is set to true, the actor dies instantly if hit with an object at more than this parameter kinetic energy |
FallDamageStartHeight | 10000.0 | If the actor falls more than this height, it will receive damage upon landing |
FallDamageMin | 0 | Minimal amount of damage the actor will receive upon landing |
FallDamagePerMeter | 0.0 | How much damage to receive upon landing, for each meter falling more than FallDamageStartHeight |
FallDamageHighStart | -1.0 | If the actor falls more than this height, it will receive even more damage upon landing |
FallDamageHighPerMeter | 0 | How much damage to receive upon landing, for each meter falling more than FallDamageHighStart |
FallDamageNoWaterDepth | -1.0 | Minimal water depth to land on in order to not receive damage from falling |
WeakPointBone | "Head" | If specified, the place where the actor will take more damage if hit there |
WeakPointRatio | 2.0 | Multiplier applied to damage to WeakPointBone if specified |
WeakPointBone2 | "" | If specified, another place where the actor will take more damage if hit there |
WeakPointRatio2 | 1.0 | Multiplier applied to damage to WeakPointBone2 if specified |
SillentKillMultRatio | 1.0 | Multiplier applied to the damage the actor receives if it's a sneakstrike |
SillentKillAddDamage | 0 | Additionnal damage to receive for the actor if it's a sneakstrike |
Burnable | false | Whether or not the actor can be set on fire |
BurnDamage | 20 | If set to -1, will do no fire damage. Else, is the level 1 fire damage |
BurnDamage2 | -1 | If set to -1, will be the same as BurnDamage. Else, is the level 2 fire damage |
BurnDamage3 | -1 | If set to -1, will be the same as BurnDamage2. Else, is the level 3 fire damage |
BurnDamage4 | -1 | If set to -1, will be the same as BurnDamage3. Else, is the level 4 fire damage |
BurnDamage5 | -1 | If set to -1, will be the same as BurnDamage4. Else, is the level 5 fire damage |
BurnTime | 60 | How much frames the actor should stay on fire |
BurnDamageInterval | -1 | The fire damage will apply every BurnDamageInterval frames |
BurnCritical | false | Whether or not the actor should instantly vaporize if hit with fire |
Iceable | false | Whether or not the actor can be iced |
IceDamage | 10 | Damage taken from ice |
IceTime | 150 | How much frames the actor should stay in ice |
IceBreakableByAtk | true | Whether or not an attack can break the iced actor |
IceBreakDamageRatio | 4.0 | Multiplier applied to damage coming from an attack breaking the ice |
IceCritical | false | Whether or not the actor should instantly vaporize if hit with ice |
Electricable | false | Whether or not the actor can be shocked |
ElectricDamage | 10 | Damage taken from electricity |
ElectricTime | 60 | How much frames the actor should stay shocked |
LightningAffect | false | Whether or not the actor can be struck by lightning |
LightningDamage | 999999 | Damage taken from lightning strike |
GerudoHeroAffect | true | Whether or not the actor can be affected with Urbosa's Fury |
GerudoHeroDamage | 500 | Damage taken from Urbosa's Fury |
GerudoHeroTime | 0 | How much frames the actor should stay shocked from Urbosa's Fury |
DrownHeight | -1.0 | If equal to -1, the actor cannot drown. Else, the actor drowns in water deeper than DrownHeight |
DrownDamage | 0 | Damage taken from drowning |
LavaAffect | true | Whether or not the lava inflicts damage |
LavaDamage | 999999 | Damage taken from lava |
- ↑ Name of the cubes emitting a small beam inside the Ishto Soh Shrine
Categories Added
This is the documentation page, it should be transcluded into the main template page. See here for more information.