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
NameValueDescription
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
Multiplier applied to damage coming from the beam coming from Beamos[a] in Ancient Shrines
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
  1. Name of the cubes emitting a small beam inside the Ishto Soh Shrine
Categories Added
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