#include "KingSystem/Resource/resResourceDamageParam.h" namespace ksys::res { DamageParam::DamageParam() : ParamIO("dmgparam", 0) {} bool DamageParam::parse_(u8* data, size_t, sead::Heap* heap) { mDamageRateBuffer.allocBufferAssert(DamageSource::size(), heap); mDamageTypeBuffer.allocBufferAssert(DamageSource::size() * DamageSize::size(), heap); sead::FormatFixedSafeString<64> str; for (int i = 0; i < DamageSource::size(); ++i) { str.format("%s", DamageSource::text(i)); mDamageRateBuffer[i].init(1.0, str, "", &mDamageRateObj); } for (int source = 0; source < DamageSource::size(); ++source) { for (int size = 0; size < DamageSize::size(); ++size) { str.format("%s-%s", DamageSource::text(source), DamageSize::text(size)); if (source == DamageSource::Arrow) { mDamageTypeBuffer.get(source * 4 + size) ->init("通常ダメージ", str, "", &mReactionTableObj); } else if (size == DamageSize::Large || size == DamageSize::Huge || source == DamageSource::Bomb || source == DamageSource::LargeSword) { mDamageTypeBuffer.get(source * 4 + size) ->init("吹っ飛び", str, "", &mReactionTableObj); } else if (size == DamageSize::Middle) { mDamageTypeBuffer.get(source * 4 + size) ->init("中ダメージ", str, "", &mReactionTableObj); } else { mDamageTypeBuffer.get(source * 4 + size) ->init("通常ダメージ", str, "", &mReactionTableObj); } } } mBreakable.init(false, "Breakable", "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)", "", &mParametersObj); mHammerAffect.init( false, "HammerAffect", "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)", "", &mParametersObj); mWeakBreakerAffect.init(false, "WeakBreakerAffect", "Objを一撃破壊しない武器設定が有効か", "", &mParametersObj); mChemicalAttackAffect.init(true, "ChemicalAttackAffect", "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)", "", &mParametersObj); mSpAffectRatio.init(1.0, "SpAffectRatio", "特効ダメージ倍率(武器倍率と掛け算される)", "", &mParametersObj); mSpAffectDamage.init(0, "SpAffectDamage", "特効ダメージ加算値(ダメージ計算後に加算される)", "", &mParametersObj); mVanishAffect.init(false, "VanishAffect", "消滅攻撃有効(Ex:古代の矢)", "", &mParametersObj); mIsCriticalBlowOff.init(true, "IsCriticalBlowOff", "クリティカルで吹き飛ぶ", "", &mParametersObj); mIsAcceptAtkImpulse.init(false, "IsAcceptAtkImpulse", "攻撃的衝撃力を受けるかどうか(Ex:ボコブリンの石)", "", &mParametersObj); mIsCommonCalcImpuleDamage.init( true, "IsCommonCalcImpuleDamage", "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)", "", &mParametersObj); mIsHeavyBreak.init(false, "IsHeavyBreak", "巨体属性でへし折れる", "", &mParametersObj); mImpulseThresholdLv0.init(-1.0, "ImpulseThresholdLv0", "(Small)衝撃力ダメージ閾値", "", &mParametersObj); mImpulseDamageLv0.init(0.0, "ImpulseDamageLv0", "(Small)衝撃力ダメージ値", "", &mParametersObj); mImpulseThresholdLv1.init(-1.0, "ImpulseThresholdLv1", "(Middle)衝撃力ダメージ閾値", "", &mParametersObj); mImpulseDamageLv1.init(0.0, "ImpulseDamageLv1", "(Middle)衝撃力ダメージ値", "", &mParametersObj); mImpulseThresholdLv2.init(-1.0, "ImpulseThresholdLv2", "(Large)衝撃力ダメージ閾値", "", &mParametersObj); mImpulseDamageLv2.init(0.0, "ImpulseDamageLv2", "(Large)衝撃力ダメージ値", "", &mParametersObj); mImpulseThresholdLv3.init(-1.0, "ImpulseThresholdLv3", "(Huge)衝撃力ダメージ閾値", "", &mParametersObj); mImpulseDamageLv3.init(0.0, "ImpulseDamageLv3", "(Huge)衝撃力ダメージ値", "", &mParametersObj); mImpulseThresholdLv4.init(-1.0, "ImpulseThresholdLv4", "(即死)衝撃力ダメージ閾値", "", &mParametersObj); mFallDamageStartHeight.init(10000.0, "FallDamageStartHeight", "落下ダメージ開始高さ", "", &mParametersObj); mFallDamageMin.init(0, "FallDamageMin", "落下ダメージ最低値", "", &mParametersObj); mFallDamagePerMeter.init(0.0, "FallDamagePerMeter", "1mあたりの加算落下ダメージ量", "", &mParametersObj); mFallDamageHighStart.init(-1.0, "FallDamageHighStart", "強落下ダメージ開始高さ(-1で無効)", "", &mParametersObj); mFallDamageHighPerMeter.init(0, "FallDamageHighPerMeter", "強落下時1mあたりの加算落下ダメージ量", "", &mParametersObj); mFallDamageNoWaterDepth.init(-1.0, "FallDamageNoWaterDepth", "落下ダメージ受けない水深", "", &mParametersObj); mWeakPointBone.init(sead::SafeString(""), "WeakPointBone", "弱手ボーン名(空白だとモデル原点)", "", &mParametersObj); mWeakPointCalcArea.init(0.0, "WeakPointCalcArea", "弱点判定エリア(弱点不要アクターはここを0に)", "", &mParametersObj); mWeakPointCalcOffset.init({0, 0, 0}, "WeakPointCalcOffset", "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)", "", &mParametersObj); mWeakPointArea.init(0.0, "WeakPointArea", "弱点エリア", "", &mParametersObj); mWeakPointOffset.init({0, 0, 0}, "WeakPointOffset", "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)", "", &mParametersObj); mWeakPointRatio.init(4.0, "WeakPointRatio", "弱点ダメージ倍率", "", &mParametersObj); mWeakPointNoUIFlag.init(false, "WeakPointNoUIFlag", "ヒット時説明UIを出さない", "", &mParametersObj); mWeakPointBone2.init(sead::SafeString(""), "WeakPointBone2", "弱手ボーン名(空白だとモデル原点)", "", &mParametersObj); mWeakPointCalcArea2.init(0.0, "WeakPointCalcArea2", "弱点判定エリア(弱点不要アクターはここを0に)", "", &mParametersObj); mWeakPointCalcOffset2.init({0, 0, 0}, "WeakPointCalcOffset2", "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)", "", &mParametersObj); mWeakPointArea2.init(0.0, "WeakPointArea2", "弱点エリア", "", &mParametersObj); mWeakPointOffset2.init({0, 0, 0}, "WeakPointOffset2", "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)", "", &mParametersObj); mWeakPointRatio2.init(1.0, "WeakPointRatio2", "弱点ダメージ倍率", "", &mParametersObj); mWeakPointNoUIFlag2.init(false, "WeakPointNoUIFlag2", "ヒット時説明UIを出さない", "", &mParametersObj); mSillentKillMultRatio.init(1.0, "SillentKillMultRatio", "奇襲ダメージ乗算倍率", "", &mParametersObj); mSillentKillAddDamage.init(0, "SillentKillAddDamage", "奇襲ダメージ加算値", "", &mParametersObj); mIsDeadBurnout.init(false, "IsDeadBurnout", "燃え尽きでライフ0", "", &mParametersObj); mIsMetamorBurnout.init(false, "IsMetamorBurnout", "燃え尽きでアクタ変化", "", &mParametersObj); mIsMatamorFromTg.init(true, "IsMatamorFromTg", "炎剣で切っても変化する", "", &mParametersObj); mBurnable.init(false, "Burnable", "燃え状態有効", "", &mParametersObj); mBurnDamage.init(10, "BurnDamage", "燃えダメージLv1(-1でダメージ受けない)", "", &mParametersObj); mBurnDamage2.init(-1, "BurnDamage2", "燃えダメージLv2(-1でLv1と同じ)", "", &mParametersObj); mBurnDamage3.init(-1, "BurnDamage3", "燃えダメージLv3(-1でLv2と同じ)", "", &mParametersObj); mBurnDamage4.init(-1, "BurnDamage4", "燃えダメージLv4(-1でLv3と同じ)", "", &mParametersObj); mBurnDamage5.init(-1, "BurnDamage5", "燃えダメージLv5(-1でLv4と同じ)", "", &mParametersObj); mBurnTime.init(10, "BurnTime", "燃え時間", "", &mParametersObj); mBurnDamageInterval.init(-1, "BurnDamageInterval", "[火に接触時]燃えダメージ間隔(-1で無し)", "", &mParametersObj); mBurnContinuousDamage.init(0, "BurnContinuousDamage", "[火に接触時]燃え継続ダメージ", "", &mParametersObj); mBurnCritical.init(false, "BurnCritical", "火異常がクリティカル扱いか", "", &mParametersObj); mProofBurnAtSmallDamage.init(false, "ProofBurnAtSmallDamage", "火弾無効時小ダメージアクションをとるか", "", &mParametersObj); mIsDeadIce.init(false, "IsDeadIce", "凍結でライフ0", "", &mParametersObj); mIsMetamorIce.init(false, "IsMetamorIce", "凍結でアクタ変化", "", &mParametersObj); mIceable.init(false, "Iceable", "凍結状態有効", "", &mParametersObj); mIceDamage.init(10, "IceDamage", "凍結ダメージ", "", &mParametersObj); mIceTime.init(10, "IceTime", "凍結時間(f)", "", &mParametersObj); mIceBreakableByAtk.init(true, "IceBreakableByAtk", "凍結時攻撃で割れるか", "", &mParametersObj); mIceBreakDamageRatio.init(4.0, "IceBreakDamageRatio", "凍結破壊ダメージ倍率", "", &mParametersObj); mIceCritical.init(false, "IceCritical", "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)", "", &mParametersObj); mProofIceAtSmallDamage.init(false, "ProofIceAtSmallDamage", "冷凍弾無効時小ダメージアクションをとるか", "", &mParametersObj); mIsDeadElectric.init(false, "IsDeadElectric", "帯電でライフ0", "", &mParametersObj); mIsMetamorElectric.init(false, "IsMetamorElectric", "帯電でアクタ変化", "", &mParametersObj); mElectricable.init(false, "Electricable", "痺れ状態有効", "", &mParametersObj); mElectricDamage.init(0, "ElectricDamage", "痺れダメージ", "", &mParametersObj); mElectricTime.init(10, "ElectricTime", "痺れ時間(f)", "", &mParametersObj); mElecCancelableByAtk.init(false, "ElecCancelableByAtk", "痺れ時攻撃でキャンセルされるか", "", &mParametersObj); mProofElecAtSmallDamage.init(false, "ProofElecAtSmallDamage", "電気弾無効時小ダメージアクションをとるか", "", &mParametersObj); mWetAffect.init(false, "WetAffect", "濡れ有効", "", &mParametersObj); mLightningAffect.init(true, "LightningAffect", "落雷有効", "", &mParametersObj); mLightningDamage.init(999999, "LightningDamage", "落雷ダメージ", "", &mParametersObj); mGerudoHeroAffect.init(true, "GerudoHeroAffect", "英傑加護(雷)有効", "", &mParametersObj); mGerudoHeroDamage.init(100, "GerudoHeroDamage", "英傑加護(雷)ダメージ", "", &mParametersObj); mGerudoHeroTime.init(300, "GerudoHeroTime", "英傑加護(雷)痺れ時間(0だと吹っ飛び)", "", &mParametersObj); mGustAffect.init(true, "GustAffect", "突風有効", "", &mParametersObj); mDrownHeight.init(-1.0, "DrownHeight", "溺れる水深(-1で溺れない)", "", &mParametersObj); mDrownDamage.init(0, "DrownDamage", "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)", "", &mParametersObj); mColdWaterFrozenTime.init(-1, "ColdWaterFrozenTime", "冷たい水地形で凍結する時間", "", &mParametersObj); mColdWaterAffect.init(true, "ColdWaterAffect", "冷たい水地形でダメージ有", "", &mParametersObj); mColdWaterDamage.init(0, "ColdWaterDamage", "冷たい水ダメージ値", "", &mParametersObj); mColdWaterDamageInterval.init(-1, "ColdWaterDamageInterval", "冷たい水ダメージ最浅間隔", "", &mParametersObj); mColdWaterDamageStartDepth.init(0.0, "ColdWaterDamageStartDepth", "冷たい水ダメージ最浅閾値", "", &mParametersObj); mColdWaterDamageIntervalDeep.init(-1, "ColdWaterDamageIntervalDeep", "冷たい水ダメージ最深間隔(-1なら使わない)", "", &mParametersObj); mColdWaterDamageDeepDepth.init(-1.0, "ColdWaterDamageDeepDepth", "冷たい水ダメージ最深閾値(-1で最深間隔は使わない)", "", &mParametersObj); mHotWaterBoiledTime.init( -1, "HotWaterBoiledTime", "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)", "", &mParametersObj); mHotWaterHealAffect.init(false, "HotWaterHealAffect", "温泉地形で影響有", "", &mParametersObj); mHotWaterHeal.init(0, "HotWaterHeal", "温泉回復値", "", &mParametersObj); mHotWaterHealInterval.init(-1, "HotWaterHealInterval", "温泉影響最浅間隔", "", &mParametersObj); mHotWaterHealStartDepth.init(0.0, "HotWaterHealStartDepth", "温泉影響最浅閾値", "", &mParametersObj); mHotWaterHealIntervalDeep.init(-1, "HotWaterHealIntervalDeep", "温泉影響最深間隔(-1なら使わない)", "", &mParametersObj); mHotWaterHealDeepDepth.init(-1.0, "HotWaterHealDeepDepth", "温泉影響最深閾値(-1で最深間隔は使わない)", "", &mParametersObj); mHotWaterChemCrit.init(false, "HotWaterChemCrit", "温泉入るとケミカルクリティカル", "", &mParametersObj); mPoisonBogAffect.init(true, "PoisonBogAffect", "毒沼地形でダメージ有", "", &mParametersObj); mPoisonBogDamage.init(0, "PoisonBogDamage", "毒沼ダメージ値", "", &mParametersObj); mPoisonBogDamageInterval.init(-1, "PoisonBogDamageInterval", "毒沼ダメージ間隔", "", &mParametersObj); mLavaAffect.init(true, "LavaAffect", "溶岩地形でダメージ有", "", &mParametersObj); mLavaDamage.init(999999, "LavaDamage", "溶岩ダメージ値", "", &mParametersObj); mLavaDamageInterval.init(-1, "LavaDamageInterval", "溶岩ダメージ間隔", "", &mParametersObj); mLavaDeepDepth.init(-1.0, "LavaDeepDepth", "深い溶岩閾値", "", &mParametersObj); mLavaDeepDamage.init(999999, "LavaDeepDamage", "深い溶岩ダメージ値", "", &mParametersObj); mCurseAffect.init(false, "CurseAffect", "怨念ダメージ状態有効", "", &mParametersObj); mCurseDamage.init(30, "CurseDamage", "怨念ダメージ", "", &mParametersObj); mCurseInterval.init(60, "CurseInterval", "怨念ダメージ間隔(-1で無し)", "", &mParametersObj); mCurseContinuousDamage.init(5, "CurseContinuousDamage", "怨念継続ダメージ", "", &mParametersObj); mHeavySnowColdTime.init(-1, "HeavySnowColdTime", "大雪時凍るまでの時間(-1で凍らない)", "", &mParametersObj); mKeyString.init(sead::SafeString(""), "key", "", &mDamageTypeObj); mParamList.addObj(&mDamageRateObj, "DamageRate"); mParamList.addObj(&mReactionTableObj, "ReactionTable"); mParamList.addObj(&mParametersObj, "Parameters"); mParamList.addObj(&mDamageTypeObj, "DamageType"); addList(&mParamList, "damage_param"); if (data) applyResParameterArchive(agl::utl::ResParameterArchive(data)); return true; } f32 DamageParam::getDamageRate(const sead::SafeString& damage_source) { u32 hash = agl::utl::ParameterBase::calcHash(damage_source); #pragma clang loop unroll(full) for (int idx = 0; idx != 10; ++idx) { if (hash == mDamageRateBuffer[idx].getNameHash()) return mDamageRateBuffer[idx].ref(); } return 0.0; } const sead::SafeString& DamageParam::getDamageReaction(const sead::SafeString& damage_source, const sead::SafeString& size) { sead::FormatFixedSafeString<128> key("%s-%s", damage_source.cstr(), size.cstr()); u32 hash = agl::utl::ParameterBase::calcHash(key); #pragma clang loop unroll(full) for (int idx = 0; idx != 40; ++idx) { if (hash == mDamageTypeBuffer.get(idx)->getNameHash()) return mDamageTypeBuffer.get(idx)->ref(); } return sead::SafeString::cEmptyString; } } // namespace ksys::res