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	<id>https://zeldamods.org/w_botw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Linga</id>
	<title>ZeldaMods (Breath of the Wild) - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://zeldamods.org/w_botw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Linga"/>
	<link rel="alternate" type="text/html" href="https://zeldamods.org/wiki/Special:Contributions/Linga"/>
	<updated>2026-05-30T23:46:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckE3Mode&amp;diff=11953</id>
		<title>AIDef:Query/CheckE3Mode</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckE3Mode&amp;diff=11953"/>
		<updated>2026-02-10T20:38:41Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* DynamicInstParams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=CheckE3Mode&lt;br /&gt;
|type=Query&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== DynamicInstParams ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! value !! Description&lt;br /&gt;
|-&lt;br /&gt;
|0||Normal&lt;br /&gt;
|-&lt;br /&gt;
|1||&lt;br /&gt;
|-&lt;br /&gt;
|2||Show_2017_1st / RID_Demo&lt;br /&gt;
|-&lt;br /&gt;
|3||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== CheckE3Mode (EventSystemActor) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckE3Mode&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckE3Mode&lt;br /&gt;
|aiprog=EventSystemActor&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11952</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11952"/>
		<updated>2026-02-09T22:33:33Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* Switch versions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Show_2017_1st ===&lt;br /&gt;
unknown demo version, the title menu highly similar to 9s/12s{{check}}.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
RID_Demo (Retail Interactive Demo) is a special version of the game which is used for kiosk demos. Several Switch versions are known to exist; some appear to be based on 1.5.0{{check}}.&lt;br /&gt;
&lt;br /&gt;
A version from Asia ChinaJoy 2019:&lt;br /&gt;
* https://www.bilibili.com/video/BV1Bt411T7HC (seems to be an updated version)&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.2 ==&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* Added Divine Beasts helmets and four Champions amiibo data&lt;br /&gt;
* Added Xenoblade Chronicles 2 collaboration gear related content&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
&lt;br /&gt;
some content of this version was actually added in 1.3.2 (switch)&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
== 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
1.8.0 was released on 03/06/2025 for the Switch and Switch 2.&lt;br /&gt;
&lt;br /&gt;
Only the Switch version of the game can be dumped at the moment. The contents of the Switch 2 version are unknown.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
* Similar to TotK, the game is now built with [https://aaupov.github.io/blog/2023/07/09/pgo context-sensitive profile-guided optimisations] (CSPGO).&lt;br /&gt;
** The output executable path is now &amp;quot;D:\home\Cafe\U-King\trunk\Game\App\Rom\NX64\Product_CSPGO_Optimize\code\U-King.nss&amp;quot;.&lt;br /&gt;
* The internal version string is still 0000002e (unchanged from 1.5.0 and 1.6.0).&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
The following updates have been made when playing the game on Nintendo Switch 2:&lt;br /&gt;
* Added support for the Nintendo Switch 2 Edition.&lt;br /&gt;
* Added support for the Portuguese (Brazil) system language setting.&lt;br /&gt;
** Because Portuguese is not a supported voice language, if you select the Match System Settings option in the game, the voice content will use English.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
The following updates have been made when playing the game on Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
* Added support for the Portuguese (Brazil) system language setting.&lt;br /&gt;
** Because Portuguese is not a supported voice language, if you select the Match System Settings option in the game, the voice content will use English.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
== 1.8.1 ==&lt;br /&gt;
&lt;br /&gt;
1.8.1 was released on 12/06/2025 for the Switch and Switch 2.&lt;br /&gt;
&lt;br /&gt;
Only the Switch version of the game can be dumped at the moment. The contents of the Switch 2 version are unknown.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
* The internal version string is still 0000002e (unchanged from 1.5.0 onwards).&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
* Portuguese (Brazil) text has been revised.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
== 1.8.2 ==&lt;br /&gt;
&lt;br /&gt;
1.8.2 is currently the latest version. It was released on 03/07/2025 for the Switch and Switch 2.&lt;br /&gt;
&lt;br /&gt;
Only the Switch version of the game can be dumped at the moment. The contents of the Switch 2 version are unknown.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=November 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=November 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
* Several issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|RID_Demo||?||2cfc1187b7a02bba0a463dd7ca1251fa||&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.7.0|| ||&lt;br /&gt;
|-&lt;br /&gt;
|1.8.0|| ||&lt;br /&gt;
|-&lt;br /&gt;
|1.8.1|| ||&lt;br /&gt;
|-&lt;br /&gt;
|1.8.2|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11951</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11951"/>
		<updated>2026-02-09T22:31:53Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* Prerelease versions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Show_2017_1st ===&lt;br /&gt;
unknown demo version, the title menu highly similar to 9s/12s{{check}}.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
RID_Demo (Retail Interactive Demo) is a special version of the game which is used for kiosk demos. Several Switch versions are known to exist; some appear to be based on 1.5.0{{check}}.&lt;br /&gt;
&lt;br /&gt;
A version from Asia ChinaJoy 2019:&lt;br /&gt;
* https://www.bilibili.com/video/BV1Bt411T7HC (seems to be an updated version)&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.2 ==&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* Added Divine Beasts helmets and four Champions amiibo data&lt;br /&gt;
* Added Xenoblade Chronicles 2 collaboration gear related content&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
&lt;br /&gt;
some content of this version was actually added in 1.3.2 (switch)&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
== 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
1.8.0 was released on 03/06/2025 for the Switch and Switch 2.&lt;br /&gt;
&lt;br /&gt;
Only the Switch version of the game can be dumped at the moment. The contents of the Switch 2 version are unknown.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
* Similar to TotK, the game is now built with [https://aaupov.github.io/blog/2023/07/09/pgo context-sensitive profile-guided optimisations] (CSPGO).&lt;br /&gt;
** The output executable path is now &amp;quot;D:\home\Cafe\U-King\trunk\Game\App\Rom\NX64\Product_CSPGO_Optimize\code\U-King.nss&amp;quot;.&lt;br /&gt;
* The internal version string is still 0000002e (unchanged from 1.5.0 and 1.6.0).&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
The following updates have been made when playing the game on Nintendo Switch 2:&lt;br /&gt;
* Added support for the Nintendo Switch 2 Edition.&lt;br /&gt;
* Added support for the Portuguese (Brazil) system language setting.&lt;br /&gt;
** Because Portuguese is not a supported voice language, if you select the Match System Settings option in the game, the voice content will use English.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
The following updates have been made when playing the game on Nintendo Switch:&lt;br /&gt;
&lt;br /&gt;
* Added support for the Portuguese (Brazil) system language setting.&lt;br /&gt;
** Because Portuguese is not a supported voice language, if you select the Match System Settings option in the game, the voice content will use English.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
== 1.8.1 ==&lt;br /&gt;
&lt;br /&gt;
1.8.1 was released on 12/06/2025 for the Switch and Switch 2.&lt;br /&gt;
&lt;br /&gt;
Only the Switch version of the game can be dumped at the moment. The contents of the Switch 2 version are unknown.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=June 2025}}&lt;br /&gt;
&lt;br /&gt;
* The internal version string is still 0000002e (unchanged from 1.5.0 onwards).&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
* Portuguese (Brazil) text has been revised.&lt;br /&gt;
* Several other issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
== 1.8.2 ==&lt;br /&gt;
&lt;br /&gt;
1.8.2 is currently the latest version. It was released on 03/07/2025 for the Switch and Switch 2.&lt;br /&gt;
&lt;br /&gt;
Only the Switch version of the game can be dumped at the moment. The contents of the Switch 2 version are unknown.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=November 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
&lt;br /&gt;
{{expand section|date=November 2025}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
&lt;br /&gt;
* Several issues have been addressed to improve the gameplay experience.&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|RID_Demo||?||2cfc1187b7a02bba0a463dd7ca1251fa||&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.7.0|| ||&lt;br /&gt;
|-&lt;br /&gt;
|1.8.0|| ||&lt;br /&gt;
|-&lt;br /&gt;
|1.8.1|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Executable&amp;diff=11950</id>
		<title>Executable</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Executable&amp;diff=11950"/>
		<updated>2026-02-09T22:21:51Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* Demo ROM types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;executable&#039;&#039;&#039; is where all the game code is stored. It is located in the title code directory on Wii U and in the [[switchbrew:ExeFS|ExeFS]] on Switch.&lt;br /&gt;
&lt;br /&gt;
Important note: unless otherwise stated, all addresses on this wiki are for the Switch 1.5.0 executable.&lt;br /&gt;
&lt;br /&gt;
== File ==&lt;br /&gt;
=== Switch ===&lt;br /&gt;
BotW&#039;s executable is a standard, compressed [[switchbrew:NSO|NSO]] which is larger than most other games (about 20MB compressed).&lt;br /&gt;
&lt;br /&gt;
The build path is &amp;lt;code&amp;gt;D:\home\Cafe\U-King\trunk\Game\App\Rom\NX64\Product\code\U-King.nss&amp;lt;/code&amp;gt;. For build IDs, see [[Versions#Switch_versions]].&lt;br /&gt;
&lt;br /&gt;
=== Wii U ===&lt;br /&gt;
BotW&#039;s executable is a standard, compressed RPX.&lt;br /&gt;
&lt;br /&gt;
== Libraries ==&lt;br /&gt;
{{Link_to_article|link=Software libraries}}&lt;br /&gt;
&lt;br /&gt;
== Subsystems ==&lt;br /&gt;
{{Link_to_article|link=Subsystems}}&lt;br /&gt;
&lt;br /&gt;
== Symbols ==&lt;br /&gt;
Unfortunately, release versions of &#039;&#039;The Legend of Zelda: Breath of the Wild&#039;&#039; are stripped and have absolutely no debugging symbols. This has been verified for Switch 1.0.0, Wii U 1.5.0, Switch 1.5.0, Switch 1.6.0 and Switch RID_Demo.&lt;br /&gt;
&lt;br /&gt;
The Switch 1.5.0 and 1.6.0 executables only have some RTTI data for UI classes. This is likely also the case for all older versions.&lt;br /&gt;
&lt;br /&gt;
However, the game uses lots of [[Software libraries|software libraries]], some of which are included in games that do ship with complete symbols such as &#039;&#039;Super Mario Odyssey&#039;&#039;. BotW seems to have been compiled at a higher optimisation level that causes unused functions to be fully removed.&lt;br /&gt;
&lt;br /&gt;
== Init and main loop outline ==&lt;br /&gt;
=== Early init and main loop ===&lt;br /&gt;
* &#039;&#039;&#039;main&#039;&#039;&#039;&lt;br /&gt;
** nn::oe::Initialize&lt;br /&gt;
** sead::GameFrameworkNx::initialize (implicitly calls nn::oe::Initialize again; this looks like a mistake from the Zelda developers)&lt;br /&gt;
***sead::HeapMgr and root heap&lt;br /&gt;
***sead::ThreadMgr&lt;br /&gt;
***sead::GlobalRandom&lt;br /&gt;
***sead::ResourceMgr&lt;br /&gt;
***sead::FileDeviceMgr&lt;br /&gt;
** GameConfig&lt;br /&gt;
** Unknown 71025D1720&lt;br /&gt;
** uking::GameFramework (derived from sead::GameFrameworkNx)&lt;br /&gt;
** GraphicsSystem&lt;br /&gt;
** sead::GameFrameworkNx::initializeGraphicsSystem&lt;br /&gt;
** [Debug] sead::PrimitiveRenderer&lt;br /&gt;
** [Debug] sead::DebugFontMgrNvn&lt;br /&gt;
** [Debug] sead::DebugFontMgrJis1Nvn&lt;br /&gt;
** &#039;&#039;&#039;RootTask&#039;&#039;&#039;&lt;br /&gt;
*** sead::TaskBase::CreateArg&lt;br /&gt;
*** sead::Framework::RunArg&lt;br /&gt;
*** &#039;&#039;&#039;framework-&amp;gt;run&#039;&#039;&#039;&lt;br /&gt;
**** Constructs a sead::MethodTreeMgr (note: a custom, derived MethodTreeMgr is used in BotW)&lt;br /&gt;
**** Constructs a sead::TaskMgr&lt;br /&gt;
***** sead::TaskMgr::doInit_&lt;br /&gt;
****** sead::TaskMgr::prepare (on the &#039;&#039;Prepare Thread&#039;&#039;)&lt;br /&gt;
******* &#039;&#039;&#039;[[#RootTask::prepare|RootTask::prepare]]&#039;&#039;&#039;&lt;br /&gt;
**** framework-&amp;gt;runImpl_&lt;br /&gt;
***** framework-&amp;gt;waitStartDisplayLoop_&lt;br /&gt;
***** &#039;&#039;&#039;framework-&amp;gt;mainLoop&#039;&#039;&#039;&lt;br /&gt;
****** framework-&amp;gt;procFrame&lt;br /&gt;
******* framework-&amp;gt;procCalc&lt;br /&gt;
******** &#039;&#039;&#039;methodTreeMgr-&amp;gt;calc&#039;&#039;&#039; (sead::SingleScreenMethodTreeMgr). Runs the following methods (sead::MethodTreeNode):&lt;br /&gt;
********* RootCalc&lt;br /&gt;
********** SysCalc&lt;br /&gt;
********** AppCalc&lt;br /&gt;
*********** PreCalc&lt;br /&gt;
*********** Calc&lt;br /&gt;
************ &#039;&#039;&#039;[[#RootTask::calc|RootTask::calc]]&#039;&#039;&#039;&lt;br /&gt;
*********** PostCalc&lt;br /&gt;
*********** CalcDL&lt;br /&gt;
********* RootDraw&lt;br /&gt;
********** AppDraw&lt;br /&gt;
********** AppDrawFinal&lt;br /&gt;
********** SysDraw&lt;br /&gt;
******* framework-&amp;gt;present&lt;br /&gt;
******* framework-&amp;gt;procReset&lt;br /&gt;
******* framework-&amp;gt;waitForGpuDone&lt;br /&gt;
****** framework-&amp;gt;setVBlankWaitInterval&lt;br /&gt;
&lt;br /&gt;
=== RootTask::prepare ===&lt;br /&gt;
* framework-&amp;gt;createSystemTasks&lt;br /&gt;
** sead::ControllerMgr&lt;br /&gt;
** sead::ProcessMeter&lt;br /&gt;
** [Debug] sead::SeadMenuMgr&lt;br /&gt;
** [Debug] sead::HostIOMgr&lt;br /&gt;
** sead::InfLoopChecker&lt;br /&gt;
** [?] sead::CuckooClock&lt;br /&gt;
* InfLoopChecker setup&lt;br /&gt;
&lt;br /&gt;
=== RootTask::calc ===&lt;br /&gt;
* Step 0&lt;br /&gt;
** ErrorViewer&lt;br /&gt;
** Volante&lt;br /&gt;
** ErrorViewerTask&lt;br /&gt;
** [[KingSystem]] heap&lt;br /&gt;
** SoundCalcThread&lt;br /&gt;
*** The name is extremely misleading. What the thread does is set up sead::RegionLanguageMgr and initialise it by reading System/RegionLangMask.txt.&lt;br /&gt;
* Step 1&lt;br /&gt;
** Wait for the sound calc thread to finish executing, before destroying it&lt;br /&gt;
* Step 2&lt;br /&gt;
** ScreenFactory&lt;br /&gt;
** &#039;&#039;&#039;ksys::PreInitializeApp&#039;&#039;&#039;&lt;br /&gt;
*** [[Patrol]]&lt;br /&gt;
*** [[Account]]&lt;br /&gt;
*** [[Terminal]]&lt;br /&gt;
*** [[GlobalMessage]]&lt;br /&gt;
*** [[ActorSystem]]&lt;br /&gt;
*** Physics Memory System&lt;br /&gt;
*** [Debug] [[CurrentResNameMgr]]&lt;br /&gt;
*** [[HavokWorkerMgr]]&lt;br /&gt;
*** SoundResource&lt;br /&gt;
*** [[OverlayArenaSystem]]&lt;br /&gt;
*** [[ResourceMgrTask]]&lt;br /&gt;
*** [Debug] [[Revision]]&lt;br /&gt;
*** RequestFontLoad&lt;br /&gt;
**** eui::FontMgr&lt;br /&gt;
**** [[LayoutResourceMgr]]&lt;br /&gt;
*** [Debug] Visualizer-shader&lt;br /&gt;
*** [[StarterPackMgr]]&lt;br /&gt;
**** Loads Bootup_Graphics, Bootup and (in non-debug mode) Title and TitleBG packs.&lt;br /&gt;
*** LayoutResourceMgr::loadVersion&lt;br /&gt;
*** [[aocManager]] (in post-1.0.0 versions)&lt;br /&gt;
**** Add-on content is mounted in aocManager::init (nn::fs::MountAddOnContent).&lt;br /&gt;
**** Set up the [[resource system]] (sead::FileDeviceMgr::mount + path prefix mapping) and load the version file.&lt;br /&gt;
* Step 3&lt;br /&gt;
** Wait for pre-initialised subsystems to be ready (StarterPackMgr ([[Bootup_Graphics.pack]], [[Bootup.pack]], lang-specific bootup pack), LayoutResourceMgr, aocManager).&lt;br /&gt;
* Step 4&lt;br /&gt;
** ScreenFactory (again, which leaks the previous factory)&lt;br /&gt;
** &#039;&#039;&#039;ksys::InitializeApp&#039;&#039;&#039;&lt;br /&gt;
*** [Release] Load [[AocMainField.pack]]&lt;br /&gt;
*** &#039;&#039;Switch active pack to Bootup_Graphics.&#039;&#039;&lt;br /&gt;
*** gsys::SystemTask::init&lt;br /&gt;
*** ShaderArchives::load&lt;br /&gt;
*** &#039;&#039;Unload Bootup_Graphics and set active pack to TitleBG.&#039;&#039;&lt;br /&gt;
*** [Debug] Log resource loads to %PROJECT_ROOT%/Log/BootupPatrol/res_bootup_graphics.csv.&lt;br /&gt;
*** Sound&lt;br /&gt;
*** Physics System Data&lt;br /&gt;
*** &#039;&#039;Start of ActorInfoData init.&#039;&#039;&lt;br /&gt;
*** [[ActorInfoData]]&lt;br /&gt;
*** [[ActorTemplate]]&lt;br /&gt;
*** [[EffectInfoData]]&lt;br /&gt;
*** [[SoundInfoData]]&lt;br /&gt;
*** [[XLinkInfoData]]&lt;br /&gt;
*** &#039;&#039;End of ActorInfoData init.&#039;&#039;&lt;br /&gt;
*** [[EventInfoData]]&lt;br /&gt;
*** [[ModelResourceDivide]]&lt;br /&gt;
*** [Debug] MemoryProfiler&lt;br /&gt;
*** [Debug] CPUProfiler&lt;br /&gt;
*** [[Controller]]&lt;br /&gt;
*** [[Camera]]&lt;br /&gt;
*** [[Hio]]&lt;br /&gt;
*** [[Effect]]&lt;br /&gt;
*** [[Reaction]]&lt;br /&gt;
*** [Debug] CameraEdtior (sic)&lt;br /&gt;
*** [Debug] KingEditor&lt;br /&gt;
*** [[PlayReport]] (see also [[Telemetry]])&lt;br /&gt;
*** [[ActorPreLoadMgr]]&lt;br /&gt;
*** [[Ecosystem]]&lt;br /&gt;
*** [[VideoRecorder]]&lt;br /&gt;
*** [[ModelCreator]]&lt;br /&gt;
*** Unknown 710261F9C8 (used from GameScene)&lt;br /&gt;
*** [Debug] Replay&lt;br /&gt;
*** [Debug] DebugInput&lt;br /&gt;
*** [[MoviePlayer]]&lt;br /&gt;
*** [[AnimSequence]] (AS)&lt;br /&gt;
*** [[Terrain]]&lt;br /&gt;
*** [[LODMgr]]&lt;br /&gt;
*** [Debug] Visualizer&lt;br /&gt;
*** [[NFP]]&lt;br /&gt;
*** Physics&lt;br /&gt;
*** Worker&lt;br /&gt;
*** [[HavokAI]]&lt;br /&gt;
*** [[SeadMenu]]&lt;br /&gt;
*** [[VFR]]&lt;br /&gt;
*** [[MCMgr]]&lt;br /&gt;
*** [[LowPrioThreadMgr]]&lt;br /&gt;
*** [[GameDataMgr]]&lt;br /&gt;
*** [[QuestMgr]]&lt;br /&gt;
*** [[EventMgr]]&lt;br /&gt;
*** aocManager init&lt;br /&gt;
*** [[AIClassDef]]&lt;br /&gt;
*** [[ActorParam]]&lt;br /&gt;
*** [[Chemical]]&lt;br /&gt;
*** [[Awareness]]&lt;br /&gt;
*** [[WorldMgr]]&lt;br /&gt;
*** [[UI]]&lt;br /&gt;
*** [[XLink]]&lt;br /&gt;
*** [Debug] ActorDebug&lt;br /&gt;
*** [Debug] DebugFinder&lt;br /&gt;
*** [Debug] ModelPicker&lt;br /&gt;
*** [Debug] GameTool&lt;br /&gt;
*** [[StagePreActorCache]]&lt;br /&gt;
*** [Debug] AutoGenFramework&lt;br /&gt;
*** [[StatisticsMgr]]&lt;br /&gt;
*** [[WorkerSupportThreadMgr]]&lt;br /&gt;
*** [[BaseProcMgr]]&lt;br /&gt;
*** [[Attention]]&lt;br /&gt;
*** [[Vibration]]&lt;br /&gt;
*** [[AutoDim]]&lt;br /&gt;
*** [Debug] MessageCapture&lt;br /&gt;
*** [Debug] InitResourceReload (resource live reloading)&lt;br /&gt;
** KingSystem heap is resized to fit.&lt;br /&gt;
** Attention: unknown init&lt;br /&gt;
* Step 5: noop&lt;br /&gt;
* Step 6: noop&lt;br /&gt;
* Step 7&lt;br /&gt;
** Rumble&lt;br /&gt;
** Unknown 71025D04D8&lt;br /&gt;
** Scene change functions&lt;br /&gt;
** MapStaticLoadMgr (loads Static.mubin)&lt;br /&gt;
** LayerMgrTask&lt;br /&gt;
** Unknown 71025D1790&lt;br /&gt;
** Unknown 71025D1A28&lt;br /&gt;
** Unknown 71025D04F0&lt;br /&gt;
** Debug board (?)&lt;br /&gt;
** Unknown 71025D16C0 (has to do with [[GameScene]], [[E3Mgr]] and [[AIDef:Action/PlayerPullSword]])&lt;br /&gt;
** Unknown 71025D1710&lt;br /&gt;
** Unknown 71025D1538 (has to do with frame and key input?)&lt;br /&gt;
** SeadController (derived from sead::Controller)&lt;br /&gt;
** CameraMgrTask&lt;br /&gt;
** LayerMgrTask&lt;br /&gt;
** Camera&lt;br /&gt;
** Unknown 71025D2508&lt;br /&gt;
** Unknown 71025D24C0&lt;br /&gt;
** [[ActorFactory]]&lt;br /&gt;
** AI system init&lt;br /&gt;
** [[SaveSystem]]&lt;br /&gt;
** [[TalkSystem]]&lt;br /&gt;
** [[SceneMgr]]&lt;br /&gt;
** &#039;&#039;&#039;uking::frm::System&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;[[GameScene]]&#039;&#039;&#039;&lt;br /&gt;
*** Attaches a few methods to the method tree manager from unknown subsystems and [[GameDataMgr]].&lt;br /&gt;
* &#039;&#039;&#039;End of RootTask init&#039;&#039;&#039;&lt;br /&gt;
* Step 8&lt;br /&gt;
** Wait for init to complete (GameScene, [[GlobalParameter]], E3Mgr, [[TipsMgr]], [[ResidentActorMgr]], [[AutoPlacementFlowMgr]], GameSceneUnknownSubsystem6, StarterPackMgr)&lt;br /&gt;
** GameScene::finaliseBootup&lt;br /&gt;
** MCMgr::sInstance-&amp;gt;flags |= 0x10u&lt;br /&gt;
* Step 9&lt;br /&gt;
** 1&lt;br /&gt;
*** GameScene&lt;br /&gt;
** 2&lt;br /&gt;
*** Controller update (?)&lt;br /&gt;
*** SaveSystem update (?)&lt;br /&gt;
*** GameScene&lt;br /&gt;
** 3&lt;br /&gt;
*** GameScene&lt;br /&gt;
&lt;br /&gt;
== Internal version ==&lt;br /&gt;
1.0.0&#039;s nnMain prints &amp;quot;00000010&amp;quot;, whereas 1.5.0 prints &amp;quot;0000002d&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
1.6.0 prints &amp;quot;0000002e&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Unused content ==&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
The game accepts three different options: -fhd (flag for Full HD?), -no_sead_log (flag), -out (string). However the code that handles these arguments does not exist in the release version.&lt;br /&gt;
&lt;br /&gt;
=== Save-breaking bug ===&lt;br /&gt;
Some development versions (1523941 to 1548881) generated unusable saves. These strings are still present in the release version but they are unused.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.rodata.2:0000007101DE98B0 a15239411548881 DCB &amp;quot;@1523941 ~ @1548881のROMからのセーブデータを利用しているようです。&amp;quot;,0xA&lt;br /&gt;
.rodata.2:0000007101DE98B0                 DCB &amp;quot;バグ報告をせずに、セーブデータを消去してください。&amp;quot;,0xA&lt;br /&gt;
.rodata.2:0000007101DE98B0                 DCB &amp;quot;@1523941 ~ @1548881からのセーブデータであるはずがないという場合のみ、バグ報告をしてください。&amp;quot;,0xA&lt;br /&gt;
.rodata.2:0000007101DE98B0                 DCB &amp;quot;num_valid_normal_mode %d/%d, num_valid_hard_mode %d%d&amp;quot;,0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leftover debug or development tools ===&lt;br /&gt;
==== ActorCapture ====&lt;br /&gt;
See [[ActorCapture]] for more information.&lt;br /&gt;
&lt;br /&gt;
The resource factory and resource classes are still present in release builds, but no ActorCapture parameter files are included in the ROM.&lt;br /&gt;
&lt;br /&gt;
==== EventPatroller ====&lt;br /&gt;
Used to generate movies (prerendered cutscenes) for event flows. Receives orders via HostIO (in BYML format) in &amp;lt;code&amp;gt;%UKING_ROOT%/../workdir/EventPatroller/order.byml&amp;lt;/code&amp;gt; and writes:&lt;br /&gt;
&lt;br /&gt;
* A YAML report containing frame-by-frame data with camera position, actor information, etc. Written to &amp;lt;code&amp;gt;%s/report.yml&amp;lt;/code&amp;gt; % (name).&lt;br /&gt;
* Screenshots for the entire event (maximum 18000 frames) captured using agl::utl::ScreenshotMgr, and written to &amp;lt;code&amp;gt;%s/%05d.tga&amp;lt;/code&amp;gt; % (name, frame).&lt;br /&gt;
&lt;br /&gt;
Throughout the execution of the order, &amp;lt;code&amp;gt;%%KSYS_ROOT%%/tools/EventPatroller/ChangeStatus.bat&amp;lt;/code&amp;gt; is spawned to update the order status on the host computer.&lt;br /&gt;
&lt;br /&gt;
EventPatroller can apparently make use of Havok script files (hks) in dev builds&amp;lt;ref&amp;gt;&amp;lt;code&amp;gt;script_name&amp;lt;/code&amp;gt; (in the order data) is a path to a hks file.&amp;lt;/ref&amp;gt;. However, all script-related code is stubbed in release builds and both the &amp;lt;code&amp;gt;hks&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;lua&amp;lt;/code&amp;gt; resource factories are unused.&lt;br /&gt;
&lt;br /&gt;
==== Placement ====&lt;br /&gt;
The &amp;lt;code&amp;gt;bplacement&amp;lt;/code&amp;gt; resource factory is stubbed in release builds. The associated resource class is also stubbed. It is unknown what Placement files would have contained. (Configuration for the [[PlacementMgr]]?)&lt;br /&gt;
&lt;br /&gt;
Given the small resource size, it is likely that bplacement files are not [[AAMP]] resources but [[BYML]]s.&lt;br /&gt;
&lt;br /&gt;
==== Demo ROM types ====&lt;br /&gt;
The game calls &amp;lt;code&amp;gt;sead::EnvUtil::getRomType()&amp;lt;/code&amp;gt; to get the ROM type. The result is printed to a debug log along with SD card, revision and AoC (DLC) information.&lt;br /&gt;
&lt;br /&gt;
The ROM type is loaded from System/RegionLangMask.txt. Possible values are:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Normal&amp;quot;: used in retail versions (at least 1.0.0 and 1.5.0)&lt;br /&gt;
* &amp;quot;Show_2017_1st&amp;quot;: demo version, used for 12S?&lt;br /&gt;
* &amp;quot;RID_Demo&amp;quot;: Retail Interactive Display demo (aka kiosk version). Seen in the Switch kiosk version.&lt;br /&gt;
* Anything else is treated as &amp;quot;Normal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the ROM type is set to Show_2017_1st or RID_Demo in release build, the title will change to the demo menu.&lt;br /&gt;
&lt;br /&gt;
==== ErrorViewer and Stage Select ====&lt;br /&gt;
There are references to debugging tools like Error (an in-game integrated bug tracker) and a [[StageSelect|stage select]] mode (uking::StageSelect + more strings). UI data and structures for the ErrorViewerTask still exist to a certain extent, but whether these features can be reactivated or not is still unknown.&lt;br /&gt;
&lt;br /&gt;
==== Disabled functionality ====&lt;br /&gt;
In 1.5.0, the Patrol subsystem has a reference to BUILD_URL. Unfortunately, the function that is supposed to set the BUILD_URL string (sub_7100B0B728) is stubbed in the release build.&lt;br /&gt;
&lt;br /&gt;
Similarly, the Revision subsystem is disabled in release builds. According to strings in the stage select screen function, it would have contained information about a program number (int), resource number (int) and a &#039;build from&#039; string.&lt;br /&gt;
&lt;br /&gt;
==== ActorDebug ====&lt;br /&gt;
This is a rather large subsystem that interacts with the actor system and all related components such as demos, events and maps. It can print debug information about the current state and override actor creation behaviour.&lt;br /&gt;
&lt;br /&gt;
==== Debug options ====&lt;br /&gt;
A large amount of debug config strings have been left in the executable. These show the existence of debug game config files that were used to make testing more convenient during development.&lt;br /&gt;
&lt;br /&gt;
The debug config files do not exist in the release version; the config loading code was removed as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.rodata.2:0000007101DC9625 aDebugGameconfi DCB &amp;quot;Debug/GameConfigSettingForGameROM.xml&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9625                                         ; DATA XREF: initDebugConfigFilePaths+18↑o&lt;br /&gt;
.rodata.2:0000007101DC9625                                         ; initDebugConfigFilePaths+2C↑o&lt;br /&gt;
.rodata.2:0000007101DC964B aDebugGameconfi_0 DCB &amp;quot;Debug/GameConfigForGameROM.xml&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC964B                                         ; DATA XREF: initDebugConfigFilePaths+20↑o&lt;br /&gt;
.rodata.2:0000007101DC964B                                         ; initDebugConfigFilePaths+38↑o&lt;br /&gt;
.rodata.2:0000007101DC966A aDebugSystemgam DCB &amp;quot;Debug/SystemGameConfigForGameROM.xml&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC966A                                         ; DATA XREF: initDebugConfigFilePaths+24↑o&lt;br /&gt;
.rodata.2:0000007101DC966A                                         ; initDebugConfigFilePaths+3C↑o&lt;br /&gt;
.rodata.2:0000007101DC968F aOpenworldOverr DCB &amp;quot;OpenWorld_OverrideStartPos&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC96AA aOpenworldStart DCB &amp;quot;OpenWorld_StartX&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC96BB aOpenworldStart_0 DCB &amp;quot;OpenWorld_StartY&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC96CC aOpenworldStart_1 DCB &amp;quot;OpenWorld_StartZ&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC96DD aOpenworlddesig DCB &amp;quot;OpenWorldDesign_OverrideStartPos&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC96FE aOpenworlddesig_0 DCB &amp;quot;OpenWorldDesign_StartX&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9715 aOpenworlddesig_1 DCB &amp;quot;OpenWorldDesign_StartY&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC972C aOpenworlddesig_2 DCB &amp;quot;OpenWorldDesign_StartZ&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9743 aIsdisabledpick DCB &amp;quot;IsDisabledPickUpDemo&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9758 aIsenabledcdung DCB &amp;quot;IsEnabledCDungeonEntranceDemo&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9776 aIsdisabledcdun DCB &amp;quot;IsDisabledCDungeonGoalTerminalDemo&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9799 aAlwayswaitscen DCB &amp;quot;AlwaysWaitSceneCreate&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC97AF aIsequipweaponr DCB &amp;quot;IsEquipWeaponRandom&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC97C3 aIsequiparmorra DCB &amp;quot;IsEquipArmorRandom&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC97D6 aIssetweaponran DCB &amp;quot;IsSetWeaponRandom&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC97E8 aIssetarmorrand DCB &amp;quot;IsSetArmorRandom&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC97F9 aIssetarmorscri DCB &amp;quot;IsSetArmorScript&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC980A aIssetitemrando DCB &amp;quot;IsSetItemRandom&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC981A aIssetcookitemr DCB &amp;quot;IsSetCookItemRandom&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC982E aDisabletimesto DCB &amp;quot;DisableTimeStop&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC983E aSetdebugtime   DCB &amp;quot;SetDebugTime&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC984B aDefaultfinewea DCB &amp;quot;DefaultFineWeather&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC985E aDefaulttoolenv DCB &amp;quot;DefaultToolEnv&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC986D aDefaultplayren DCB &amp;quot;DefaultPlayreNoTired&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9882 aDefaultplayern DCB &amp;quot;DefaultPlayerNoTemperture&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC989C aAutoplacement  DCB &amp;quot;AutoPlacement&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC98AA aTeam           DCB &amp;quot;Team&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC98AF aShowmergeddung DCB &amp;quot;ShowMergedDungeonActor&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC98C6 aShowmergedgrud DCB &amp;quot;ShowMergedGrudgeActor&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC98DC aIsopenmapall   DCB &amp;quot;IsOpenMapAll&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC98E9 aDebugcameraspe DCB &amp;quot;DebugCameraSpeed&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC98FA aDebugcamerarep DCB &amp;quot;DebugCameraReplaceStick&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9912 aDebugcamerarev DCB &amp;quot;DebugCameraReverseVerticalRotation&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9935 aDebugcamerarev_0 DCB &amp;quot;DebugCameraReverseHorizontalRotation&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC995A aDebugcameracon DCB &amp;quot;DebugCameraControlFovy&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9971 aIstexturememor DCB &amp;quot;IsTextureMemoryIncrese&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9988 aIstexturememor_0 DCB &amp;quot;IsTextureMemoryBothIncrease&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC99A4 aIspilottexture DCB &amp;quot;IsPilotTextureMemoryIncrese&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC99C0 aIspassstagesel DCB &amp;quot;IsPassStageSelect&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC99D2 aIsstageselectr DCB &amp;quot;IsStageSelectRegularGameOver&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC99EF aIsenableuidebu DCB &amp;quot;IsEnableUiDebugCommand&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9A06 aFirstscene     DCB &amp;quot;FirstScene&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9A11 aToolFrontEnd   DCB &amp;quot;Tool Front-End&amp;quot;,0&lt;br /&gt;
.rodata.2:0000007101DC9A20 aDefaulttoolfro DCB &amp;quot;DefaultToolFrontEndPage&amp;quot;,0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Option values are hardcoded in the Switch kiosk version as well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=E3Mgr&amp;diff=11949</id>
		<title>E3Mgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=E3Mgr&amp;diff=11949"/>
		<updated>2026-02-09T22:08:33Z</updated>

		<summary type="html">&lt;p&gt;Linga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=E3Mgr|is_name_official=1|description=Handles E3 demo mode (time limit).|init_addr_switch150=00000071008A5E04}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==E3Mgr::isDemoMode&amp;lt;ref&amp;gt;{{addr|a=0x71008a5f3c|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt;==&lt;br /&gt;
https://github.com/zeldaret/botw/blob/17fb613901b329d972b6c1b4cfb6a40700e65454/src/Game/E3Mgr.cpp#L23&lt;br /&gt;
&lt;br /&gt;
Check if the ROM type is set to &amp;lt;code&amp;gt;Show_2017_1st&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;RID_Demo&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E3Mgr::calc&amp;lt;ref&amp;gt;{{addr|a=0x71008a675c|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt;==&lt;br /&gt;
If &amp;lt;code&amp;gt;E3Mgr::isDemoMode&amp;lt;/code&amp;gt; returns true, begin calc time limit&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckE3Mode&amp;diff=11912</id>
		<title>AIDef:Query/CheckE3Mode</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AIDef:Query/CheckE3Mode&amp;diff=11912"/>
		<updated>2025-05-02T09:13:08Z</updated>

		<summary type="html">&lt;p&gt;Linga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AIDef&lt;br /&gt;
|name=CheckE3Mode&lt;br /&gt;
|type=Query&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== DynamicInstParams ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! value !! Description&lt;br /&gt;
|-&lt;br /&gt;
|0||&lt;br /&gt;
|-&lt;br /&gt;
|1||&lt;br /&gt;
|-&lt;br /&gt;
|2||RID_Demo {{check}}&lt;br /&gt;
|-&lt;br /&gt;
|3||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Derived definitions ==&lt;br /&gt;
=== CheckE3Mode (EventSystemActor) ===&lt;br /&gt;
{{AIDefDerived&lt;br /&gt;
|name=CheckE3Mode&lt;br /&gt;
|group_name=&lt;br /&gt;
|derived_from=CheckE3Mode&lt;br /&gt;
|aiprog=EventSystemActor&lt;br /&gt;
}}&lt;br /&gt;
No overridden parameters.&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11786</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11786"/>
		<updated>2023-08-31T10:29:01Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* Switch versions */ switch version fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
RID_Demo (Retail Interactive Demo) is a special version of the game which is used for kiosk demos. Several Switch versions are known to exist; some appear to be based on 1.5.0{{check}}.&lt;br /&gt;
&lt;br /&gt;
A version from Asia ChinaJoy 2019:&lt;br /&gt;
* https://www.bilibili.com/video/BV1Bt411T7HC (seems to be an updated version)&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.2 ==&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* Added Divine Beasts helmets and four Champions amiibo data&lt;br /&gt;
* Added Xenoblade Chronicles 2 collaboration gear related content&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
&lt;br /&gt;
some content of this version was actually added in 1.3.2 (switch)&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is currently exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|RID_Demo||?||2cfc1187b7a02bba0a463dd7ca1251fa||&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11785</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11785"/>
		<updated>2023-08-31T10:23:37Z</updated>

		<summary type="html">&lt;p&gt;Linga: Add undocumented version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
RID_Demo (Retail Interactive Demo) is a special version of the game which is used for kiosk demos. Several Switch versions are known to exist; some appear to be based on 1.5.0{{check}}.&lt;br /&gt;
&lt;br /&gt;
A version from Asia ChinaJoy 2019:&lt;br /&gt;
* https://www.bilibili.com/video/BV1Bt411T7HC (seems to be an updated version)&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.2 ==&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* Added Divine Beasts helmets and four Champions amiibo data&lt;br /&gt;
* Added Xenoblade Chronicles 2 collaboration gear related content&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
&lt;br /&gt;
some content of this version was actually added in 1.3.2 (switch)&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is currently exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|RID_Demo||?||2cfc1187b7a02bba0a463dd7ca1251fa||&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Text_modding&amp;diff=11710</id>
		<title>Help:Text modding</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Text_modding&amp;diff=11710"/>
		<updated>2022-08-07T16:07:54Z</updated>

		<summary type="html">&lt;p&gt;Linga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Breath of the Wild&#039;&#039; uses a very flexible system for implementing the large majority of text features in the game, including but not limited to dialogue, signboards, quest logs, item descriptions, and menus. This guide will explain how to utilize this system.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
There are two recommended toolsets for modding text:&lt;br /&gt;
&lt;br /&gt;
*[[Help:Tools/Wild Bits|Wild Bits]]&lt;br /&gt;
*[https://github.com/NiceneNerd/Hyrule-Builder Hyrule Builder] and a text editor that supports YAML&lt;br /&gt;
&lt;br /&gt;
==Accessing the files==&lt;br /&gt;
All text in the game is located inside the &amp;lt;code&amp;gt;content/Pack/Bootup_XXxx.pack&amp;lt;/code&amp;gt; files in what are called [[message archives]]. The &amp;lt;code&amp;gt;XXxx&amp;lt;/code&amp;gt; is the locale of the message contents, for example &amp;lt;code&amp;gt;EUen&amp;lt;/code&amp;gt; for European English or &amp;lt;code&amp;gt;USes&amp;lt;/code&amp;gt; for American Spanish. If you want your mod to support multiple locales, you&#039;ll need to make your text changes in every locale file you want to support.&lt;br /&gt;
&lt;br /&gt;
Copy the message pack(s) you want to edit into your mod folder, then either open them with Wild Bits or unbuild your mod folder with Hyrule Builder. (If you use the latter, the new location of the message pack(s) will be &amp;lt;code&amp;gt;content/Message&amp;lt;/code&amp;gt;.)&lt;br /&gt;
&lt;br /&gt;
Read about [[message archives]] for more information on what the subfolders are for.&lt;br /&gt;
&lt;br /&gt;
==Editing the files==&lt;br /&gt;
If you&#039;re modding text for an NPC, signboard, item, etc. &#039;&#039;&#039;that already exists&#039;&#039;&#039;, simply find and open the corresponding file. If you&#039;re creating a &#039;&#039;&#039;brand-new&#039;&#039;&#039; NPC, signboard, or quest, you&#039;ll need to create a new file inside of the corresponding folder. The easiest way to do this is by copying an existing message file in the same folder and deleting the entirety of the &amp;lt;code&amp;gt;entries&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
Message files use a key-value system, which marks different strings of text with a unique identifier. When creating new keys, the identifiers can be whatever you want, but ideally, you should make them easy to remember and be consistent. (e.g. Talk01, Talk02)&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;attributes&amp;lt;/code&amp;gt; section, while not fully understood, seems to label the actor that is speaking the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; section. It is unknown if this has any effect in-game.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L120&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In the game, the nodes within the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; section are played back top-to-bottom.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of what a single key looks like in MSYT:&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
  talk65:&lt;br /&gt;
    attributes: Npc_AncientDoctor&lt;br /&gt;
    contents:&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: sound&lt;br /&gt;
          unknown:&lt;br /&gt;
            - 7&lt;br /&gt;
            - 0&lt;br /&gt;
      - text: &amp;quot;This is the &amp;quot;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: set_colour&lt;br /&gt;
          colour: blue&lt;br /&gt;
      - text: Hateno Ancient Tech Lab&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: reset_colour&lt;br /&gt;
      - text: &amp;quot;!&amp;quot;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: pause&lt;br /&gt;
          length: long&lt;br /&gt;
      - text: &amp;quot;\nClick, snap!&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Text nodes===&lt;br /&gt;
A text node is a basic container for text.&lt;br /&gt;
&lt;br /&gt;
Breath of the Wild does not have built-in text wrapping, so line breaks must be specified in the message file itself. You can use [https://lisa-wolfgang.github.io/Bubble-Wrap/ Bubble Wrap] to help visualize and automatically format your text. To fit aesthetically with the game, all dialogue should be wrapped after a certain width, which the tool also does for you. However, text is often wrapped earlier than this to achieve better visual balance, i.e. to prevent there being only one or two words on a single line, or to break up the text in a way that makes sense, i.e. to emphasize an object, location, action, or task.&lt;br /&gt;
&lt;br /&gt;
The game allows three lines of text per bubble for dialogue and signboards. If there are more than three lines, only the first three lines will be shown initially; the game will then prompt the player to advance the dialogue, which will repeat the process with the remaining lines. To display only one or two lines in a bubble but still have text in following bubbles, use multiple consecutive line breaks until the number of lines exceeds three.&lt;br /&gt;
&lt;br /&gt;
In YAML, line breaks and double-quotes have a special structural meaning, so they cannot be used directly in your text. Instead, &amp;lt;code&amp;gt;\n&amp;lt;/code&amp;gt; (for line breaks) and &amp;lt;code&amp;gt;\&amp;quot;&amp;lt;/code&amp;gt; (for double-quotes) must be used. This is called &amp;quot;escaping&amp;quot; the characters.&lt;br /&gt;
&lt;br /&gt;
When putting spaces or line breaks at the beginning or end of a text node, the entire value of the node must be surrounded by unescaped double-quotes.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L98&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The font used in the game supports a number of special characters, including &amp;lt;code&amp;gt;♪&amp;lt;/code&amp;gt;. For special characters not listed here, such as controller buttons, read about [[#Icons|the icon system]].&lt;br /&gt;
&lt;br /&gt;
===Control nodes===&lt;br /&gt;
&lt;br /&gt;
====Color====&lt;br /&gt;
A color-type control node sets the color that the text is displayed in. (Note the British-English spelling of the value of &amp;lt;code&amp;gt;kind&amp;lt;/code&amp;gt; -- &amp;quot;colour&amp;quot;.)&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: set_colour&lt;br /&gt;
          colour: blue&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;colour&amp;lt;/code&amp;gt; is the name of the color to set: &amp;lt;code&amp;gt;blue&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;grey&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;light_green1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;light_green4&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;light_grey&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;orange&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L62&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The color setting will remain in effect until it is changed again or when the end of the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; section is reached. To set the color back to white, use the &amp;lt;code&amp;gt;reset_colour&amp;lt;/code&amp;gt; control node:&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: reset_colour&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;From a game design standpoint, &amp;lt;code&amp;gt;blue&amp;lt;/code&amp;gt; is used for the most important bits of information in a piece of dialogue. &amp;lt;code&amp;gt;red&amp;lt;/code&amp;gt; is used when this pertains to the progression of a quest or when an irreversible action is about to occur, such as a purchase or exchange. &amp;lt;code&amp;gt;grey&amp;lt;/code&amp;gt; is used when the NPC talking is supposed to sound quiet, often used in combination with a text size of &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt;. In the unmodded game, the other colors are only used in the menus.&lt;br /&gt;
&lt;br /&gt;
====Font====&lt;br /&gt;
A font-type control node sets the font that the text is displayed in.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: font&lt;br /&gt;
          font_kind: hylian&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;font_kind&amp;lt;/code&amp;gt; is the name of the font to set: &amp;lt;code&amp;gt;normal&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;hylian&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L43&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The font setting will remain in effect until it is changed again or when the end of the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; section is reached.&lt;br /&gt;
&lt;br /&gt;
====Icons====&lt;br /&gt;
An icon-type control node displays the specified icon inline with the text.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: icon&lt;br /&gt;
          icon: y&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt; is the name of the icon to show. Options include arrows (&amp;lt;code&amp;gt;right_arrow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;left_arrow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;up_arrow&amp;lt;/code&amp;gt;) and controller-related images (&amp;lt;code&amp;gt;gamepad&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;b&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;l&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;zl&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;zr&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;l_stick_press&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;l_stick_forward&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;l_stick_back&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;r_stick_press&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;d_pad_down&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;d_pad_left&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;d_pad_up&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;d_pad_right&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;plus&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;minus&amp;lt;/code&amp;gt;).&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L47&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that some &amp;quot;icons&amp;quot; are actually available as [[#Text_nodes|standard characters]].&lt;br /&gt;
&lt;br /&gt;
====Pausing====&lt;br /&gt;
A pause-type control node &amp;quot;pauses&amp;quot; for a period of time before playing back the subsequent nodes.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: pause&lt;br /&gt;
          length: long&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; is how long to pause for: &amp;lt;code&amp;gt;short&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;long&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;longer&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L54&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The duration of a pause can also be specified in frames by using the &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt; parameter:&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L58&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: pause&lt;br /&gt;
          frames: 30&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This assumes a 30FPS frame rate. However, frame rate mods should correctly convert your actual frame rate to 30, so a &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt; value of 30 should always correspond to 1 second, unless your game is lagging.&lt;br /&gt;
&lt;br /&gt;
A common use of pauses is to break up sentences auditorily, like one would when speaking in real life. &amp;lt;code&amp;gt;short&amp;lt;/code&amp;gt; is typically used after regular sentences while &amp;lt;code&amp;gt;long&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;longer&amp;lt;/code&amp;gt; are used after exclamations, questions, and ponderings. The specific duration you should use depends on how much you want to emphasize the preceding sentence.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
A size-type control node sets the size that the text is displayed in:&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: text_size&lt;br /&gt;
          percent: 100&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;percent&amp;lt;/code&amp;gt; is a percentage value relative to the default text size.&lt;br /&gt;
&lt;br /&gt;
In the unmodded game, &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt; is used for any small text, and &amp;lt;code&amp;gt;125&amp;lt;/code&amp;gt; is used for any large text. Other values have not been tested for efficacy.&lt;br /&gt;
&lt;br /&gt;
====Variables====&lt;br /&gt;
A variable-type control node inserts the value of the specified game variable into the text.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L89&amp;lt;/ref&amp;gt; Examples include displaying the score of a minigame, showing the cost of the selected item, etc.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: variable&lt;br /&gt;
          variable_kind: 19&lt;br /&gt;
          name: Gerudo_CarryIce_s&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;variable_kind&amp;lt;/code&amp;gt; is the type of Game Flag that is referenced (this includes strings, int and float values). Refer to existing in-game implementations of variables to determine how to use them in your dialogue.&lt;br /&gt;
&lt;br /&gt;
The value of &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the name of the variable to insert.&lt;br /&gt;
&lt;br /&gt;
Usage of variables requires the associated event flow to be configured to set them. Refer to existing in-game event flows that deal with variables.&lt;br /&gt;
&lt;br /&gt;
===Dialogue-only control nodes===&lt;br /&gt;
&lt;br /&gt;
====Animations====&lt;br /&gt;
An animation-type control node plays an animation on the currently speaking NPC.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L24&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: animation&lt;br /&gt;
          name: Think_00&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; refers to the name of an animation defined in the speaking NPC&#039;s &amp;lt;code&amp;gt;.bfres&amp;lt;/code&amp;gt; file in &amp;lt;code&amp;gt;content/Model&amp;lt;/code&amp;gt;. You can use [[Help:Tools/Switch Toolbox|Switch Toolbox]] to browse the available animations.&lt;br /&gt;
&lt;br /&gt;
====Auto-advance====&lt;br /&gt;
An auto-advance-type control node &amp;quot;automatically advances&amp;quot; to the next dialogue bubble (without player input) after a given period of time.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L28&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: auto_advance&lt;br /&gt;
          frames: 101&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt; is the number of frames to wait before auto-advancing. This assumes a 30FPS frame rate. However, frame rate mods should correctly convert your actual frame rate to 30, so a &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt; value of 30 should always correspond to 1 second, unless your game is lagging.&lt;br /&gt;
&lt;br /&gt;
====Choices====&lt;br /&gt;
A choice-type control node presents one or more selectable dialogue choices for Link.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L32&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: choice&lt;br /&gt;
          choice_labels:&lt;br /&gt;
            - 9&lt;br /&gt;
            - 10&lt;br /&gt;
            - 11&lt;br /&gt;
            - 12&lt;br /&gt;
          selected_index: 0&lt;br /&gt;
          cancel_index: 3&lt;br /&gt;
          unknown: 8&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;If you only want to present one dialogue choice (to make NPC monologues more interactive) use the &amp;lt;code&amp;gt;single_choice&amp;lt;/code&amp;gt; control node:&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L69&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: single_choice&lt;br /&gt;
          label: 9&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The text for dialogue choices is not defined directly. It must be defined in keys whose identifiers are four-digit numbers surrounded by double-quotes. (e.g. &amp;lt;code&amp;gt;&amp;quot;0009&amp;quot;&amp;lt;/code&amp;gt;, which corresponds with the &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; under &amp;lt;code&amp;gt;choice_labels&amp;lt;/code&amp;gt;) Nintendo&#039;s internal MSBT library converts the u16 labels to %04d-formatted strings for accessing the choice text.&lt;br /&gt;
&lt;br /&gt;
Because the MSBT library used by Wild Bits and Hyrule Builder is out of date, the existence of &amp;lt;code&amp;gt;selected_index&amp;lt;/code&amp;gt; is, as far as is currently known, an error. Always make sure &amp;lt;code&amp;gt;selected_index&amp;lt;/code&amp;gt; is 0. It does not correspond to any valid part of the Choice control&#039;s binary layout, so any other value will produce unintended results. The parameter is believed to have been a misunderstanding made by the original reverse engineer, in that all Choice controls come at the end of a dialogue line, and therefore end with &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;, a &amp;quot;null character&amp;quot; which tells the game that the string has ended. It could also be a Nintendo internal library inconsistency between BotW and other games.&lt;br /&gt;
&lt;br /&gt;
The value of &amp;lt;code&amp;gt;cancel_index&amp;lt;/code&amp;gt; is the choice that is selected when the player presses the B button. It refers to the &amp;lt;code&amp;gt;choice_labels&amp;lt;/code&amp;gt; as a zero-indexed list, i.e. the first label is 0, second is 1, third is 2, and fourth is 3. From a game design standpoint, this should usually refer to the last choice.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;unknown&amp;lt;/code&amp;gt; code field&#039;s purpose is the total byte size of the parameters. There is one parameter per choice plus the &amp;lt;code&amp;gt;cancel_index&amp;lt;/code&amp;gt;, and each of those is 2 bytes long, so it should always be 6 for a two-choice, 8 for a three-choice, and 10 for a four-choice control.&lt;br /&gt;
&lt;br /&gt;
To implement branching-path dialogue with this control node, the associated event flow must have the switch-type event &amp;lt;code&amp;gt;EventSystemActor::GeneralChoiceX&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; is the number of choices available.&lt;br /&gt;
&lt;br /&gt;
====Sounds====&lt;br /&gt;
A sound-type control node plays a sound effect from the currently speaking NPC.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: sound&lt;br /&gt;
          unknown:&lt;br /&gt;
            - 7&lt;br /&gt;
            - 0&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The numbers under &amp;lt;code&amp;gt;unknown&amp;lt;/code&amp;gt; are not fully understood. However, it &#039;&#039;is&#039;&#039; known that with the bottom number set to 0, certain values of the top number have the following behaviors:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Emotion&lt;br /&gt;
!Sound&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Normal&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Pleasure&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Anger&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Sorrow&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Shock&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Thinking&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Normal&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Pleasure&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Anger&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Sorrow&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Shock&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Thinking&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
There is also a &amp;lt;code&amp;gt;sound2&amp;lt;/code&amp;gt; control node. It is unknown how this differs from the &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; control node, aside from it only having 1 parameter and being terminated with a &amp;lt;code&amp;gt;0xCD&amp;lt;/code&amp;gt; byte (which is represented in MSYT by a &amp;lt;code&amp;gt;205&amp;lt;/code&amp;gt; entry.)&lt;br /&gt;
&lt;br /&gt;
==Saving the files==&lt;br /&gt;
If you&#039;re using Wild Bits, make sure that you save every file you edit. However, this only &amp;quot;saves&amp;quot; to a temporary unsaved version of the message pack. When you&#039;re done, &#039;&#039;&#039;remember to save the entire pack&#039;&#039;&#039; in the SARC tab. Remember to update the mod in your mod-management software.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using Hyrule Builder, simply ensure that your files are saved from the text editor. You&#039;ll need to create a new build of your mod folder every time you want to test changes to your mod. Remember to update the mod in your mod-management software.&lt;br /&gt;
&lt;br /&gt;
If you encounter issues, make sure that the indentation in your message files matches the examples in this guide. The YAML format is strict with this because the indentations have special structural meaning.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11639</id>
		<title>Bgparamlist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11639"/>
		<updated>2022-07-21T21:46:24Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* MasterSword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|what=The list of objects/parameters is complete, but parameter descriptions are missing.}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bgparamlist|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;GeneralParamList&#039;&#039;&#039; (&#039;&#039;bgparamlist&#039;&#039;) configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Parameter objects=&lt;br /&gt;
{{AampNameWarning}}&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SameGroupActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Actor group name (at least used by one subsystem: the actor code relies on this to determine the name of the [[Difficulty scaling|Defeated_%s_Num]] counter flag)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGetItemSelf&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|Life&lt;br /&gt;
|int&lt;br /&gt;
|Initial and maximum HP (for characters) or durability (for items)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|IsLifeInfinite&lt;br /&gt;
|bool&lt;br /&gt;
|Prevent HP/durability from changing&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ElectricalDischarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBorn&lt;br /&gt;
|bool&lt;br /&gt;
|This actor spawns another actor when it &amp;quot;dies&amp;quot; while on fire {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BurnOutBornName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the actor spawned when this actor &amp;quot;dies&amp;quot; while on fire {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBornIdent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDropTableName&lt;br /&gt;
|str&lt;br /&gt;
|The drop table used when an Octorok inhales this item&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
|Affects how NPCs react to enemies (confront or flee)&amp;lt;ref&amp;gt;See callers of function &amp;lt;code&amp;gt;ActorInfoData::getEnemyRank&amp;lt;/code&amp;gt; @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base (unarmed) strength of this enemy&#039;s attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DropLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|DyingLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|LostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostRayLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|IntelligenceLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EmotionalLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HeroismLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PartActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsMindFriend&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StatusChangeFlag&lt;br /&gt;
|str&lt;br /&gt;
|Name of the flag to check for ChangeLife&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChangeLife&lt;br /&gt;
|float&lt;br /&gt;
|HP/Life value to use if StatusChangeFlag is non empty and if the flag is set&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyLevel==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAvoidDanger&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardArrow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHideArrowAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBackSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCounterAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsEscapeBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsKickBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsShootBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GuardPer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsJustGuard&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyRace==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EquipableWeapon&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsFitGroundByAnimalUnit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateSupportNormalInAir&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BowAttackRangeRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSmallSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleLargeSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSpear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleBow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|IsUseTargetTag&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TargetActorType&lt;br /&gt;
|str&lt;br /&gt;
|Actor types that the actor will target and attack&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|EscapeAttackedActorType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ReactionBalloon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AttackInterval==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyShown==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsHappy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCasebyCase&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNoise&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindBone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BoneOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|BoneRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base strength value for the standard attack {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseLarge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|float&lt;br /&gt;
|For weapons, the range of its melee attack {{Check}}. For bows, the distance its arrows travel in a straight line before being affected by gravity.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardBreakPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SpHitActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names to be affected by SpHitRatio.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitTag&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplies attack power against any Actor listed in SpHitActor&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SpWeakHitActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PowerForPlayer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponCommon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by the player&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by any enemy&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardPower&lt;br /&gt;
|int&lt;br /&gt;
|Only used for shields. Higher values reduce the durability damage recieved when blocking incoming attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsHammer&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives hammer behavior (instantly breaks ore deposits when struck) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsWeakBreaker&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBoomerang&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives boomerang behavior (returns when thrown) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBlunt&lt;br /&gt;
|bool&lt;br /&gt;
|Tied to a data function, used in [[Bas#BitIndex|Bas]] files (Extend BitIndex 37) to help determine what animation to play. May also be accessible through the event system {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsLuckyWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsPikohan&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives Power Hammer behavior (sends enemies flying when struck) {{check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|Determines whether the weapon can be thrown&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingBreakWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|If true, breaks instantly when it collides with enemy after being thrown&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRange&lt;br /&gt;
|float&lt;br /&gt;
|Straight line flight distance when throwing weapons&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DreadActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names who will run/cower in fear when this weapon is wielded nearby {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThroughActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NPCWeaponType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsNotOnTerrorHold&lt;br /&gt;
|bool&lt;br /&gt;
|If true, NPCs will shake in fear when you wield this weapon near them {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAsOffUnEquiped&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyMax&lt;br /&gt;
|int&lt;br /&gt;
|The max amount of energy elemental weapons (including rods) have {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyAmountUsed&lt;br /&gt;
|int&lt;br /&gt;
|The amount of energy used when an elemental weapon&#039;s effect is used (e.g. summoning a fireball from Fire Rod) {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverRate&lt;br /&gt;
|float&lt;br /&gt;
|Elemental energy recovery speed (per vanilla frame) {{Check}}&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverInterval&lt;br /&gt;
|int&lt;br /&gt;
|Interval before elemental energy starts to recover (in vanilla frames) {{Check}}&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|StickDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShootBeam&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DropFromPorchRot&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponPer&lt;br /&gt;
|float&lt;br /&gt;
|Probability for a blue modifier to appear (if applicable; see [[Difficulty scaling]] for more details)&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddCrit&lt;br /&gt;
|bool&lt;br /&gt;
|[Blue modifier] Enable critical hit bonus&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSpreadFire&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable five-shot burst (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddZoomRapid&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable quick zoom (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSurfMaster&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable Shield Surf Up&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponThrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ThrowSpeed&lt;br /&gt;
|float&lt;br /&gt;
|throwing speed (Seems to affect throw distance too?) {{Check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRotSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Rotation speed of the thrown weapon (Seems to affect throw distance too?) {{Check}}&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRigidBodyBaseAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sandworm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SandWidth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombSpan&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeModelOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeBaseNode&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode9&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode10&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode11&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode12&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeChaseInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SmallSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rod==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicName&lt;br /&gt;
|str32&lt;br /&gt;
|Name of the actor to spawn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of actors the rod spawns per charge attack (may be limited by ChemicalEnergy?) {{Check}}&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicInterval&lt;br /&gt;
|int&lt;br /&gt;
|Interval of actors spawned by charge attack (Seems to also affect the number of actors?) {{Check}}&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|MagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Damage dealt by a single elemental energy&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByThrow&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast using the R button&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravity&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor. x &amp;lt; 0 makes it float upward. 0 &amp;lt; x &amp;lt; 1 makes it float down slower. 1 &amp;lt; x makes it float down faster.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadius&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model of the spawned actor by&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTime&lt;br /&gt;
|int&lt;br /&gt;
|The scale speed of the spawned actor&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRange&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravityByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadiusByEnemy&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTimeByEnemy&lt;br /&gt;
|int&lt;br /&gt;
|Scale speed of the spawned actor when cast by an enemy {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRangeByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LargeSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spear==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=0.0, y=-120.0, z=-180.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.8700000047683716, y=-0.17000000178813934, z=-0.3400000035762787)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-60.0, y=-20.0, z=-90.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-0.029999999329447746, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-5.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, top pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=8.0, y=120.0, z=5.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting shield durability degradation from shield surfing. 0.0 disables degradation completely.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|MirrorLevel&lt;br /&gt;
|int&lt;br /&gt;
|0 = No automatic projectile reflection, 1 = Automatically Reflect Guardian scout projectiles, 2 = Reflect Guardian lasers {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SurfingFriction&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting speed reduction from touching the ground while surfing. At 0.0 the shield will not lose speed when holding forward on flat ground. Effective maximum is somewhere around 5.0. {{check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|QuiverName&lt;br /&gt;
|str32&lt;br /&gt;
|Actor name to display for the quiver. If blank, no quiver will be shown and arrows fired will not drop pickups when impacting terrain. The only non-blank actor ever used in the base game is Weapon_Quiver_001.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ArrowName&lt;br /&gt;
|str32&lt;br /&gt;
|If specified, the player&#039;s chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardPierce&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BaseAttackPowerRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadShot&lt;br /&gt;
|bool&lt;br /&gt;
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain. {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotAng&lt;br /&gt;
|float&lt;br /&gt;
|Angle in degrees of the lead shot spread to each side of the aimed point. The total spread angle will be 2*LeadShotAng.&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsRapidFire&lt;br /&gt;
|bool&lt;br /&gt;
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Unlike lead shots, rapidfire shots leave one arrow pickup when impacting terrain.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsLongRange&lt;br /&gt;
|bool&lt;br /&gt;
|If true, the camera will zoom in further than usual while the aiming crosshair is visible.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFirstSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Initial forward speed of arrows when they leave the bow. Negative values are treated as 0.&lt;br /&gt;
|4.5&lt;br /&gt;
|-&lt;br /&gt;
|ArrowAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during straight-line flight. Positive values are treated as 0.&lt;br /&gt;
| -0.1&lt;br /&gt;
|-&lt;br /&gt;
|ArrowStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during straight-line flight, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during freefall. Positive values are treated as 0.&lt;br /&gt;
| -0.2&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during freefall, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowGravity&lt;br /&gt;
|float&lt;br /&gt;
|Vertical acceleration arrows experience after their initial straight-line flight ends. Positive values make arrows accelerate upward. Unknown if arrows will actually despawn after traveling high enough. {{Check}}&lt;br /&gt;
| -9.8&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, arrow pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=12.0, y=-60.0, z=-22.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ArrowChargeRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting how quickly Link charges a shot after he has fully lifted his bow. Higher values charge shots more quickly.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowReloadRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting the cooldown duration between firing arrows, which cannot be cancelled even if a different bow is equipped. Higher values &#039;&#039;increase&#039;&#039; the cooldown duration.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponOption==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.019999999552965164, y=-0.009999999776482582, z=0.11999999731779099)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-8.0, y=-5.0, z=75.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MasterSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsMasterSword&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormAttackPower&lt;br /&gt;
|int&lt;br /&gt;
|True master sword attack power&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormMagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Base attack strength of the magic projectile that can be fired at full health&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
|True master sword durability expend multiplier&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|SearchEvilDist&lt;br /&gt;
|float&lt;br /&gt;
|Search scope for evil actors&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|RecoverTime&lt;br /&gt;
|int&lt;br /&gt;
|Recovery time after breaking&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|SleepActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Icon used after breaking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormActorName&lt;br /&gt;
|str64&lt;br /&gt;
|It is the icon used when the true master sword&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMiniWeapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindMyNodeName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameR&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameL&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameB&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Mt_Arm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime1&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime2&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb+ recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerReloadTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis recharge duration (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowAngle&lt;br /&gt;
|float&lt;br /&gt;
|Stasis launch angle (in degrees, 0 is flat and 90 is vertical)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowSpeedLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSmallSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a sword (1/x is the damage)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountLargeSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a claymore (1/x is the damage)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSpear&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a spear (1/x is the damage)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerCancelDeleteWaitTime&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stasis recharge duration after cancelling (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerLongTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerLong tag  (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerMiddleTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerShortTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerShort tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyTiredValue&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyBowSlow&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when Bow Rush is activated&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyPush&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when pushing things&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyCharge&lt;br /&gt;
|float&lt;br /&gt;
|Stamina consumption rate when charging an attack (small swords and spears) or doing a spin attack (large swords)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecover&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInAir&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate during freefall&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime1&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime2&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay when tired (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ColdTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HotTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempDamage&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDiamAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost multiplier in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDegAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost from being in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamSand&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier in sand or snow&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamTired&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier when tired&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickDiamTired&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverNum&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Health recovery rate&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSubjectContTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowShootNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowRateDiam&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiveBowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightOnShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightWeaponChange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustForceSlowTime&lt;br /&gt;
|float&lt;br /&gt;
|Slow time duration after successfully parrying with a shield (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveMaxDecRateByWater&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveIgnoreWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateByBog&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateMaxHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MinForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnowBallAddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LogPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleUpperMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleLowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleSideMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoSquatWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidReloadTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedFSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashUpEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShockTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|IceInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeedInAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableStickSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableDirSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashImpulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SwordTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by sprinting&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WhistleNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by whistling&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMinAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMaxAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddDiamByRain&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagnetAim2DPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSwim&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYHorse&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeM&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PredictDiffAngleMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashToRunStickValueDec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer tick multiplier in Hyrule Castle. &#039;&#039;Note: this is ignored for Revali&#039;s Gale+.&#039;&#039; Example: if set to 3.0, the timer will be decremented by 3 every second.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PushNoticeLookTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoEnergyDashInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickMaxInStore&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PostureContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ItemUseModelAlpha&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckSide&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageBase&lt;br /&gt;
|int&lt;br /&gt;
|[[No death damage]] base value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageAdd&lt;br /&gt;
|int&lt;br /&gt;
|Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the [[No death damage]] value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Swim Dash Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompRegistElecFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNightSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier for the &amp;quot;Night Speed Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompClimbJumpEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Climb Jump Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompPlusDropRate&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompWeaponBrakeRate&lt;br /&gt;
|float&lt;br /&gt;
|Durability cost multiplier for an unused set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwordBeamAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Master Sword Beam Up&amp;quot; set bonus when shooting beams with the Master Sword&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Ancient Proficiency&amp;quot; set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompBoneAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Bone Atk. Up&amp;quot; set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorLevel&lt;br /&gt;
|float&lt;br /&gt;
|NPC terror level conveyed by wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorRadius&lt;br /&gt;
|float&lt;br /&gt;
|Distance at which NPCs will react to wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimAnimeRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim animation speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for swimming when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier granted by Midna&#039;s Helmet and Diamond Circlet when using Guardian or Ancient weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWindNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Revali&#039;s Gale starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Urbosa&#039;s Fury starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricEnergy&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost threshold required to trigger Urbosa&#039;s Fury&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Daruk&#039;s Protection starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterLifeAdd&lt;br /&gt;
|int&lt;br /&gt;
|Number of extra health (yellow hearts) granted by Mipha&#039;s Grace (4.0 = 1 heart)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterEnergyAdd&lt;br /&gt;
|float&lt;br /&gt;
|Number of charges at which Mipha&#039;s Grace starts at&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickRInputFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiffAngleFromLookVec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookFixAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTimeToCamera&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutKnockBackNoCrrDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitUnsteadyApplyVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CurseAddWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofCrashVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutJumpInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterDepthInGrudge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngX&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoMaskPauseWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DefaultConnectScaleAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|LatConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|LngConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|DistConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FovyConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1000.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grab==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|StarNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DefenceAddLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WindScaleMesh&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WindScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NextRankName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorEffect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AncientPowUp&lt;br /&gt;
|bool&lt;br /&gt;
|Provides a 20% damage buff to Ancient weapons.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableClimbWaterfall&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableSpinAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorHead==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EarRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|MantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: Nothing&lt;br /&gt;
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
&lt;br /&gt;
2: Specifies that this head armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version, and also applies the same effect as MantleType=1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MaskType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorUpper==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDispOffPorch&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|DisableSelfMantle&lt;br /&gt;
|bool&lt;br /&gt;
|Whether this upper armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version or not (e.g. &amp;lt;code&amp;gt;Armor_Head_001_B&amp;lt;/code&amp;gt;)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseMantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_A&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
1: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShiekerStone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithWaist&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Pod_C&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.125, y=0.0, z=-0.017000000923871994)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=2.0, y=184.0, z=-3.0)&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithHand&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Weapon_L&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=180.0, y=180.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SeriesArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SeriesType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EnableCompBonus&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Liftable==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiftType&lt;br /&gt;
|str32&lt;br /&gt;
|Determines which animation to use when lifting this actor. Can accept arbitrary values, so long as those values are reflected in Link&#039;s [[Bas|.bas]] files. Existing vanilla values are: Ice, SnowBall, Rock, MeatRock, Barrel, HideBarrel, Pot, Pot_S, Pot_M, Pot_L, Pot_LL, Kokko, Beamos, ElectricBall, ElectricBox, AncientBall, Giant_Bone_Eye, Bokoblin_Bone, Moriblin_Bone, Lizalfos_Bone, Lynel_Bone, Bottle_Letter, Pouch, Square_Bomb, Sphere_Bomb&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrownMass&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ThrownRotSpd&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational speed when thrown, on each axis. Independent of physics factors (e.g. wind, bouncing)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when lifted. Negative Y values move the model closer to Link&#039;s head, positive Z values move it in front of Link, etc.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when lifted. Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotFrame&lt;br /&gt;
|int&lt;br /&gt;
|Frame of the lift animation during which to perform the LiftRotation.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddLiftRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChaseLiftRotOffset&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LiftCenterOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when placed on the ground (not when thrown). Follow the same positional rules as LiftPosOffset.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.5)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when placed on the ground (not when thrown). Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddPutRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateOffsetEachFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsUse2MassConstraintMode&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetChemicalParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|DisableFreezeLift&lt;br /&gt;
|bool&lt;br /&gt;
|Thaw the actor when lifting, if it is frozen.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|DisableBurnLift&lt;br /&gt;
|bool&lt;br /&gt;
|Put out the actor when lifting, if it is on fire.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ThrowReactionLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerUseItem&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SellingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Price when sold to the shop&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|BuyingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Price when purchased from the shop&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|CreatingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Item Creation (sheikah furnace) Price&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|StainColor&lt;br /&gt;
|int&lt;br /&gt;
|The color of the item when used as a dye &lt;br /&gt;
* 1 is blue&lt;br /&gt;
* 2 is red&lt;br /&gt;
* 3 is yellow&lt;br /&gt;
* 4 is white&lt;br /&gt;
* 5 is black&lt;br /&gt;
* 6 is purple&lt;br /&gt;
* 7 is green&lt;br /&gt;
* 8 is light blue&lt;br /&gt;
* 9 is navy&lt;br /&gt;
* 10 is orange&lt;br /&gt;
* 11 is peach&lt;br /&gt;
* 12 is crimson&lt;br /&gt;
* 13 is light yellow&lt;br /&gt;
* 14 is brown&lt;br /&gt;
* 15 is gray&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SaleRevivalCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|UseIconActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rupee==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RupeeValue&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Arrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ArrowNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTimeWithChemical&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyShootNumForDelete&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowDeletePer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bullet==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NoHitParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsLimitCount&lt;br /&gt;
|bool&lt;br /&gt;
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CureItem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CookSpice==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoostHitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostEffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostSuccessRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostMaxHeartLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostStaminaLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LumberjackTree==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|IsValid&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|StumpName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrunkName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WeaponWoodName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BranchName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Npc==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsReactNakedPlayer&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseAutoLabel&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOffPodFromWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsRunRainWhenGoToSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsWalkUnderShelterFromRain&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSlowWalkOnSandAndSnow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAlwaysCounterPlayerAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotTurnDetect&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotEscapeFromTerror&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TolerantTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|TolerantCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|CounterRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|ChangeSearchModeFlagName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OnFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OffFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NpcEquipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWeaponTypeWhenEquip&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EquipName1&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale1&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName2&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName3&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale3&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName4&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale4&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zora==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|InWaterDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FloatDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.35&lt;br /&gt;
|-&lt;br /&gt;
|FloatRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.02&lt;br /&gt;
|-&lt;br /&gt;
|FloatCycleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDepthSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.066&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Traveler==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AppearGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DeleteGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RouteType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RideHorseName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadHorse&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HorseGearLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint18to19WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
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|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint18to19MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint18to19WaitAS&lt;br /&gt;
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|RoutePoint19to18EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
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|RoutePoint19to18WaitFrame&lt;br /&gt;
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|RoutePoint19to18MoveAS&lt;br /&gt;
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|RoutePoint19to18WaitAS&lt;br /&gt;
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|RoutePoint19Name&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
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|RoutePoint19to20WaitFrame&lt;br /&gt;
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|RoutePoint20to19MoveAS&lt;br /&gt;
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|RoutePoint20Name&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint20to21EntryPoint&lt;br /&gt;
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|RoutePoint20to21WaitFrame&lt;br /&gt;
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|RoutePoint20to21MoveAS&lt;br /&gt;
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|RoutePoint20to21WaitAS&lt;br /&gt;
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|RoutePoint21to20WaitFrame&lt;br /&gt;
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|RoutePoint21to20MoveAS&lt;br /&gt;
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|RoutePoint21Name&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint21to22EntryPoint&lt;br /&gt;
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|RoutePoint21to22WaitFrame&lt;br /&gt;
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|RoutePoint21to22MoveAS&lt;br /&gt;
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|RoutePoint21to22WaitAS&lt;br /&gt;
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|RoutePoint22to21EntryPoint&lt;br /&gt;
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|&lt;br /&gt;
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|RoutePoint22to21WaitFrame&lt;br /&gt;
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|RoutePoint22Name&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint22to23WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint23Name&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint23to24EntryPoint&lt;br /&gt;
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|RoutePoint23to24WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint23to24MoveAS&lt;br /&gt;
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|RoutePoint24to23WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint24Name&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint24to25EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint25to26WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint25to26MoveAS&lt;br /&gt;
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|RoutePoint26to25EntryPoint&lt;br /&gt;
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|RoutePoint26to25WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint26to25MoveAS&lt;br /&gt;
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|RoutePoint26Name&lt;br /&gt;
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|RoutePoint26to27MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint26to27WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint27to26EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint27to26WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint27to26Schedule&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint27to26MoveAS&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint27to26WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint27Name&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint27to28EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint27to28WaitFrame&lt;br /&gt;
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|RoutePoint27to28MoveAS&lt;br /&gt;
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|RoutePoint27to28WaitAS&lt;br /&gt;
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|RoutePoint28to27WaitFrame&lt;br /&gt;
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|RoutePoint28to27MoveAS&lt;br /&gt;
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|RoutePoint28to27WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint28Name&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint28to29EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
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|RoutePoint28to29WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint28to29MoveAS&lt;br /&gt;
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|RoutePoint28to29WaitAS&lt;br /&gt;
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|RoutePoint29to28EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28Schedule&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint29Name&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prey==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRotDegree&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|135.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitTimeForStartEat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|IsEnableGroupEscape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|AimEscapeOffsetRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalFollowOffset==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatLocalOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ExtendedEntity==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsUsePivotAdjustRange&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PivotAdjustRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindActor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsKeepSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EatTarget==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SpeedActorName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BasePlayRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GearMaxNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWaitASAtGear0&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.15&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.002&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIClamp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIReduceRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputDLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputAvoidanceLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.08&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIIRLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Insect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FireResistanceLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fish==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRateAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -0.05&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngleAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|PrevSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rope==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAllowCutting&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetupKeyframed&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BoneEffectiveLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|IsInterpolateEdge&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsDeformable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOneBoneOneShape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateA&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateB&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateC&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MtxEndPosOffsetLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horse==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDecoy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HasMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ASVariation&lt;br /&gt;
|str32&lt;br /&gt;
|Speed of the horse. Accepted values are &#039;Slowest&#039;, &#039;Slow&#039;, &#039;Normal&#039;, &#039;Fast&#039; and &#039;Fastest&#039;&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|int&lt;br /&gt;
|0 is Tame, 2 is Wild&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear2&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when trotting {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear3&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when cantering {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGearTop&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when galloping {{Check}}&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|RunnableFramesAtGearTop&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|180.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNamesForExtraCharge&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HorseUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RiddenAnimalType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|CalmDownNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseObject==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HideHorseMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHorseClothDisable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseRider==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpineNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotBaseNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RightFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|FootRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|FootRetRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|FootRotAngleForKuma&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseCreator==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeaderHorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmorSlot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DamageScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|GuardianModelType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|GuardianControllerType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Max movement speed, only used for grounded (non-flying) guardians {{Check}}&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|CannonBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Eye&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MonsterShop==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BuyMamo&lt;br /&gt;
|int&lt;br /&gt;
|Price when purchased from the monster shop&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SellMamo&lt;br /&gt;
|int&lt;br /&gt;
|Price when sold to the monster shop&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Swarm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SwarmSubActorNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|SwarmPattern&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GelEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MoveBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Body_Move&lt;br /&gt;
|-&lt;br /&gt;
|BodyRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ClothBoneNumForEyeCalc&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|BodyRootBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Skl_Root&lt;br /&gt;
|-&lt;br /&gt;
|LeftEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EyeSpaceHalf&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeDir&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.75, y=1.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeUpMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|EyeDownMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|IsAverageEyePos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|EyeDelayAccRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveTheta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveFrequency&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.033&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nest==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|CreateActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wizzrobe==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicWeatherType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIgniteRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallCenterOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallRandRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|SummonActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==StalEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftArmActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMini==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ColorType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BodyMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LineBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FinalBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ClothReaction==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableActiveTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=2.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|UseGroundCollidableResetPos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableMoveSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EnemyLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNoSkitDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickAllowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickForbidTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|EnemyAnimalNoDamageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|70.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNearCraeteIDDelay&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredNoSightLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceWarpReturnLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackAng&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|BlownOffPlayerAtkDelay&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeLS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.8&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSP&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRickeyLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|WeaponDropRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideBaseFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideHitBaseDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ShieldDamageratio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|ShieldSurfMasterFrictionRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|LoudNoiseRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|80.0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse2DamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|IceMeltSpeedOnContactFire&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|CriticalAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|BooerangAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|HitImpulseClampMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.075&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemInvincibleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|EnvWetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.95&lt;br /&gt;
|-&lt;br /&gt;
|NPCTurnAngleDiff&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWaitFrameAfterEvent&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|NPCIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCCancelIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCOpenDoorDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWalkRateOnSandAndSnow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|NPCDownVerticallyAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|GerudoQueenSafetyAreaRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|CreateFairyLimitCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|190.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorUnregistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistTimer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRadiusOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelHuge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelCheckRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|AtDirTypeAffectRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RainyAwnHearingLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfMaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfFemaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreasePerFrame&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAtFirstRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterGearTop&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterJump&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheWhileResisting&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseEat&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.699999988079071, y=0.20000000298023224, z=0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertProbability&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0010000000474974513, y=0.003000000026077032, z=0.0010000000474974513)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMin&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=120.0, y=120.0, z=120.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMax&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=240.0, y=240.0, z=240.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseExtraChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|PlayerGrabThrowDiffRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Beam==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BeamLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|511&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AutoGen==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SetName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|KeyActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SetRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ChemicalType==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|EmitChemicalActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Golem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DefaultWeakPointActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsDefaultChemicalOn&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseTargetedInfo==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseMoveRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseAvoidOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsCircularMoveAlways&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WolfLink==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.025&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|BattleRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HealRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HuntRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightAttackable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightHealable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|NavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|CanReachPlayerNavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SubmergedDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityLifeToHunt&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityConstant&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|7.0&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1600.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|600.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|120.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|CallDelayMinLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|CallOverrideCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|GiveUpShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RetryShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|BattleWallHitLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|FollowRetryLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|SafePosFailCounter&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeNormal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeSpecial&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|500.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodAttackMod&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodChainAttackCharge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|VSStalfosCritChance&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AttackBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DefenseBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|DefenseHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GolemIK==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FootRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FootDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|FootUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ArmRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ArmUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistRotateRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|WaistResetMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PictureBook==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot1&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot2&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SpecialDrop&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AirWall==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|AirWall&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Motorcycle==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PitchDampingCoefficient&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DriftRearAngleRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -2.5&lt;br /&gt;
|-&lt;br /&gt;
|DriftSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleFront&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleRear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLastSecInMidAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualControlProhibitSecAfterWheelie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPowerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EngineBrakeMaxPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|BackwardEngineBrakePower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipStartAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2500.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipPowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|WristBindRotation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-1.7200000286102295, y=-1.8399999141693115, z=-2.9000000953674316)&lt;br /&gt;
|-&lt;br /&gt;
|WristBindTranslation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.35499998927116394, y=0.07999999821186066, z=-0.14499999582767487)&lt;br /&gt;
|-&lt;br /&gt;
|PostureLimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidPostureLimitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|FallOverThresholdAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|75.0&lt;br /&gt;
|-&lt;br /&gt;
|JumpIntervalSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|FullEnergyLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchJumpProhibitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowDriftTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTransitionSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|JumpRearWheelRotateRadPerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowModeSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|800.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Parameter lists=&lt;br /&gt;
{{No AAMP param}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11637</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11637"/>
		<updated>2022-07-21T16:27:38Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* Switch versions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
This version is kiosk demo for the nintendo switch, it has an 1.5.0 update.&lt;br /&gt;
&lt;br /&gt;
A version from Asia chinajoy 2019:&lt;br /&gt;
* https://www.bilibili.com/video/BV1Bt411T7HC (Seems to be an updated version)&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is currently exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
* Kiosk Base title: 0100509005AF2000&lt;br /&gt;
* Kiosk Update title: 0100509005AF2800&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0 (RID_Demo)||0||2cfc1187b7a02bba0a463dd7ca1251fa||264569D52D6C58E36EA2AD3EF469561000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0 (RID_Demo)||65536||346e8f5313f85da7ed21d16379ab5355||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11636</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11636"/>
		<updated>2022-07-21T15:30:34Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* RID_Demo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
This version is kiosk demo for the nintendo switch, it has an 1.5.0 update.&lt;br /&gt;
&lt;br /&gt;
A version from Asia chinajoy 2019:&lt;br /&gt;
* https://www.bilibili.com/video/BV1Bt411T7HC (Seems to be an updated version)&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is currently exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|RID_Demo||?||2cfc1187b7a02bba0a463dd7ca1251fa||&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11614</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11614"/>
		<updated>2022-07-05T11:42:30Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* RID_Demo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
This version is kiosk demo for the nintendo switch.&lt;br /&gt;
&lt;br /&gt;
Also it has a version from Asia chinajoy 2019 with 1.5.0 update and Simplified Chinese support&amp;lt;ref&amp;gt;https://www.bilibili.com/video/BV1Bt411T7HC&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is currently exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|RID_Demo||?||2cfc1187b7a02bba0a463dd7ca1251fa||&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11613</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Versions&amp;diff=11613"/>
		<updated>2022-07-05T11:23:21Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* Prerelease versions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerelease versions ==&lt;br /&gt;
=== E3 2016 version ===&lt;br /&gt;
This version was shown at E3 2016.&lt;br /&gt;
&lt;br /&gt;
Additional gameplay footage from the Zelda page on Nintendo Japan&#039;s website&amp;lt;ref&amp;gt;https://www.nintendo.co.jp/software/feature/zelda/index.html (19/12/2020)&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* https://www.youtube.com/watch?v=X4OpmX9sIQY (possibly from an earlier 2016 build?)&lt;br /&gt;
* https://www.youtube.com/watch?v=MGy6g27Lk3s (possibly from an earlier 2016 build?)&lt;br /&gt;
&lt;br /&gt;
Some parts of those videos are used in the E3 2016 trailer.&lt;br /&gt;
&lt;br /&gt;
=== 9S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
9S is a Switch demo version that was seen in February 2017 at Nintendo NY&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=H9m1KyTtTXM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 12S ===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
12S is a Switch demo version that was seen in January 2017 and also in February 2017 during an interview&amp;lt;ref&amp;gt;[https://news.denfaminicogamer.jp/english/170609b Talk: Latest Zelda’s making process &amp;amp; “Ocarina of Time” proposal disclosed - Nintendo Eiji Aonuma x SQEX Jin Fujisawa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== RID_Demo ===&lt;br /&gt;
This version is kiosk demo for the nintendo switch&amp;lt;ref&amp;gt;https://github.com/Ryujinx/Ryujinx-Games-List/issues/3652&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also it has a version from Asia chinajoy 2019 with 1.5.0 update and Simplified Chinese support&amp;lt;ref&amp;gt;https://www.bilibili.com/video/BV1Bt411T7HC&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 0.9.0 ==&lt;br /&gt;
0.9.0 is the version of the Wii U base title. None of the [[actorpack]]s or [[eventpack]]s are included. [[GameScene]] will request an update  and refuse to boot if the version is 0.9.0.&lt;br /&gt;
&lt;br /&gt;
== 1.0.0 ==&lt;br /&gt;
1.0.0 is the first complete release version. It was released on 03/03/2017.&lt;br /&gt;
&lt;br /&gt;
== 1.1.0 ==&lt;br /&gt;
1.1.0 is a launch day update that adds basic support for [[add-on content]]. It was released on 03/03/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The Nintendo eShop has been made accessible from the title screen for the purchase of the Expansion Pass. (For more information about the Expansion Pass, please see the official website.)&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.1 ==&lt;br /&gt;
1.1.1 was released on 31/03/2017. It is said to have improved performance on the Switch.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.1.2 ==&lt;br /&gt;
1.1.2 was released on 11/04/2017.&lt;br /&gt;
*Three glitches were patched according to [https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF] (from which the following descriptions are taken):&lt;br /&gt;
**Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where you could farm arrows using horseback Bokoblins.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
**A bug was fixed that when Master Kohga fell into the hole, he wouldn&#039;t teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Adjustments have been made to make for a more pleasant gaming experience.&lt;br /&gt;
&lt;br /&gt;
== 1.2.0 ==&lt;br /&gt;
1.2.0 was released on 01/05/2017.&lt;br /&gt;
* Information on downloadable content can now be accessed from the System pause screen.&lt;br /&gt;
* The exit sound and zoom level saving on the camera are broken.&amp;lt;ref name=&amp;quot;tcrf&amp;quot;&amp;gt;[https://tcrf.net/The_Legend_of_Zelda:_Breath_of_the_Wild TCRF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[PlacementMgr]] spawns actors that should normally not appear during the final battle mode after a save reload.&lt;br /&gt;
**This is because the FirstInHyruleCastleBossRoom flag &amp;amp;mdash; which is used by placement code to determine whether some actor spawns should be skipped &amp;amp;mdash; is not saved into save files anymore. In other words, it does not persist after a save reload.&lt;br /&gt;
**This allows players to have a mostly normal playthrough even after escaping the Dark Beast Ganon light barrier.&lt;br /&gt;
* The Birdman minigame event flow (MiniGame_HillTower_BirdMan) was altered to &#039;&#039;always&#039;&#039; reset any effects of landing in the castle sanctum:&lt;br /&gt;
**When landing, the player is warped to (-1746.71, 329.065, -772.847).&lt;br /&gt;
**When landing, the sky palette is reset to override the Hyrule Castle palette. &lt;br /&gt;
**When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.&lt;br /&gt;
**Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve the gameplay experience.&lt;br /&gt;
* A feature has been added that allows you to choose from nine language options for in-game voices. You can access this setting from the Options menu on the title screen.&lt;br /&gt;
**Languages Available:&lt;br /&gt;
***Japanese&lt;br /&gt;
***English&lt;br /&gt;
***French (France)&lt;br /&gt;
***French (Canada)&lt;br /&gt;
***German&lt;br /&gt;
***Spanish (Spain)&lt;br /&gt;
***Spanish (Latin America)&lt;br /&gt;
***Italian&lt;br /&gt;
***Russian&lt;br /&gt;
**If you try to change this setting by selecting Voice Language in the Options menu once the update data has downloaded, you will see a button that will take you to Nintendo eShop. Please go to Nintendo eShop and download the free DLC titled “The Legend of Zelda: Breath of the Wild-Option to Change Voice Language” in order to make use of this feature.&lt;br /&gt;
&lt;br /&gt;
== 1.3.0 ==&lt;br /&gt;
1.3.0 was released on 29/06/2017.&lt;br /&gt;
*DLC1 content files, AI code and subsystems ([[aoc2]]) were added.&lt;br /&gt;
*Some of the 1.2.0 changes were reverted (camera, spawn changes).&amp;lt;ref name=&amp;quot;tcrf&amp;quot;/&amp;gt;&lt;br /&gt;
*The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set.&lt;br /&gt;
**This effectively prevents players from keeping NPCs, shrines, etc. after escaping from the Ganon battle.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Expansion Pass: DLC Pack 1 “The Master Trials” is now available. If you have already pre-purchased this content, you can now play it by updating both the DLC and the software. You can update your purchased DLC through Nintendo eShop.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.1 ==&lt;br /&gt;
1.3.1 was released on 07/08/2017.&lt;br /&gt;
* One [[PauseMenuDataMgr]] function was changed to return the number of items in the player&#039;s saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by [[GameDataMgr]] to query how many arrows the player has.&lt;br /&gt;
**This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.&lt;br /&gt;
* In the Switch version, the [[nxargs]] subsystem and supporting code were added to [[GameScene]] for the &amp;quot;receive item by reading news&amp;quot; feature.&lt;br /&gt;
* Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rankup is active.&lt;br /&gt;
* The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.{{check}}&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have fixed the issue in Pack 1: The Master Trials of the Expansion Pass, in which defeating certain enemies for Kilton was not counted toward completion when playing in Master Mode.&lt;br /&gt;
*In-game items can now be obtained from launching the software from certain articles distributed through a new News channel (&amp;quot;The Legend of Zelda: Breath of the Wild - Tips from the Wild&amp;quot;) which can be accessed through News on the Home menu.&amp;lt;ref name=&amp;quot;nx&amp;quot;&amp;gt;[https://en-americas-support.nintendo.com/app/answers/detail/a_id/25568/p/897 Nintendo&#039;s official update changelog for Switch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
**This channel became available on 8/9/2017.&lt;br /&gt;
**Depending on your game progress and location, certain items may not be obtainable.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.3 ==&lt;br /&gt;
1.3.3 was released on 08/11/2017.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.&lt;br /&gt;
* The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.&lt;br /&gt;
* An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.3.4 ==&lt;br /&gt;
1.3.4 was released on 21/11/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
&lt;br /&gt;
There are reports that this update fixes a 1.3.3 bug that prevented the Hylian Shield from appearing in Granté&#039;s shop items. Since there are no interesting ROM changes this suggests that the implementation of EventSystemActor.CheckExistActor could have been broken in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.0 ==&lt;br /&gt;
1.4.0 was released on 07/12/2017.&lt;br /&gt;
* Adds content files, actor, AI code and subsystems for DLC2 ([[aoc3]], [[MotorcycleMgr]], [[DragonChallengeMgr]], etc.)&lt;br /&gt;
* Bug fix: golden enemies now contribute to the scaling point counter (they are now listed in [[LevelSensor.byml]]). This change is retroactive.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Added support for DLC Pack 2, “The Champions’ Ballad.” Players who have pre-purchased this content can play it by updating the DLC and software.&lt;br /&gt;
**For the DLC update, please follow the instructions displayed on the screen once you have updated the software.&lt;br /&gt;
*Made various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.4.1 ==&lt;br /&gt;
1.4.1 was released on 14/12/2017.&lt;br /&gt;
&lt;br /&gt;
No core actor or map changes.&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.5.0 ==&lt;br /&gt;
1.5.0 was released on 31/01/2018.&lt;br /&gt;
&lt;br /&gt;
* The DLC2 boss&#039;s teleporting AI was slightly modified.&lt;br /&gt;
* Actor/Physics/DgnObj_DLC_SliderBlock_B_02.physics, Actor/Physics/DgnObj_DLC_SwitchTarget_A.physics, Actor/Physics/Priest_Boss_ShadowClone_Bullet.physics: mass/inertia/impulse scale were changed.&lt;br /&gt;
* GameData: The Kass quest flags were made program-readable, presumably to add the quest flag checks to GameDataMgr (see [[Quest flag overrides]] for more details)).&lt;br /&gt;
* Message and UI: The staff roll screen was edited to credit the Chinese/Korean localisation teams.&lt;br /&gt;
* New languages were added to the Switch version.&lt;br /&gt;
* Executable: unknown&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
*You can now select Chinese (Traditional), Chinese (Simplified), or Korean in the language settings menu on the Switch console to display text in the selected language.&amp;lt;ref name=&amp;quot;nx&amp;quot;/&amp;gt;&lt;br /&gt;
**Voice Language selection is not supported for the above languages. If you choose “Match System Settings” in Options, voice data will be set to Japanese.&lt;br /&gt;
* Various fixes to improve gameplay.&lt;br /&gt;
&lt;br /&gt;
== 1.6.0 ==&lt;br /&gt;
1.6.0 was released on 26/04/2019. This version is currently exclusive to the Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
=== ROM changes ===&lt;br /&gt;
* &#039;&#039;Actor&#039;&#039;: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated. &lt;br /&gt;
* &#039;&#039;GameData&#039;&#039;: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).&lt;br /&gt;
** Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.&lt;br /&gt;
* &#039;&#039;UI and Message&#039;&#039;: layouts and messages were updated for the new VR mode.&lt;br /&gt;
* &#039;&#039;System&#039;&#039;: The version file (System/Version.txt) was updated and is now &amp;quot;1.6.0&amp;quot;.&lt;br /&gt;
* Minor changes to effect files and graphics (presumably for VR mode).&lt;br /&gt;
&lt;br /&gt;
A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available [https://github.com/leoetlino/botw/commit/a4d22c18c6fd891fc703917daaf5d89e246c7937 here].&lt;br /&gt;
&lt;br /&gt;
=== Executable changes ===&lt;br /&gt;
* The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.&lt;br /&gt;
* The internal version string is now 0000002e (it was 0000002d in 1.5.0).&lt;br /&gt;
* nnSdk was updated and now requires a 7.0.0+ system.&lt;br /&gt;
* nnMain now does &amp;lt;code&amp;gt;nn::oe::SetCpuBoostMode(1)&amp;lt;/code&amp;gt;, which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C ([https://switchbrew.org/wiki/PPC_services#SetCpuBoostMode source]). This results in a higher GPU clock and sometimes higher CPU clock.&lt;br /&gt;
* Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.&lt;br /&gt;
&lt;br /&gt;
=== Official changelog ===&lt;br /&gt;
* We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.&lt;br /&gt;
**You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.&lt;br /&gt;
**This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)&lt;br /&gt;
*We fixed some other issues so the player can enjoy the game.&lt;br /&gt;
&lt;br /&gt;
== Revisions ==&lt;br /&gt;
=== Wii U title versions ===&lt;br /&gt;
* Base title: 00050000101c9500&lt;br /&gt;
* Update title: 0005000e101c9500&lt;br /&gt;
* DLC title: 0005000c101c9500&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0||16&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0||33&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1||48&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2||64&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0||80&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0||97&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1||112&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3||144&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4||160&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0||176&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1||192&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||208&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Switch versions ===&lt;br /&gt;
* Base title: 01007EF00011E000&lt;br /&gt;
* Update title: 01007EF00011E800&lt;br /&gt;
* DLC title: 01007EF00011F001 / 01007EF00011F002&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!Title version!!NCA hash!!Executable build ID&lt;br /&gt;
|-&lt;br /&gt;
|RID_Demo||?||2cfc1187b7a02bba0a463dd7ca1251fa||&lt;br /&gt;
|-&lt;br /&gt;
|1.0.0|| || ||2094F152836683A3632C6153FD84AB8000000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.1.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.1.2|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.2.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.3|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.3.4|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.0|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.4.1|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|1.5.0||0xB0000||dab7abb85deaab23c04f4660d21c4bf8||16A91992BBA71201E98756F3BC8F5D2F00000000000000000000000000000000&lt;br /&gt;
|-&lt;br /&gt;
|1.6.0||0xC0000||61c5e2bbf9ab8c546ba590f9637a0ca8||8E9978D50BDD20B4C8395A106C27FFDE00000000000000000000000000000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other revisions ===&lt;br /&gt;
List of all known revisions, courtesy of Hiccup.&lt;br /&gt;
&lt;br /&gt;
==== Wii U (physical) ====&lt;br /&gt;
*Japan rev0&lt;br /&gt;
*USA rev0&lt;br /&gt;
*Europe rev0&lt;br /&gt;
&lt;br /&gt;
==== Wii U (digital) - Base ====&lt;br /&gt;
*Japan v0&lt;br /&gt;
*USA v0&lt;br /&gt;
*Europe v0&lt;br /&gt;
&lt;br /&gt;
==== Wii U - Update ====&lt;br /&gt;
*Japan v16, v32, v48, v64, v80, v97, v112, v128, v144, v160, v176, v192, v208 &lt;br /&gt;
*USA  v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
*Europe v16, v33, v48, v64, v80, v97, v112, v144, v160, v176, v192, v208&lt;br /&gt;
&lt;br /&gt;
==== Wii U - DLC ====&lt;br /&gt;
*Japan v0, v32, v48, v64, v80&lt;br /&gt;
*USA v0, v32, v48, v64, v80&lt;br /&gt;
*Europe v0, v16, v32, v48, v64, v80&lt;br /&gt;
&lt;br /&gt;
==== Switch (physical) ====&lt;br /&gt;
*World rev0, rev1, rev2&lt;br /&gt;
&lt;br /&gt;
==== Switch (digital) ====&lt;br /&gt;
* World v0&lt;br /&gt;
* World v131072, v196608, v262144, v327680, v393216, v458752, v524288, v589824, v65536, v655360, v720896, 0xC0000&lt;br /&gt;
&lt;br /&gt;
==== Switch - DLC ====&lt;br /&gt;
* World (DLC pack 1) v0, v131072, v196608, v65536&lt;br /&gt;
* World (DLC pack 2) v0, v131072, v196608, v65536&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11136</id>
		<title>Bgparamlist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11136"/>
		<updated>2022-06-12T17:50:55Z</updated>

		<summary type="html">&lt;p&gt;Linga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|what=The list of objects/parameters is complete, but parameter descriptions are missing.}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bgparamlist|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;GeneralParamList&#039;&#039;&#039; (&#039;&#039;bgparamlist&#039;&#039;) configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Parameter objects=&lt;br /&gt;
{{AampNameWarning}}&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SameGroupActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Actor group name (at least used by one subsystem: the actor code relies on this to determine the name of the [[Difficulty scaling|Defeated_%s_Num]] counter flag)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGetItemSelf&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|Life&lt;br /&gt;
|int&lt;br /&gt;
|Initial and maximum HP (for characters) or durability (for items)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|IsLifeInfinite&lt;br /&gt;
|bool&lt;br /&gt;
|Prevent HP/durability from changing&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ElectricalDischarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBorn&lt;br /&gt;
|bool&lt;br /&gt;
|This actor spawns another actor when it &amp;quot;dies&amp;quot; while on fire {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BurnOutBornName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the actor spawned when this actor &amp;quot;dies&amp;quot; while on fire {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBornIdent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDropTableName&lt;br /&gt;
|str&lt;br /&gt;
|The drop table used when an Octorok inhales this item&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
|Affects how NPCs react to enemies (confront or flee)&amp;lt;ref&amp;gt;See callers of function &amp;lt;code&amp;gt;ActorInfoData::getEnemyRank&amp;lt;/code&amp;gt; @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base (unarmed) strength of this enemy&#039;s attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DropLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|DyingLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|LostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostRayLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|IntelligenceLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EmotionalLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HeroismLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PartActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsMindFriend&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StatusChangeFlag&lt;br /&gt;
|str&lt;br /&gt;
|Name of the flag to check for ChangeLife&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChangeLife&lt;br /&gt;
|float&lt;br /&gt;
|HP/Life value to use if StatusChangeFlag is non empty and if the flag is set&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyLevel==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAvoidDanger&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardArrow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHideArrowAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBackSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCounterAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsEscapeBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsKickBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsShootBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GuardPer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsJustGuard&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyRace==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EquipableWeapon&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsFitGroundByAnimalUnit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateSupportNormalInAir&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BowAttackRangeRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSmallSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleLargeSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSpear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleBow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|IsUseTargetTag&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TargetActorType&lt;br /&gt;
|str&lt;br /&gt;
|Actor types that the actor will target and attack&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|EscapeAttackedActorType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ReactionBalloon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AttackInterval==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyShown==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsHappy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCasebyCase&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNoise&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindBone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BoneOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|BoneRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base strength value for the standard attack {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseLarge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|float&lt;br /&gt;
|For weapons, the range of its melee attack {{Check}}. For bows, the distance its arrows travel in a straight line before being affected by gravity.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardBreakPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SpHitActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names to be affected by SpHitRatio.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitTag&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplies attack power against any Actor listed in SpHitActor&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SpWeakHitActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PowerForPlayer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponCommon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by the player&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by any enemy&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardPower&lt;br /&gt;
|int&lt;br /&gt;
|Only used for shields. Higher values reduce the durability damage recieved when blocking incoming attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsHammer&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives hammer behavior (instantly breaks ore deposits when struck) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsWeakBreaker&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBoomerang&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives boomerang behavior (returns when thrown) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBlunt&lt;br /&gt;
|bool&lt;br /&gt;
|Tied to a data function, used in [[Bas#BitIndex|Bas]] files (Extend BitIndex 37) to help determine what animation to play. May also be accessible through the event system {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsLuckyWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsPikohan&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives Power Hammer behavior (sends enemies flying when struck) {{check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|Determines whether the weapon can be thrown&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingBreakWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|If true, breaks instantly when it collides with enemy after being thrown&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRange&lt;br /&gt;
|float&lt;br /&gt;
|Straight line flight distance when throwing weapons&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DreadActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names who will run/cower in fear when this weapon is wielded nearby {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThroughActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NPCWeaponType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsNotOnTerrorHold&lt;br /&gt;
|bool&lt;br /&gt;
|If true, NPCs will shake in fear when you wield this weapon near them {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAsOffUnEquiped&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyMax&lt;br /&gt;
|int&lt;br /&gt;
|The max amount of energy elemental weapons (including rods) have {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyAmountUsed&lt;br /&gt;
|int&lt;br /&gt;
|The amount of energy used when an elemental weapon&#039;s effect is used (e.g. summoning a fireball from Fire Rod) {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverRate&lt;br /&gt;
|float&lt;br /&gt;
|Elemental energy recovery speed (per vanilla frame) {{Check}}&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverInterval&lt;br /&gt;
|int&lt;br /&gt;
|Interval before elemental energy starts to recover (in vanilla frames) {{Check}}&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|StickDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShootBeam&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DropFromPorchRot&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponPer&lt;br /&gt;
|float&lt;br /&gt;
|Probability for a blue modifier to appear (if applicable; see [[Difficulty scaling]] for more details)&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddCrit&lt;br /&gt;
|bool&lt;br /&gt;
|[Blue modifier] Enable critical hit bonus&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSpreadFire&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable five-shot burst (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddZoomRapid&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable quick zoom (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSurfMaster&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable Shield Surf Up&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponThrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ThrowSpeed&lt;br /&gt;
|float&lt;br /&gt;
|throwing speed (Seems to affect throw distance too?) {{Check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRotSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Rotation speed of the thrown weapon (Seems to affect throw distance too?) {{Check}}&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRigidBodyBaseAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sandworm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SandWidth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombSpan&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeModelOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeBaseNode&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode9&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode10&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode11&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode12&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeChaseInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SmallSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rod==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicName&lt;br /&gt;
|str32&lt;br /&gt;
|Name of the actor to spawn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of actors the rod spawns per charge attack (may be limited by ChemicalEnergy?) {{Check}}&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicInterval&lt;br /&gt;
|int&lt;br /&gt;
|Interval of actors spawned by charge attack (Seems to also affect the number of actors?) {{Check}}&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|MagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Damage dealt by a single elemental energy&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByThrow&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast using the R button&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravity&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor. x &amp;lt; 0 makes it float upward. 0 &amp;lt; x &amp;lt; 1 makes it float down slower. 1 &amp;lt; x makes it float down faster.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadius&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model of the spawned actor by&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTime&lt;br /&gt;
|int&lt;br /&gt;
|The scale speed of the spawned actor&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRange&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravityByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadiusByEnemy&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTimeByEnemy&lt;br /&gt;
|int&lt;br /&gt;
|Scale speed of the spawned actor when cast by an enemy {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRangeByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LargeSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spear==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=0.0, y=-120.0, z=-180.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.8700000047683716, y=-0.17000000178813934, z=-0.3400000035762787)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-60.0, y=-20.0, z=-90.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-0.029999999329447746, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-5.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, top pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=8.0, y=120.0, z=5.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting shield durability degradation from shield surfing. 0.0 disables degradation completely.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|MirrorLevel&lt;br /&gt;
|int&lt;br /&gt;
|0 = No automatic projectile reflection, 1 = Automatically Reflect Guardian scout projectiles, 2 = Reflect Guardian lasers {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SurfingFriction&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting speed reduction from touching the ground while surfing. At 0.0 the shield will not lose speed when holding forward on flat ground. Effective maximum is somewhere around 5.0. {{check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|QuiverName&lt;br /&gt;
|str32&lt;br /&gt;
|Actor name to display for the quiver. If blank, no quiver will be shown and arrows fired will not drop pickups when impacting terrain. The only non-blank actor ever used in the base game is Weapon_Quiver_001.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ArrowName&lt;br /&gt;
|str32&lt;br /&gt;
|If specified, the player&#039;s chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardPierce&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BaseAttackPowerRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadShot&lt;br /&gt;
|bool&lt;br /&gt;
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain. {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotAng&lt;br /&gt;
|float&lt;br /&gt;
|Angle in degrees of the lead shot spread to each side of the aimed point. The total spread angle will be 2*LeadShotAng.&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsRapidFire&lt;br /&gt;
|bool&lt;br /&gt;
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Unlike lead shots, rapidfire shots leave one arrow pickup when impacting terrain.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsLongRange&lt;br /&gt;
|bool&lt;br /&gt;
|If true, the camera will zoom in further than usual while the aiming crosshair is visible.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFirstSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Initial forward speed of arrows when they leave the bow. Negative values are treated as 0.&lt;br /&gt;
|4.5&lt;br /&gt;
|-&lt;br /&gt;
|ArrowAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during straight-line flight. Positive values are treated as 0.&lt;br /&gt;
| -0.1&lt;br /&gt;
|-&lt;br /&gt;
|ArrowStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during straight-line flight, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during freefall. Positive values are treated as 0.&lt;br /&gt;
| -0.2&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during freefall, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowGravity&lt;br /&gt;
|float&lt;br /&gt;
|Vertical acceleration arrows experience after their initial straight-line flight ends. Positive values make arrows accelerate upward. Unknown if arrows will actually despawn after traveling high enough. {{Check}}&lt;br /&gt;
| -9.8&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, arrow pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=12.0, y=-60.0, z=-22.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ArrowChargeRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting how quickly Link charges a shot after he has fully lifted his bow. Higher values charge shots more quickly.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowReloadRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting the cooldown duration between firing arrows, which cannot be cancelled even if a different bow is equipped. Higher values &#039;&#039;increase&#039;&#039; the cooldown duration.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponOption==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.019999999552965164, y=-0.009999999776482582, z=0.11999999731779099)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-8.0, y=-5.0, z=75.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MasterSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsMasterSword&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormAttackPower&lt;br /&gt;
|int&lt;br /&gt;
|Attack power in &amp;quot;awakened&amp;quot; state&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormMagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Base attack strength of the magic projectile that can be fired at full health&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
|Durability expend multiplier while in &amp;quot;awakened&amp;quot; state&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|SearchEvilDist&lt;br /&gt;
|float&lt;br /&gt;
|Search scope for evil actors in a non-&amp;quot;awakened&amp;quot; state&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|RecoverTime&lt;br /&gt;
|int&lt;br /&gt;
|Recovery time after breaking&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|SleepActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Icon used after breaking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Icon to use when in the &amp;quot;awakened&amp;quot; state&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMiniWeapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindMyNodeName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameR&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameL&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameB&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Mt_Arm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime1&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime2&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb+ recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerReloadTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis recharge duration (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowAngle&lt;br /&gt;
|float&lt;br /&gt;
|Stasis launch angle (in degrees, 0 is flat and 90 is vertical)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowSpeedLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSmallSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a sword (1/x is the damage)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountLargeSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a claymore (1/x is the damage)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSpear&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a spear (1/x is the damage)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerCancelDeleteWaitTime&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stasis recharge duration after cancelling (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerLongTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerLong tag  (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerMiddleTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerShortTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerShort tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyTiredValue&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyBowSlow&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when Bow Rush is activated&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyPush&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when pushing things&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyCharge&lt;br /&gt;
|float&lt;br /&gt;
|Stamina consumption rate when charging an attack (small swords and spears) or doing a spin attack (large swords)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecover&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInAir&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate during freefall&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime1&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime2&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay when tired (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ColdTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HotTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempDamage&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDiamAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost multiplier in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDegAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost from being in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamSand&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier in sand or snow&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamTired&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier when tired&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickDiamTired&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverNum&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Health recovery rate&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSubjectContTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowShootNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowRateDiam&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiveBowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightOnShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightWeaponChange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustForceSlowTime&lt;br /&gt;
|float&lt;br /&gt;
|Slow time duration after successfully parrying with a shield (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveMaxDecRateByWater&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveIgnoreWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateByBog&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateMaxHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MinForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnowBallAddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LogPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleUpperMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleLowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleSideMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoSquatWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidReloadTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedFSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashUpEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShockTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|IceInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeedInAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableStickSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableDirSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashImpulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SwordTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by sprinting&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WhistleNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by whistling&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMinAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMaxAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddDiamByRain&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagnetAim2DPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSwim&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYHorse&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeM&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PredictDiffAngleMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashToRunStickValueDec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer tick multiplier in Hyrule Castle. &#039;&#039;Note: this is ignored for Revali&#039;s Gale+.&#039;&#039; Example: if set to 3.0, the timer will be decremented by 3 every second.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PushNoticeLookTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoEnergyDashInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickMaxInStore&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PostureContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ItemUseModelAlpha&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckSide&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageBase&lt;br /&gt;
|int&lt;br /&gt;
|[[No death damage]] base value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageAdd&lt;br /&gt;
|int&lt;br /&gt;
|Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the [[No death damage]] value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Swim Dash Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompRegistElecFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNightSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier for the &amp;quot;Night Speed Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompClimbJumpEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Climb Jump Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompPlusDropRate&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompWeaponBrakeRate&lt;br /&gt;
|float&lt;br /&gt;
|Durability cost multiplier for an unused set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwordBeamAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Master Sword Beam Up&amp;quot; set bonus when shooting beams with the Master Sword&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Ancient Proficiency&amp;quot; set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompBoneAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Bone Atk. Up&amp;quot; set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorLevel&lt;br /&gt;
|float&lt;br /&gt;
|NPC terror level conveyed by wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorRadius&lt;br /&gt;
|float&lt;br /&gt;
|Distance at which NPCs will react to wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimAnimeRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim animation speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for swimming when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier granted by Midna&#039;s Helmet and Diamond Circlet when using Guardian or Ancient weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWindNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Revali&#039;s Gale starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Urbosa&#039;s Fury starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricEnergy&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost threshold required to trigger Urbosa&#039;s Fury&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Daruk&#039;s Protection starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterLifeAdd&lt;br /&gt;
|int&lt;br /&gt;
|Number of extra health (yellow hearts) granted by Mipha&#039;s Grace (4.0 = 1 heart)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterEnergyAdd&lt;br /&gt;
|float&lt;br /&gt;
|Number of charges at which Mipha&#039;s Grace starts at&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickRInputFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiffAngleFromLookVec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookFixAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTimeToCamera&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutKnockBackNoCrrDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitUnsteadyApplyVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CurseAddWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofCrashVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutJumpInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterDepthInGrudge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngX&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoMaskPauseWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DefaultConnectScaleAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|LatConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|LngConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|DistConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FovyConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1000.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grab==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|StarNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DefenceAddLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WindScaleMesh&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WindScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NextRankName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorEffect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AncientPowUp&lt;br /&gt;
|bool&lt;br /&gt;
|Provides a 20% damage buff to Ancient weapons.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableClimbWaterfall&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableSpinAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorHead==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EarRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|MantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: Nothing&lt;br /&gt;
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
&lt;br /&gt;
2: Specifies that this head armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version, and also applies the same effect as MantleType=1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MaskType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorUpper==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDispOffPorch&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|DisableSelfMantle&lt;br /&gt;
|bool&lt;br /&gt;
|Whether this upper armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version or not (e.g. &amp;lt;code&amp;gt;Armor_Head_001_B&amp;lt;/code&amp;gt;)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseMantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_A&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
1: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShiekerStone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithWaist&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Pod_C&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.125, y=0.0, z=-0.017000000923871994)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=2.0, y=184.0, z=-3.0)&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithHand&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Weapon_L&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=180.0, y=180.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SeriesArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SeriesType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EnableCompBonus&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Liftable==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiftType&lt;br /&gt;
|str32&lt;br /&gt;
|Determines which animation to use when lifting this actor. Can accept arbitrary values, so long as those values are reflected in Link&#039;s [[Bas|.bas]] files. Existing vanilla values are: Ice, SnowBall, Rock, MeatRock, Barrel, HideBarrel, Pot, Pot_S, Pot_M, Pot_L, Pot_LL, Kokko, Beamos, ElectricBall, ElectricBox, AncientBall, Giant_Bone_Eye, Bokoblin_Bone, Moriblin_Bone, Lizalfos_Bone, Lynel_Bone, Bottle_Letter, Pouch, Square_Bomb, Sphere_Bomb&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrownMass&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ThrownRotSpd&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational speed when thrown, on each axis. Independent of physics factors (e.g. wind, bouncing)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when lifted. Negative Y values move the model closer to Link&#039;s head, positive Z values move it in front of Link, etc.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when lifted. Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotFrame&lt;br /&gt;
|int&lt;br /&gt;
|Frame of the lift animation during which to perform the LiftRotation.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddLiftRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChaseLiftRotOffset&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LiftCenterOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when placed on the ground (not when thrown). Follow the same positional rules as LiftPosOffset.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.5)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when placed on the ground (not when thrown). Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddPutRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateOffsetEachFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsUse2MassConstraintMode&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetChemicalParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|DisableFreezeLift&lt;br /&gt;
|bool&lt;br /&gt;
|Thaw the actor when lifting, if it is frozen.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|DisableBurnLift&lt;br /&gt;
|bool&lt;br /&gt;
|Put out the actor when lifting, if it is on fire.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ThrowReactionLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerUseItem&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SellingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Price when sold to the shop&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|BuyingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Price when purchased from the shop&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|CreatingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Item Creation (sheikah furnace) Price&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|StainColor&lt;br /&gt;
|int&lt;br /&gt;
|The color of the item when used as a dye &lt;br /&gt;
* 1 is blue&lt;br /&gt;
* 2 is red&lt;br /&gt;
* 3 is yellow&lt;br /&gt;
* 4 is white&lt;br /&gt;
* 5 is black&lt;br /&gt;
* 6 is purple&lt;br /&gt;
* 7 is green&lt;br /&gt;
* 8 is light blue&lt;br /&gt;
* 9 is navy&lt;br /&gt;
* 10 is orange&lt;br /&gt;
* 11 is peach&lt;br /&gt;
* 12 is crimson&lt;br /&gt;
* 13 is light yellow&lt;br /&gt;
* 14 is brown&lt;br /&gt;
* 15 is gray&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SaleRevivalCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|UseIconActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rupee==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RupeeValue&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Arrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ArrowNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTimeWithChemical&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyShootNumForDelete&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowDeletePer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bullet==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NoHitParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsLimitCount&lt;br /&gt;
|bool&lt;br /&gt;
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CureItem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CookSpice==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoostHitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostEffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostSuccessRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostMaxHeartLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostStaminaLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LumberjackTree==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|IsValid&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|StumpName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrunkName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WeaponWoodName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BranchName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Npc==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsReactNakedPlayer&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseAutoLabel&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOffPodFromWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsRunRainWhenGoToSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsWalkUnderShelterFromRain&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSlowWalkOnSandAndSnow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAlwaysCounterPlayerAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotTurnDetect&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotEscapeFromTerror&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TolerantTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|TolerantCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|CounterRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|ChangeSearchModeFlagName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OnFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OffFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NpcEquipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWeaponTypeWhenEquip&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EquipName1&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale1&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName2&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName3&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale3&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName4&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale4&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zora==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|InWaterDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FloatDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.35&lt;br /&gt;
|-&lt;br /&gt;
|FloatRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.02&lt;br /&gt;
|-&lt;br /&gt;
|FloatCycleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDepthSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.066&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Traveler==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AppearGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DeleteGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RouteType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RideHorseName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadHorse&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HorseGearLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
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|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prey==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRotDegree&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|135.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitTimeForStartEat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|IsEnableGroupEscape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|AimEscapeOffsetRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalFollowOffset==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatLocalOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ExtendedEntity==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsUsePivotAdjustRange&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PivotAdjustRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindActor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsKeepSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EatTarget==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SpeedActorName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BasePlayRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GearMaxNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWaitASAtGear0&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.15&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.002&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIClamp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIReduceRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputDLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputAvoidanceLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.08&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIIRLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Insect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FireResistanceLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fish==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRateAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -0.05&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngleAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|PrevSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rope==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAllowCutting&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetupKeyframed&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BoneEffectiveLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|IsInterpolateEdge&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsDeformable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOneBoneOneShape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateA&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateB&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateC&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MtxEndPosOffsetLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horse==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDecoy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HasMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ASVariation&lt;br /&gt;
|str32&lt;br /&gt;
|Speed of the horse. Accepted values are &#039;Slowest&#039;, &#039;Slow&#039;, &#039;Normal&#039;, &#039;Fast&#039; and &#039;Fastest&#039;&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|int&lt;br /&gt;
|0 is Tame, 2 is Wild&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear2&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when trotting {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear3&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when cantering {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGearTop&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when galloping {{Check}}&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|RunnableFramesAtGearTop&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|180.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNamesForExtraCharge&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HorseUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RiddenAnimalType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|CalmDownNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseObject==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HideHorseMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHorseClothDisable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseRider==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpineNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotBaseNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RightFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|FootRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|FootRetRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|FootRotAngleForKuma&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseCreator==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeaderHorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmorSlot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DamageScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|GuardianModelType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|GuardianControllerType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Max movement speed, only used for grounded (non-flying) guardians {{Check}}&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|CannonBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Eye&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MonsterShop==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BuyMamo&lt;br /&gt;
|int&lt;br /&gt;
|Price when purchased from the monster shop&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SellMamo&lt;br /&gt;
|int&lt;br /&gt;
|Price when sold to the monster shop&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Swarm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SwarmSubActorNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|SwarmPattern&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GelEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MoveBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Body_Move&lt;br /&gt;
|-&lt;br /&gt;
|BodyRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ClothBoneNumForEyeCalc&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|BodyRootBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Skl_Root&lt;br /&gt;
|-&lt;br /&gt;
|LeftEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EyeSpaceHalf&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeDir&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.75, y=1.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeUpMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|EyeDownMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|IsAverageEyePos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|EyeDelayAccRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveTheta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveFrequency&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.033&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nest==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|CreateActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wizzrobe==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicWeatherType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIgniteRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallCenterOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallRandRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|SummonActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==StalEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftArmActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMini==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ColorType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BodyMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LineBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FinalBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ClothReaction==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableActiveTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=2.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|UseGroundCollidableResetPos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableMoveSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EnemyLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNoSkitDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickAllowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickForbidTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|EnemyAnimalNoDamageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|70.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNearCraeteIDDelay&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredNoSightLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceWarpReturnLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackAng&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|BlownOffPlayerAtkDelay&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeLS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.8&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSP&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRickeyLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|WeaponDropRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideBaseFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideHitBaseDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ShieldDamageratio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|ShieldSurfMasterFrictionRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|LoudNoiseRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|80.0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse2DamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|IceMeltSpeedOnContactFire&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|CriticalAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|BooerangAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|HitImpulseClampMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.075&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemInvincibleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|EnvWetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.95&lt;br /&gt;
|-&lt;br /&gt;
|NPCTurnAngleDiff&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWaitFrameAfterEvent&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|NPCIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCCancelIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCOpenDoorDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWalkRateOnSandAndSnow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|NPCDownVerticallyAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|GerudoQueenSafetyAreaRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|CreateFairyLimitCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|190.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorUnregistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistTimer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRadiusOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelHuge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelCheckRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|AtDirTypeAffectRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RainyAwnHearingLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfMaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfFemaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreasePerFrame&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAtFirstRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterGearTop&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterJump&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheWhileResisting&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseEat&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.699999988079071, y=0.20000000298023224, z=0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertProbability&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0010000000474974513, y=0.003000000026077032, z=0.0010000000474974513)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMin&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=120.0, y=120.0, z=120.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMax&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=240.0, y=240.0, z=240.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseExtraChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|PlayerGrabThrowDiffRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Beam==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BeamLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|511&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AutoGen==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SetName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|KeyActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SetRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ChemicalType==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|EmitChemicalActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Golem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DefaultWeakPointActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsDefaultChemicalOn&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseTargetedInfo==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseMoveRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseAvoidOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsCircularMoveAlways&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WolfLink==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.025&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|BattleRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HealRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HuntRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightAttackable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightHealable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|NavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|CanReachPlayerNavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SubmergedDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityLifeToHunt&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityConstant&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|7.0&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1600.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|600.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|120.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|CallDelayMinLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|CallOverrideCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|GiveUpShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RetryShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|BattleWallHitLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|FollowRetryLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|SafePosFailCounter&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeNormal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeSpecial&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|500.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodAttackMod&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodChainAttackCharge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|VSStalfosCritChance&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AttackBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DefenseBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|DefenseHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GolemIK==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FootRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FootDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|FootUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ArmRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ArmUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistRotateRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|WaistResetMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PictureBook==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot1&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot2&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SpecialDrop&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AirWall==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|AirWall&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Motorcycle==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PitchDampingCoefficient&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DriftRearAngleRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -2.5&lt;br /&gt;
|-&lt;br /&gt;
|DriftSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleFront&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleRear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLastSecInMidAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualControlProhibitSecAfterWheelie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPowerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EngineBrakeMaxPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|BackwardEngineBrakePower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipStartAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2500.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipPowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|WristBindRotation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-1.7200000286102295, y=-1.8399999141693115, z=-2.9000000953674316)&lt;br /&gt;
|-&lt;br /&gt;
|WristBindTranslation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.35499998927116394, y=0.07999999821186066, z=-0.14499999582767487)&lt;br /&gt;
|-&lt;br /&gt;
|PostureLimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidPostureLimitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|FallOverThresholdAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|75.0&lt;br /&gt;
|-&lt;br /&gt;
|JumpIntervalSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|FullEnergyLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchJumpProhibitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowDriftTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTransitionSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|JumpRearWheelRotateRadPerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowModeSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|800.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Parameter lists=&lt;br /&gt;
{{No AAMP param}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11135</id>
		<title>Bgparamlist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11135"/>
		<updated>2022-06-11T22:48:32Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* MasterSword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|what=The list of objects/parameters is complete, but parameter descriptions are missing.}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bgparamlist|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;GeneralParamList&#039;&#039;&#039; (&#039;&#039;bgparamlist&#039;&#039;) configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Parameter objects=&lt;br /&gt;
{{AampNameWarning}}&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SameGroupActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Actor group name (at least used by one subsystem: the actor code relies on this to determine the name of the [[Difficulty scaling|Defeated_%s_Num]] counter flag)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGetItemSelf&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|Life&lt;br /&gt;
|int&lt;br /&gt;
|Initial and maximum HP (for characters) or durability (for items)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|IsLifeInfinite&lt;br /&gt;
|bool&lt;br /&gt;
|Prevent HP/durability from changing&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ElectricalDischarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBorn&lt;br /&gt;
|bool&lt;br /&gt;
|This actor spawns another actor when it &amp;quot;dies&amp;quot; while on fire {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BurnOutBornName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the actor spawned when this actor &amp;quot;dies&amp;quot; while on fire {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBornIdent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDropTableName&lt;br /&gt;
|str&lt;br /&gt;
|The drop table used when an Octorok inhales this item&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
|Affects how NPCs react to enemies (confront or flee)&amp;lt;ref&amp;gt;See callers of function &amp;lt;code&amp;gt;ActorInfoData::getEnemyRank&amp;lt;/code&amp;gt; @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base (unarmed) strength of this enemy&#039;s attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DropLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|DyingLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|LostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostRayLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|IntelligenceLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EmotionalLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HeroismLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PartActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsMindFriend&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StatusChangeFlag&lt;br /&gt;
|str&lt;br /&gt;
|Name of the flag to check for ChangeLife&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChangeLife&lt;br /&gt;
|float&lt;br /&gt;
|HP/Life value to use if StatusChangeFlag is non empty and if the flag is set&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyLevel==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAvoidDanger&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardArrow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHideArrowAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBackSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCounterAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsEscapeBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsKickBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsShootBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GuardPer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsJustGuard&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyRace==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EquipableWeapon&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsFitGroundByAnimalUnit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateSupportNormalInAir&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BowAttackRangeRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSmallSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleLargeSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSpear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleBow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|IsUseTargetTag&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TargetActorType&lt;br /&gt;
|str&lt;br /&gt;
|Actor types that the actor will target and attack&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|EscapeAttackedActorType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ReactionBalloon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AttackInterval==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyShown==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsHappy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCasebyCase&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNoise&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindBone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BoneOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|BoneRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base strength value for the standard attack {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseLarge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|float&lt;br /&gt;
|For weapons, the range of its melee attack {{Check}}. For bows, the distance its arrows travel in a straight line before being affected by gravity.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardBreakPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SpHitActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names to be affected by SpHitRatio.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitTag&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplies attack power against any Actor listed in SpHitActor&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SpWeakHitActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PowerForPlayer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponCommon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by the player&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by any enemy&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardPower&lt;br /&gt;
|int&lt;br /&gt;
|Only used for shields. Higher values reduce the durability damage recieved when blocking incoming attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsHammer&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives hammer behavior (instantly breaks ore deposits when struck) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsWeakBreaker&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBoomerang&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives boomerang behavior (returns when thrown) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBlunt&lt;br /&gt;
|bool&lt;br /&gt;
|Tied to a data function, used in [[Bas#BitIndex|Bas]] files (Extend BitIndex 37) to help determine what animation to play. May also be accessible through the event system {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsLuckyWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsPikohan&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives Power Hammer behavior (sends enemies flying when struck) {{check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|Determines whether the weapon can be thrown&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingBreakWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|If true, breaks instantly when it collides with enemy after being thrown&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRange&lt;br /&gt;
|float&lt;br /&gt;
|Straight line flight distance when throwing weapons&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DreadActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names who will run/cower in fear when this weapon is wielded nearby {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThroughActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NPCWeaponType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsNotOnTerrorHold&lt;br /&gt;
|bool&lt;br /&gt;
|If true, NPCs will shake in fear when you wield this weapon near them {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAsOffUnEquiped&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyMax&lt;br /&gt;
|int&lt;br /&gt;
|The max amount of energy elemental weapons (including rods) have {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyAmountUsed&lt;br /&gt;
|int&lt;br /&gt;
|The amount of energy used when an elemental weapon&#039;s effect is used (e.g. summoning a fireball from Fire Rod) {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverRate&lt;br /&gt;
|float&lt;br /&gt;
|Elemental energy recovery speed (per vanilla frame) {{Check}}&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverInterval&lt;br /&gt;
|int&lt;br /&gt;
|Interval before elemental energy starts to recover (in vanilla frames) {{Check}}&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|StickDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShootBeam&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DropFromPorchRot&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponPer&lt;br /&gt;
|float&lt;br /&gt;
|Probability for a blue modifier to appear (if applicable; see [[Difficulty scaling]] for more details)&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddCrit&lt;br /&gt;
|bool&lt;br /&gt;
|[Blue modifier] Enable critical hit bonus&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSpreadFire&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable five-shot burst (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddZoomRapid&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable quick zoom (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSurfMaster&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable Shield Surf Up&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponThrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ThrowSpeed&lt;br /&gt;
|float&lt;br /&gt;
|throwing speed (Seems to affect throw distance too?) {{Check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRotSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Rotation speed of the thrown weapon (Seems to affect throw distance too?) {{Check}}&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRigidBodyBaseAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sandworm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SandWidth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombSpan&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeModelOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeBaseNode&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode9&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode10&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode11&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode12&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeChaseInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SmallSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rod==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicName&lt;br /&gt;
|str32&lt;br /&gt;
|Name of the actor to spawn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of actors the rod spawns per charge attack (may be limited by ChemicalEnergy?) {{Check}}&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicInterval&lt;br /&gt;
|int&lt;br /&gt;
|Interval of actors spawned by charge attack (Seems to also affect the number of actors?) {{Check}}&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|MagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Damage dealt by a single elemental energy&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByThrow&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast using the R button&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravity&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor. x &amp;lt; 0 makes it float upward. 0 &amp;lt; x &amp;lt; 1 makes it float down slower. 1 &amp;lt; x makes it float down faster.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadius&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model of the spawned actor by&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTime&lt;br /&gt;
|int&lt;br /&gt;
|The scale speed of the spawned actor&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRange&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravityByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadiusByEnemy&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTimeByEnemy&lt;br /&gt;
|int&lt;br /&gt;
|Scale speed of the spawned actor when cast by an enemy {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRangeByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LargeSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spear==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=0.0, y=-120.0, z=-180.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.8700000047683716, y=-0.17000000178813934, z=-0.3400000035762787)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-60.0, y=-20.0, z=-90.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-0.029999999329447746, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-5.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, top pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=8.0, y=120.0, z=5.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting shield durability degradation from shield surfing. 0.0 disables degradation completely.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|MirrorLevel&lt;br /&gt;
|int&lt;br /&gt;
|0 = No automatic projectile reflection, 1 = Automatically Reflect Guardian scout projectiles, 2 = Reflect Guardian lasers {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SurfingFriction&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting speed reduction from touching the ground while surfing. At 0.0 the shield will not lose speed when holding forward on flat ground. Effective maximum is somewhere around 5.0. {{check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|QuiverName&lt;br /&gt;
|str32&lt;br /&gt;
|Actor name to display for the quiver. If blank, no quiver will be shown and arrows fired will not drop pickups when impacting terrain. The only non-blank actor ever used in the base game is Weapon_Quiver_001.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ArrowName&lt;br /&gt;
|str32&lt;br /&gt;
|If specified, the player&#039;s chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardPierce&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BaseAttackPowerRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadShot&lt;br /&gt;
|bool&lt;br /&gt;
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain. {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotAng&lt;br /&gt;
|float&lt;br /&gt;
|Angle in degrees of the lead shot spread to each side of the aimed point. The total spread angle will be 2*LeadShotAng.&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsRapidFire&lt;br /&gt;
|bool&lt;br /&gt;
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Unlike lead shots, rapidfire shots leave one arrow pickup when impacting terrain.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsLongRange&lt;br /&gt;
|bool&lt;br /&gt;
|If true, the camera will zoom in further than usual while the aiming crosshair is visible.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFirstSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Initial forward speed of arrows when they leave the bow. Negative values are treated as 0.&lt;br /&gt;
|4.5&lt;br /&gt;
|-&lt;br /&gt;
|ArrowAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during straight-line flight. Positive values are treated as 0.&lt;br /&gt;
| -0.1&lt;br /&gt;
|-&lt;br /&gt;
|ArrowStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during straight-line flight, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during freefall. Positive values are treated as 0.&lt;br /&gt;
| -0.2&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during freefall, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowGravity&lt;br /&gt;
|float&lt;br /&gt;
|Vertical acceleration arrows experience after their initial straight-line flight ends. Positive values make arrows accelerate upward. Unknown if arrows will actually despawn after traveling high enough. {{Check}}&lt;br /&gt;
| -9.8&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, arrow pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=12.0, y=-60.0, z=-22.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ArrowChargeRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting how quickly Link charges a shot after he has fully lifted his bow. Higher values charge shots more quickly.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowReloadRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting the cooldown duration between firing arrows, which cannot be cancelled even if a different bow is equipped. Higher values &#039;&#039;increase&#039;&#039; the cooldown duration.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponOption==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.019999999552965164, y=-0.009999999776482582, z=0.11999999731779099)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-8.0, y=-5.0, z=75.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MasterSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsMasterSword&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormAttackPower&lt;br /&gt;
|int&lt;br /&gt;
|Attack power in &amp;quot;awakened&amp;quot; state&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormMagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Base attack strength of the magic projectile that can be fired at full health&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
|Durability expend multiplier while in &amp;quot;awakened&amp;quot; state&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|SearchEvilDist&lt;br /&gt;
|float&lt;br /&gt;
|Search scope for evil actors in a non-&amp;quot;awakened&amp;quot; state&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|RecoverTime&lt;br /&gt;
|int&lt;br /&gt;
|Recovery time after breaking&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|SleepActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Icon used after breaking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Icon to use when in the &amp;quot;awakened&amp;quot; state&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMiniWeapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindMyNodeName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameR&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameL&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameB&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Mt_Arm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime1&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime2&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb+ recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerReloadTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis recharge duration (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowAngle&lt;br /&gt;
|float&lt;br /&gt;
|Stasis launch angle (in degrees, 0 is flat and 90 is vertical)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowSpeedLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSmallSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a sword (1/x is the damage)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountLargeSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a claymore (1/x is the damage)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSpear&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a spear (1/x is the damage)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerCancelDeleteWaitTime&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stasis recharge duration after cancelling (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerLongTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerLong tag  (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerMiddleTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerShortTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerShort tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyTiredValue&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyBowSlow&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when Bow Rush is activated&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyPush&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when pushing things&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyCharge&lt;br /&gt;
|float&lt;br /&gt;
|Stamina consumption rate when charging an attack (small swords and spears) or doing a spin attack (large swords)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecover&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInAir&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate during freefall&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime1&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime2&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay when tired (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ColdTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HotTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempDamage&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDiamAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost multiplier in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDegAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost from being in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamSand&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier in sand or snow&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamTired&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier when tired&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickDiamTired&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverNum&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Health recovery rate&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSubjectContTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowShootNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowRateDiam&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiveBowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightOnShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightWeaponChange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustForceSlowTime&lt;br /&gt;
|float&lt;br /&gt;
|Slow time duration after successfully parrying with a shield (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveMaxDecRateByWater&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveIgnoreWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateByBog&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateMaxHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MinForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnowBallAddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LogPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleUpperMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleLowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleSideMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoSquatWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidReloadTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedFSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashUpEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShockTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|IceInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeedInAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableStickSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableDirSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashImpulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SwordTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by sprinting&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WhistleNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by whistling&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMinAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMaxAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddDiamByRain&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagnetAim2DPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSwim&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYHorse&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeM&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PredictDiffAngleMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashToRunStickValueDec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer tick multiplier in Hyrule Castle. &#039;&#039;Note: this is ignored for Revali&#039;s Gale+.&#039;&#039; Example: if set to 3.0, the timer will be decremented by 3 every second.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PushNoticeLookTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoEnergyDashInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickMaxInStore&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PostureContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ItemUseModelAlpha&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckSide&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageBase&lt;br /&gt;
|int&lt;br /&gt;
|[[No death damage]] base value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageAdd&lt;br /&gt;
|int&lt;br /&gt;
|Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the [[No death damage]] value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Swim Dash Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompRegistElecFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNightSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier for the &amp;quot;Night Speed Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompClimbJumpEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Climb Jump Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompPlusDropRate&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompWeaponBrakeRate&lt;br /&gt;
|float&lt;br /&gt;
|Durability cost multiplier for an unused set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwordBeamAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Master Sword Beam Up&amp;quot; set bonus when shooting beams with the Master Sword&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Ancient Proficiency&amp;quot; set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompBoneAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Bone Atk. Up&amp;quot; set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorLevel&lt;br /&gt;
|float&lt;br /&gt;
|NPC terror level conveyed by wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorRadius&lt;br /&gt;
|float&lt;br /&gt;
|Distance at which NPCs will react to wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimAnimeRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim animation speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for swimming when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier granted by Midna&#039;s Helmet and Diamond Circlet when using Guardian or Ancient weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWindNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Revali&#039;s Gale starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Urbosa&#039;s Fury starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricEnergy&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost threshold required to trigger Urbosa&#039;s Fury&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Daruk&#039;s Protection starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterLifeAdd&lt;br /&gt;
|int&lt;br /&gt;
|Number of extra health (yellow hearts) granted by Mipha&#039;s Grace (4.0 = 1 heart)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterEnergyAdd&lt;br /&gt;
|float&lt;br /&gt;
|Number of charges at which Mipha&#039;s Grace starts at&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickRInputFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiffAngleFromLookVec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookFixAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTimeToCamera&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutKnockBackNoCrrDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitUnsteadyApplyVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CurseAddWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofCrashVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutJumpInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterDepthInGrudge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngX&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoMaskPauseWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DefaultConnectScaleAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|LatConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|LngConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|DistConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FovyConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1000.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grab==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|StarNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DefenceAddLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WindScaleMesh&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WindScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NextRankName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorEffect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AncientPowUp&lt;br /&gt;
|bool&lt;br /&gt;
|Provides a 20% damage buff to Ancient weapons.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableClimbWaterfall&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableSpinAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorHead==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EarRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|MantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: Nothing&lt;br /&gt;
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
&lt;br /&gt;
2: Specifies that this head armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version, and also applies the same effect as MantleType=1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MaskType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorUpper==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDispOffPorch&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|DisableSelfMantle&lt;br /&gt;
|bool&lt;br /&gt;
|Whether this upper armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version or not (e.g. &amp;lt;code&amp;gt;Armor_Head_001_B&amp;lt;/code&amp;gt;)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseMantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_A&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
1: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShiekerStone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithWaist&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Pod_C&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.125, y=0.0, z=-0.017000000923871994)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=2.0, y=184.0, z=-3.0)&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithHand&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Weapon_L&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=180.0, y=180.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SeriesArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SeriesType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EnableCompBonus&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Liftable==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiftType&lt;br /&gt;
|str32&lt;br /&gt;
|Determines which animation to use when lifting this actor. Can accept arbitrary values, so long as those values are reflected in Link&#039;s [[Bas|.bas]] files. Existing vanilla values are: Ice, SnowBall, Rock, MeatRock, Barrel, HideBarrel, Pot, Pot_S, Pot_M, Pot_L, Pot_LL, Kokko, Beamos, ElectricBall, ElectricBox, AncientBall, Giant_Bone_Eye, Bokoblin_Bone, Moriblin_Bone, Lizalfos_Bone, Lynel_Bone, Bottle_Letter, Pouch, Square_Bomb, Sphere_Bomb&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrownMass&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ThrownRotSpd&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational speed when thrown, on each axis. Independent of physics factors (e.g. wind, bouncing)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when lifted. Negative Y values move the model closer to Link&#039;s head, positive Z values move it in front of Link, etc.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when lifted. Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotFrame&lt;br /&gt;
|int&lt;br /&gt;
|Frame of the lift animation during which to perform the LiftRotation.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddLiftRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChaseLiftRotOffset&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LiftCenterOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when placed on the ground (not when thrown). Follow the same positional rules as LiftPosOffset.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.5)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when placed on the ground (not when thrown). Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddPutRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateOffsetEachFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsUse2MassConstraintMode&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetChemicalParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|DisableFreezeLift&lt;br /&gt;
|bool&lt;br /&gt;
|Thaw the actor when lifting, if it is frozen.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|DisableBurnLift&lt;br /&gt;
|bool&lt;br /&gt;
|Put out the actor when lifting, if it is on fire.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ThrowReactionLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerUseItem&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SellingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Selling price of the item&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|BuyingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Buying price of the item&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|CreatingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Item Creation (sheikah furnace) Price&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|StainColor&lt;br /&gt;
|int&lt;br /&gt;
|The color of the item when used as a dye &lt;br /&gt;
* 1 is blue&lt;br /&gt;
* 2 is red&lt;br /&gt;
* 3 is yellow&lt;br /&gt;
* 4 is white&lt;br /&gt;
* 5 is black&lt;br /&gt;
* 6 is purple&lt;br /&gt;
* 7 is green&lt;br /&gt;
* 8 is light blue&lt;br /&gt;
* 9 is navy&lt;br /&gt;
* 10 is orange&lt;br /&gt;
* 11 is peach&lt;br /&gt;
* 12 is crimson&lt;br /&gt;
* 13 is light yellow&lt;br /&gt;
* 14 is brown&lt;br /&gt;
* 15 is gray&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SaleRevivalCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|UseIconActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rupee==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RupeeValue&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Arrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ArrowNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTimeWithChemical&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyShootNumForDelete&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowDeletePer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bullet==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NoHitParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsLimitCount&lt;br /&gt;
|bool&lt;br /&gt;
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CureItem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CookSpice==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoostHitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostEffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostSuccessRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostMaxHeartLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostStaminaLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LumberjackTree==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|IsValid&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|StumpName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrunkName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WeaponWoodName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BranchName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Npc==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsReactNakedPlayer&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseAutoLabel&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOffPodFromWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsRunRainWhenGoToSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsWalkUnderShelterFromRain&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSlowWalkOnSandAndSnow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAlwaysCounterPlayerAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotTurnDetect&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotEscapeFromTerror&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TolerantTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|TolerantCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|CounterRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|ChangeSearchModeFlagName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OnFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OffFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NpcEquipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWeaponTypeWhenEquip&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EquipName1&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale1&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName2&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName3&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale3&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName4&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale4&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zora==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|InWaterDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FloatDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.35&lt;br /&gt;
|-&lt;br /&gt;
|FloatRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.02&lt;br /&gt;
|-&lt;br /&gt;
|FloatCycleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDepthSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.066&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Traveler==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AppearGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DeleteGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RouteType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RideHorseName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadHorse&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HorseGearLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6Name&lt;br /&gt;
|str32&lt;br /&gt;
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|RoutePoint28to29MoveAS&lt;br /&gt;
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|RoutePoint29to28WaitFrame&lt;br /&gt;
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|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prey==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRotDegree&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|135.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitTimeForStartEat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|IsEnableGroupEscape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|AimEscapeOffsetRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalFollowOffset==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatLocalOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ExtendedEntity==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsUsePivotAdjustRange&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PivotAdjustRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindActor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsKeepSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EatTarget==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SpeedActorName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BasePlayRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GearMaxNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWaitASAtGear0&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.15&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.002&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIClamp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIReduceRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputDLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputAvoidanceLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.08&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIIRLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Insect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FireResistanceLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fish==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRateAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -0.05&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngleAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|PrevSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rope==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAllowCutting&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetupKeyframed&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BoneEffectiveLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|IsInterpolateEdge&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsDeformable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOneBoneOneShape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateA&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateB&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateC&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MtxEndPosOffsetLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horse==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDecoy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HasMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ASVariation&lt;br /&gt;
|str32&lt;br /&gt;
|Speed of the horse. Accepted values are &#039;Slowest&#039;, &#039;Slow&#039;, &#039;Normal&#039;, &#039;Fast&#039; and &#039;Fastest&#039;&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|int&lt;br /&gt;
|0 is Tame, 2 is Wild&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear2&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when trotting {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear3&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when cantering {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGearTop&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when galloping {{Check}}&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|RunnableFramesAtGearTop&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|180.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNamesForExtraCharge&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HorseUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RiddenAnimalType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|CalmDownNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseObject==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HideHorseMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHorseClothDisable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseRider==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpineNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotBaseNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RightFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|FootRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|FootRetRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|FootRotAngleForKuma&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseCreator==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeaderHorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmorSlot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DamageScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|GuardianModelType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|GuardianControllerType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Max movement speed, only used for grounded (non-flying) guardians {{Check}}&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|CannonBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Eye&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MonsterShop==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BuyMamo&lt;br /&gt;
|int&lt;br /&gt;
|buy price of this item in the monster shop&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SellMamo&lt;br /&gt;
|int&lt;br /&gt;
|sell price of this item in the monster shop&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Swarm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SwarmSubActorNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|SwarmPattern&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GelEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MoveBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Body_Move&lt;br /&gt;
|-&lt;br /&gt;
|BodyRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ClothBoneNumForEyeCalc&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|BodyRootBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Skl_Root&lt;br /&gt;
|-&lt;br /&gt;
|LeftEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EyeSpaceHalf&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeDir&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.75, y=1.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeUpMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|EyeDownMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|IsAverageEyePos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|EyeDelayAccRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveTheta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveFrequency&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.033&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nest==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|CreateActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wizzrobe==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicWeatherType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIgniteRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallCenterOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallRandRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|SummonActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==StalEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftArmActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMini==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ColorType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BodyMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LineBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FinalBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ClothReaction==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableActiveTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=2.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|UseGroundCollidableResetPos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableMoveSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EnemyLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNoSkitDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickAllowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickForbidTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|EnemyAnimalNoDamageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|70.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNearCraeteIDDelay&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredNoSightLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceWarpReturnLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackAng&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|BlownOffPlayerAtkDelay&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeLS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.8&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSP&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRickeyLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|WeaponDropRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideBaseFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideHitBaseDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ShieldDamageratio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|ShieldSurfMasterFrictionRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|LoudNoiseRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|80.0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse2DamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|IceMeltSpeedOnContactFire&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|CriticalAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|BooerangAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|HitImpulseClampMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.075&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemInvincibleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|EnvWetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.95&lt;br /&gt;
|-&lt;br /&gt;
|NPCTurnAngleDiff&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWaitFrameAfterEvent&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|NPCIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCCancelIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCOpenDoorDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWalkRateOnSandAndSnow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|NPCDownVerticallyAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|GerudoQueenSafetyAreaRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|CreateFairyLimitCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|190.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorUnregistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistTimer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRadiusOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelHuge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelCheckRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|AtDirTypeAffectRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RainyAwnHearingLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfMaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfFemaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreasePerFrame&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAtFirstRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterGearTop&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterJump&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheWhileResisting&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseEat&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.699999988079071, y=0.20000000298023224, z=0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertProbability&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0010000000474974513, y=0.003000000026077032, z=0.0010000000474974513)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMin&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=120.0, y=120.0, z=120.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMax&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=240.0, y=240.0, z=240.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseExtraChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|PlayerGrabThrowDiffRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Beam==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BeamLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|511&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AutoGen==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SetName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|KeyActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SetRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ChemicalType==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|EmitChemicalActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Golem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DefaultWeakPointActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsDefaultChemicalOn&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseTargetedInfo==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseMoveRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseAvoidOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsCircularMoveAlways&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WolfLink==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.025&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|BattleRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HealRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HuntRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightAttackable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightHealable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|NavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|CanReachPlayerNavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SubmergedDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityLifeToHunt&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityConstant&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|7.0&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1600.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|600.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|120.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|CallDelayMinLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|CallOverrideCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|GiveUpShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RetryShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|BattleWallHitLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|FollowRetryLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|SafePosFailCounter&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeNormal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeSpecial&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|500.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodAttackMod&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodChainAttackCharge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|VSStalfosCritChance&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AttackBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DefenseBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|DefenseHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GolemIK==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FootRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FootDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|FootUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ArmRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ArmUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistRotateRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|WaistResetMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PictureBook==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot1&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot2&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SpecialDrop&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AirWall==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|AirWall&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Motorcycle==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PitchDampingCoefficient&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DriftRearAngleRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -2.5&lt;br /&gt;
|-&lt;br /&gt;
|DriftSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleFront&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleRear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLastSecInMidAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualControlProhibitSecAfterWheelie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPowerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EngineBrakeMaxPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|BackwardEngineBrakePower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipStartAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2500.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipPowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|WristBindRotation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-1.7200000286102295, y=-1.8399999141693115, z=-2.9000000953674316)&lt;br /&gt;
|-&lt;br /&gt;
|WristBindTranslation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.35499998927116394, y=0.07999999821186066, z=-0.14499999582767487)&lt;br /&gt;
|-&lt;br /&gt;
|PostureLimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidPostureLimitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|FallOverThresholdAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|75.0&lt;br /&gt;
|-&lt;br /&gt;
|JumpIntervalSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|FullEnergyLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchJumpProhibitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowDriftTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTransitionSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|JumpRearWheelRotateRadPerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowModeSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|800.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Parameter lists=&lt;br /&gt;
{{No AAMP param}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11133</id>
		<title>Bgparamlist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11133"/>
		<updated>2022-06-11T16:14:45Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* MonsterShop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|what=The list of objects/parameters is complete, but parameter descriptions are missing.}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bgparamlist|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;GeneralParamList&#039;&#039;&#039; (&#039;&#039;bgparamlist&#039;&#039;) configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Parameter objects=&lt;br /&gt;
{{AampNameWarning}}&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SameGroupActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Actor group name (at least used by one subsystem: the actor code relies on this to determine the name of the [[Difficulty scaling|Defeated_%s_Num]] counter flag)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGetItemSelf&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|Life&lt;br /&gt;
|int&lt;br /&gt;
|Initial and maximum HP (for characters) or durability (for items)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|IsLifeInfinite&lt;br /&gt;
|bool&lt;br /&gt;
|Prevent HP/durability from changing&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ElectricalDischarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBorn&lt;br /&gt;
|bool&lt;br /&gt;
|This actor spawns another actor when it &amp;quot;dies&amp;quot; while on fire {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BurnOutBornName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the actor spawned when this actor &amp;quot;dies&amp;quot; while on fire {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBornIdent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDropTableName&lt;br /&gt;
|str&lt;br /&gt;
|The drop table used when an Octorok inhales this item&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
|Affects how NPCs react to enemies (confront or flee)&amp;lt;ref&amp;gt;See callers of function &amp;lt;code&amp;gt;ActorInfoData::getEnemyRank&amp;lt;/code&amp;gt; @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base (unarmed) strength of this enemy&#039;s attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DropLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|DyingLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|LostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostRayLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|IntelligenceLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EmotionalLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HeroismLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PartActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsMindFriend&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StatusChangeFlag&lt;br /&gt;
|str&lt;br /&gt;
|Name of the flag to check for ChangeLife&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChangeLife&lt;br /&gt;
|float&lt;br /&gt;
|HP/Life value to use if StatusChangeFlag is non empty and if the flag is set&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyLevel==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAvoidDanger&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardArrow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHideArrowAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBackSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCounterAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsEscapeBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsKickBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsShootBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GuardPer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsJustGuard&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyRace==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EquipableWeapon&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsFitGroundByAnimalUnit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateSupportNormalInAir&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BowAttackRangeRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSmallSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleLargeSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSpear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleBow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|IsUseTargetTag&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TargetActorType&lt;br /&gt;
|str&lt;br /&gt;
|Actor types that the actor will target and attack&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|EscapeAttackedActorType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ReactionBalloon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AttackInterval==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyShown==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsHappy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCasebyCase&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNoise&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindBone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BoneOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|BoneRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base strength value for the standard attack {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseLarge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|float&lt;br /&gt;
|For weapons, the range of its melee attack {{Check}}. For bows, the distance its arrows travel in a straight line before being affected by gravity.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardBreakPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SpHitActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names to be affected by SpHitRatio.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitTag&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplies attack power against any Actor listed in SpHitActor&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SpWeakHitActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PowerForPlayer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponCommon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by the player&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by any enemy&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardPower&lt;br /&gt;
|int&lt;br /&gt;
|Only used for shields. Higher values reduce the durability damage recieved when blocking incoming attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsHammer&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives hammer behavior (instantly breaks ore deposits when struck) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsWeakBreaker&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBoomerang&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives boomerang behavior (returns when thrown) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBlunt&lt;br /&gt;
|bool&lt;br /&gt;
|Tied to a data function, used in [[Bas#BitIndex|Bas]] files (Extend BitIndex 37) to help determine what animation to play. May also be accessible through the event system {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsLuckyWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsPikohan&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives Power Hammer behavior (sends enemies flying when struck) {{check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|Determines whether the weapon can be thrown&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingBreakWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|If true, breaks instantly when it collides with enemy after being thrown&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRange&lt;br /&gt;
|float&lt;br /&gt;
|Straight line flight distance when throwing weapons&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DreadActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names who will run/cower in fear when this weapon is wielded nearby {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThroughActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NPCWeaponType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsNotOnTerrorHold&lt;br /&gt;
|bool&lt;br /&gt;
|If true, NPCs will shake in fear when you wield this weapon near them {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAsOffUnEquiped&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyMax&lt;br /&gt;
|int&lt;br /&gt;
|The max amount of energy elemental weapons (including rods) have {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyAmountUsed&lt;br /&gt;
|int&lt;br /&gt;
|The amount of energy used when an elemental weapon&#039;s effect is used (e.g. summoning a fireball from Fire Rod) {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverRate&lt;br /&gt;
|float&lt;br /&gt;
|Elemental energy recovery speed (per vanilla frame) {{Check}}&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverInterval&lt;br /&gt;
|int&lt;br /&gt;
|Interval before elemental energy starts to recover (in vanilla frames) {{Check}}&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|StickDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShootBeam&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DropFromPorchRot&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponPer&lt;br /&gt;
|float&lt;br /&gt;
|Probability for a blue modifier to appear (if applicable; see [[Difficulty scaling]] for more details)&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddCrit&lt;br /&gt;
|bool&lt;br /&gt;
|[Blue modifier] Enable critical hit bonus&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSpreadFire&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable five-shot burst (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddZoomRapid&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable quick zoom (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSurfMaster&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable Shield Surf Up&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponThrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ThrowSpeed&lt;br /&gt;
|float&lt;br /&gt;
|throwing speed (Seems to affect throw distance too?) {{Check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRotSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Rotation speed of the thrown weapon (Seems to affect throw distance too?) {{Check}}&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRigidBodyBaseAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sandworm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SandWidth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombSpan&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeModelOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeBaseNode&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode9&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode10&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode11&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode12&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeChaseInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SmallSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rod==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicName&lt;br /&gt;
|str32&lt;br /&gt;
|Name of the actor to spawn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of actors the rod spawns per charge attack (may be limited by ChemicalEnergy?) {{Check}}&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicInterval&lt;br /&gt;
|int&lt;br /&gt;
|Interval of actors spawned by charge attack (Seems to also affect the number of actors?) {{Check}}&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|MagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Damage dealt by a single elemental energy&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByThrow&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast using the R button&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravity&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor. x &amp;lt; 0 makes it float upward. 0 &amp;lt; x &amp;lt; 1 makes it float down slower. 1 &amp;lt; x makes it float down faster.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadius&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model of the spawned actor by&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTime&lt;br /&gt;
|int&lt;br /&gt;
|The scale speed of the spawned actor&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRange&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravityByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadiusByEnemy&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTimeByEnemy&lt;br /&gt;
|int&lt;br /&gt;
|Scale speed of the spawned actor when cast by an enemy {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRangeByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LargeSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spear==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=0.0, y=-120.0, z=-180.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.8700000047683716, y=-0.17000000178813934, z=-0.3400000035762787)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-60.0, y=-20.0, z=-90.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-0.029999999329447746, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-5.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, top pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=8.0, y=120.0, z=5.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting shield durability degradation from shield surfing. 0.0 disables degradation completely.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|MirrorLevel&lt;br /&gt;
|int&lt;br /&gt;
|0 = No automatic projectile reflection, 1 = Automatically Reflect Guardian scout projectiles, 2 = Reflect Guardian lasers {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SurfingFriction&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting speed reduction from touching the ground while surfing. At 0.0 the shield will not lose speed when holding forward on flat ground. Effective maximum is somewhere around 5.0. {{check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|QuiverName&lt;br /&gt;
|str32&lt;br /&gt;
|Actor name to display for the quiver. If blank, no quiver will be shown and arrows fired will not drop pickups when impacting terrain. The only non-blank actor ever used in the base game is Weapon_Quiver_001.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ArrowName&lt;br /&gt;
|str32&lt;br /&gt;
|If specified, the player&#039;s chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardPierce&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BaseAttackPowerRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadShot&lt;br /&gt;
|bool&lt;br /&gt;
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain. {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotAng&lt;br /&gt;
|float&lt;br /&gt;
|Angle in degrees of the lead shot spread to each side of the aimed point. The total spread angle will be 2*LeadShotAng.&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsRapidFire&lt;br /&gt;
|bool&lt;br /&gt;
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Unlike lead shots, rapidfire shots leave one arrow pickup when impacting terrain.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsLongRange&lt;br /&gt;
|bool&lt;br /&gt;
|If true, the camera will zoom in further than usual while the aiming crosshair is visible.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFirstSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Initial forward speed of arrows when they leave the bow. Negative values are treated as 0.&lt;br /&gt;
|4.5&lt;br /&gt;
|-&lt;br /&gt;
|ArrowAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during straight-line flight. Positive values are treated as 0.&lt;br /&gt;
| -0.1&lt;br /&gt;
|-&lt;br /&gt;
|ArrowStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during straight-line flight, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during freefall. Positive values are treated as 0.&lt;br /&gt;
| -0.2&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during freefall, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowGravity&lt;br /&gt;
|float&lt;br /&gt;
|Vertical acceleration arrows experience after their initial straight-line flight ends. Positive values make arrows accelerate upward. Unknown if arrows will actually despawn after traveling high enough. {{Check}}&lt;br /&gt;
| -9.8&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, arrow pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=12.0, y=-60.0, z=-22.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ArrowChargeRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting how quickly Link charges a shot after he has fully lifted his bow. Higher values charge shots more quickly.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowReloadRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting the cooldown duration between firing arrows, which cannot be cancelled even if a different bow is equipped. Higher values &#039;&#039;increase&#039;&#039; the cooldown duration.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponOption==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.019999999552965164, y=-0.009999999776482582, z=0.11999999731779099)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-8.0, y=-5.0, z=75.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MasterSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsMasterSword&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormAttackPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormMagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Base attack strength of the magic projectile that can be fired at full health&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|SearchEvilDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|RecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|SleepActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMiniWeapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindMyNodeName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameR&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameL&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameB&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Mt_Arm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime1&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime2&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb+ recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerReloadTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis recharge duration (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowAngle&lt;br /&gt;
|float&lt;br /&gt;
|Stasis launch angle (in degrees, 0 is flat and 90 is vertical)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowSpeedLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSmallSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a sword (1/x is the damage)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountLargeSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a claymore (1/x is the damage)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSpear&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a spear (1/x is the damage)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerCancelDeleteWaitTime&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stasis recharge duration after cancelling (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerLongTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerLong tag  (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerMiddleTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerShortTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerShort tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyTiredValue&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyBowSlow&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when Bow Rush is activated&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyPush&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when pushing things&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyCharge&lt;br /&gt;
|float&lt;br /&gt;
|Stamina consumption rate when charging an attack (small swords and spears) or doing a spin attack (large swords)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecover&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInAir&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate during freefall&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime1&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime2&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay when tired (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ColdTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HotTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempDamage&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDiamAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost multiplier in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDegAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost from being in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamSand&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier in sand or snow&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamTired&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier when tired&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickDiamTired&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverNum&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Health recovery rate&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSubjectContTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowShootNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowRateDiam&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiveBowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightOnShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightWeaponChange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustForceSlowTime&lt;br /&gt;
|float&lt;br /&gt;
|Slow time duration after successfully parrying with a shield (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveMaxDecRateByWater&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveIgnoreWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateByBog&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateMaxHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MinForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnowBallAddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LogPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleUpperMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleLowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleSideMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoSquatWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidReloadTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedFSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashUpEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShockTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|IceInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeedInAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableStickSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableDirSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashImpulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SwordTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by sprinting&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WhistleNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by whistling&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMinAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMaxAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddDiamByRain&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagnetAim2DPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSwim&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYHorse&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeM&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PredictDiffAngleMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashToRunStickValueDec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer tick multiplier in Hyrule Castle. &#039;&#039;Note: this is ignored for Revali&#039;s Gale+.&#039;&#039; Example: if set to 3.0, the timer will be decremented by 3 every second.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PushNoticeLookTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoEnergyDashInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickMaxInStore&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PostureContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ItemUseModelAlpha&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckSide&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageBase&lt;br /&gt;
|int&lt;br /&gt;
|[[No death damage]] base value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageAdd&lt;br /&gt;
|int&lt;br /&gt;
|Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the [[No death damage]] value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Swim Dash Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompRegistElecFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNightSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier for the &amp;quot;Night Speed Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompClimbJumpEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Climb Jump Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompPlusDropRate&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompWeaponBrakeRate&lt;br /&gt;
|float&lt;br /&gt;
|Durability cost multiplier for an unused set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwordBeamAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Master Sword Beam Up&amp;quot; set bonus when shooting beams with the Master Sword&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Ancient Proficiency&amp;quot; set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompBoneAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Bone Atk. Up&amp;quot; set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorLevel&lt;br /&gt;
|float&lt;br /&gt;
|NPC terror level conveyed by wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorRadius&lt;br /&gt;
|float&lt;br /&gt;
|Distance at which NPCs will react to wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimAnimeRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim animation speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for swimming when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier granted by Midna&#039;s Helmet and Diamond Circlet when using Guardian or Ancient weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWindNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Revali&#039;s Gale starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Urbosa&#039;s Fury starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricEnergy&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost threshold required to trigger Urbosa&#039;s Fury&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Daruk&#039;s Protection starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterLifeAdd&lt;br /&gt;
|int&lt;br /&gt;
|Number of extra health (yellow hearts) granted by Mipha&#039;s Grace (4.0 = 1 heart)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterEnergyAdd&lt;br /&gt;
|float&lt;br /&gt;
|Number of charges at which Mipha&#039;s Grace starts at&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickRInputFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiffAngleFromLookVec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookFixAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTimeToCamera&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutKnockBackNoCrrDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitUnsteadyApplyVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CurseAddWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofCrashVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutJumpInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterDepthInGrudge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngX&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoMaskPauseWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DefaultConnectScaleAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|LatConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|LngConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|DistConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FovyConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1000.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grab==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|StarNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DefenceAddLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WindScaleMesh&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WindScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NextRankName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorEffect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AncientPowUp&lt;br /&gt;
|bool&lt;br /&gt;
|Provides a 20% damage buff to Ancient weapons.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableClimbWaterfall&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableSpinAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorHead==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EarRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|MantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: Nothing&lt;br /&gt;
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
&lt;br /&gt;
2: Specifies that this head armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version, and also applies the same effect as MantleType=1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MaskType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorUpper==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDispOffPorch&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|DisableSelfMantle&lt;br /&gt;
|bool&lt;br /&gt;
|Whether this upper armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version or not (e.g. &amp;lt;code&amp;gt;Armor_Head_001_B&amp;lt;/code&amp;gt;)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseMantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_A&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
1: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShiekerStone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithWaist&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Pod_C&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.125, y=0.0, z=-0.017000000923871994)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=2.0, y=184.0, z=-3.0)&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithHand&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Weapon_L&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=180.0, y=180.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SeriesArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SeriesType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EnableCompBonus&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Liftable==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiftType&lt;br /&gt;
|str32&lt;br /&gt;
|Determines which animation to use when lifting this actor. Can accept arbitrary values, so long as those values are reflected in Link&#039;s [[Bas|.bas]] files. Existing vanilla values are: Ice, SnowBall, Rock, MeatRock, Barrel, HideBarrel, Pot, Pot_S, Pot_M, Pot_L, Pot_LL, Kokko, Beamos, ElectricBall, ElectricBox, AncientBall, Giant_Bone_Eye, Bokoblin_Bone, Moriblin_Bone, Lizalfos_Bone, Lynel_Bone, Bottle_Letter, Pouch, Square_Bomb, Sphere_Bomb&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrownMass&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ThrownRotSpd&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational speed when thrown, on each axis. Independent of physics factors (e.g. wind, bouncing)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when lifted. Negative Y values move the model closer to Link&#039;s head, positive Z values move it in front of Link, etc.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when lifted. Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotFrame&lt;br /&gt;
|int&lt;br /&gt;
|Frame of the lift animation during which to perform the LiftRotation.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddLiftRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChaseLiftRotOffset&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LiftCenterOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when placed on the ground (not when thrown). Follow the same positional rules as LiftPosOffset.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.5)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when placed on the ground (not when thrown). Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddPutRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateOffsetEachFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsUse2MassConstraintMode&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetChemicalParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|DisableFreezeLift&lt;br /&gt;
|bool&lt;br /&gt;
|Thaw the actor when lifting, if it is frozen.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|DisableBurnLift&lt;br /&gt;
|bool&lt;br /&gt;
|Put out the actor when lifting, if it is on fire.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ThrowReactionLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerUseItem&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SellingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Selling price of the item&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|BuyingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Buying price of the item&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|CreatingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Item Creation (sheikah furnace) Price&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|StainColor&lt;br /&gt;
|int&lt;br /&gt;
|The color of the item when used as a dye &lt;br /&gt;
* 1 is blue&lt;br /&gt;
* 2 is red&lt;br /&gt;
* 3 is yellow&lt;br /&gt;
* 4 is white&lt;br /&gt;
* 5 is black&lt;br /&gt;
* 6 is purple&lt;br /&gt;
* 7 is green&lt;br /&gt;
* 8 is light blue&lt;br /&gt;
* 9 is navy&lt;br /&gt;
* 10 is orange&lt;br /&gt;
* 11 is peach&lt;br /&gt;
* 12 is crimson&lt;br /&gt;
* 13 is light yellow&lt;br /&gt;
* 14 is brown&lt;br /&gt;
* 15 is gray&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SaleRevivalCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|UseIconActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rupee==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RupeeValue&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Arrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ArrowNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTimeWithChemical&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyShootNumForDelete&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowDeletePer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bullet==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NoHitParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsLimitCount&lt;br /&gt;
|bool&lt;br /&gt;
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CureItem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CookSpice==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoostHitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostEffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostSuccessRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostMaxHeartLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostStaminaLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LumberjackTree==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|IsValid&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|StumpName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrunkName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WeaponWoodName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BranchName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Npc==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsReactNakedPlayer&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseAutoLabel&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOffPodFromWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsRunRainWhenGoToSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsWalkUnderShelterFromRain&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSlowWalkOnSandAndSnow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAlwaysCounterPlayerAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotTurnDetect&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotEscapeFromTerror&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TolerantTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|TolerantCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|CounterRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|ChangeSearchModeFlagName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OnFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OffFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NpcEquipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWeaponTypeWhenEquip&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EquipName1&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale1&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName2&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName3&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale3&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName4&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale4&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zora==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|InWaterDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FloatDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.35&lt;br /&gt;
|-&lt;br /&gt;
|FloatRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.02&lt;br /&gt;
|-&lt;br /&gt;
|FloatCycleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDepthSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.066&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Traveler==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AppearGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DeleteGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RouteType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RideHorseName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadHorse&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HorseGearLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
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|&lt;br /&gt;
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|RoutePoint16to15EntryPoint&lt;br /&gt;
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|-&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint26to27MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26MoveAS&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prey==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRotDegree&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|135.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitTimeForStartEat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|IsEnableGroupEscape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|AimEscapeOffsetRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalFollowOffset==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatLocalOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ExtendedEntity==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsUsePivotAdjustRange&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PivotAdjustRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindActor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsKeepSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EatTarget==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SpeedActorName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BasePlayRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GearMaxNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWaitASAtGear0&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.15&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.002&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIClamp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIReduceRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputDLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputAvoidanceLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.08&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIIRLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Insect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FireResistanceLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fish==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRateAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -0.05&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngleAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|PrevSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rope==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAllowCutting&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetupKeyframed&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BoneEffectiveLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|IsInterpolateEdge&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsDeformable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOneBoneOneShape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateA&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateB&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateC&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MtxEndPosOffsetLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horse==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDecoy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HasMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ASVariation&lt;br /&gt;
|str32&lt;br /&gt;
|Speed of the horse. Accepted values are &#039;Slowest&#039;, &#039;Slow&#039;, &#039;Normal&#039;, &#039;Fast&#039; and &#039;Fastest&#039;&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|int&lt;br /&gt;
|0 is Tame, 2 is Wild&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear2&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when trotting {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear3&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when cantering {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGearTop&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when galloping {{Check}}&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|RunnableFramesAtGearTop&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|180.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNamesForExtraCharge&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HorseUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RiddenAnimalType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|CalmDownNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseObject==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HideHorseMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHorseClothDisable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseRider==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpineNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotBaseNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RightFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|FootRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|FootRetRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|FootRotAngleForKuma&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseCreator==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeaderHorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmorSlot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DamageScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|GuardianModelType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|GuardianControllerType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Max movement speed, only used for grounded (non-flying) guardians {{Check}}&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|CannonBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Eye&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MonsterShop==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BuyMamo&lt;br /&gt;
|int&lt;br /&gt;
|buy price of this item in the monster shop&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SellMamo&lt;br /&gt;
|int&lt;br /&gt;
|sell price of this item in the monster shop&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Swarm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SwarmSubActorNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|SwarmPattern&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GelEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MoveBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Body_Move&lt;br /&gt;
|-&lt;br /&gt;
|BodyRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ClothBoneNumForEyeCalc&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|BodyRootBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Skl_Root&lt;br /&gt;
|-&lt;br /&gt;
|LeftEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EyeSpaceHalf&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeDir&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.75, y=1.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeUpMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|EyeDownMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|IsAverageEyePos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|EyeDelayAccRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveTheta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveFrequency&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.033&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nest==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|CreateActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wizzrobe==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicWeatherType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIgniteRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallCenterOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallRandRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|SummonActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==StalEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftArmActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMini==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ColorType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BodyMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LineBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FinalBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ClothReaction==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableActiveTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=2.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|UseGroundCollidableResetPos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableMoveSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EnemyLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNoSkitDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickAllowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickForbidTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|EnemyAnimalNoDamageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|70.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNearCraeteIDDelay&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredNoSightLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceWarpReturnLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackAng&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|BlownOffPlayerAtkDelay&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeLS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.8&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSP&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRickeyLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|WeaponDropRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideBaseFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideHitBaseDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ShieldDamageratio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|ShieldSurfMasterFrictionRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|LoudNoiseRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|80.0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse2DamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|IceMeltSpeedOnContactFire&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|CriticalAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|BooerangAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|HitImpulseClampMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.075&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemInvincibleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|EnvWetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.95&lt;br /&gt;
|-&lt;br /&gt;
|NPCTurnAngleDiff&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWaitFrameAfterEvent&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|NPCIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCCancelIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCOpenDoorDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWalkRateOnSandAndSnow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|NPCDownVerticallyAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|GerudoQueenSafetyAreaRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|CreateFairyLimitCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|190.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorUnregistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistTimer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRadiusOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelHuge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelCheckRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|AtDirTypeAffectRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RainyAwnHearingLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfMaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfFemaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreasePerFrame&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAtFirstRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterGearTop&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterJump&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheWhileResisting&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseEat&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.699999988079071, y=0.20000000298023224, z=0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertProbability&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0010000000474974513, y=0.003000000026077032, z=0.0010000000474974513)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMin&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=120.0, y=120.0, z=120.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMax&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=240.0, y=240.0, z=240.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseExtraChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|PlayerGrabThrowDiffRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Beam==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BeamLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|511&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AutoGen==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SetName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|KeyActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SetRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ChemicalType==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|EmitChemicalActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Golem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DefaultWeakPointActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsDefaultChemicalOn&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseTargetedInfo==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseMoveRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseAvoidOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsCircularMoveAlways&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WolfLink==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.025&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|BattleRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HealRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HuntRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightAttackable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightHealable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|NavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|CanReachPlayerNavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SubmergedDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityLifeToHunt&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityConstant&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|7.0&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1600.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|600.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|120.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|CallDelayMinLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|CallOverrideCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|GiveUpShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RetryShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|BattleWallHitLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|FollowRetryLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|SafePosFailCounter&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeNormal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeSpecial&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|500.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodAttackMod&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodChainAttackCharge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|VSStalfosCritChance&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AttackBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DefenseBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|DefenseHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GolemIK==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FootRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FootDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|FootUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ArmRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ArmUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistRotateRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|WaistResetMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PictureBook==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot1&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot2&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SpecialDrop&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AirWall==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|AirWall&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Motorcycle==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PitchDampingCoefficient&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DriftRearAngleRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -2.5&lt;br /&gt;
|-&lt;br /&gt;
|DriftSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleFront&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleRear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLastSecInMidAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualControlProhibitSecAfterWheelie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPowerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EngineBrakeMaxPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|BackwardEngineBrakePower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipStartAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2500.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipPowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|WristBindRotation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-1.7200000286102295, y=-1.8399999141693115, z=-2.9000000953674316)&lt;br /&gt;
|-&lt;br /&gt;
|WristBindTranslation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.35499998927116394, y=0.07999999821186066, z=-0.14499999582767487)&lt;br /&gt;
|-&lt;br /&gt;
|PostureLimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidPostureLimitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|FallOverThresholdAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|75.0&lt;br /&gt;
|-&lt;br /&gt;
|JumpIntervalSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|FullEnergyLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchJumpProhibitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowDriftTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTransitionSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|JumpRearWheelRotateRadPerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowModeSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|800.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Parameter lists=&lt;br /&gt;
{{No AAMP param}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11132</id>
		<title>Bgparamlist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11132"/>
		<updated>2022-06-10T17:58:11Z</updated>

		<summary type="html">&lt;p&gt;Linga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|what=The list of objects/parameters is complete, but parameter descriptions are missing.}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bgparamlist|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;GeneralParamList&#039;&#039;&#039; (&#039;&#039;bgparamlist&#039;&#039;) configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Parameter objects=&lt;br /&gt;
{{AampNameWarning}}&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SameGroupActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Actor group name (at least used by one subsystem: the actor code relies on this to determine the name of the [[Difficulty scaling|Defeated_%s_Num]] counter flag)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGetItemSelf&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|Life&lt;br /&gt;
|int&lt;br /&gt;
|Initial and maximum HP (for characters) or durability (for items)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|IsLifeInfinite&lt;br /&gt;
|bool&lt;br /&gt;
|Prevent HP/durability from changing&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ElectricalDischarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBorn&lt;br /&gt;
|bool&lt;br /&gt;
|This actor spawns another actor when it &amp;quot;dies&amp;quot; while on fire {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BurnOutBornName&lt;br /&gt;
|str64&lt;br /&gt;
|Name of the actor spawned when this actor &amp;quot;dies&amp;quot; while on fire {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBornIdent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDropTableName&lt;br /&gt;
|str&lt;br /&gt;
|The drop table used when an Octorok inhales this item&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
|Affects how NPCs react to enemies (confront or flee)&amp;lt;ref&amp;gt;See callers of function &amp;lt;code&amp;gt;ActorInfoData::getEnemyRank&amp;lt;/code&amp;gt; @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base (unarmed) strength of this enemy&#039;s attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DropLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|DyingLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|LostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostRayLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|IntelligenceLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EmotionalLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HeroismLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PartActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsMindFriend&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StatusChangeFlag&lt;br /&gt;
|str&lt;br /&gt;
|Name of the flag to check for ChangeLife&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChangeLife&lt;br /&gt;
|float&lt;br /&gt;
|HP/Life value to use if StatusChangeFlag is non empty and if the flag is set&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyLevel==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAvoidDanger&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardArrow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHideArrowAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBackSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCounterAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsEscapeBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsKickBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsShootBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GuardPer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsJustGuard&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyRace==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EquipableWeapon&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsFitGroundByAnimalUnit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateSupportNormalInAir&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BowAttackRangeRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSmallSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleLargeSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSpear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleBow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|IsUseTargetTag&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TargetActorType&lt;br /&gt;
|str&lt;br /&gt;
|Actor types that the actor will target and attack&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|EscapeAttackedActorType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ReactionBalloon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AttackInterval==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyShown==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsHappy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCasebyCase&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNoise&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindBone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BoneOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|BoneRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base strength value for the standard attack {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseLarge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|float&lt;br /&gt;
|For weapons, the range of its melee attack {{Check}}. For bows, the distance its arrows travel in a straight line before being affected by gravity.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardBreakPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SpHitActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names to be affected by SpHitRatio.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitTag&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplies attack power against any Actor listed in SpHitActor&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SpWeakHitActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PowerForPlayer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponCommon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by the player&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by any enemy&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardPower&lt;br /&gt;
|int&lt;br /&gt;
|Only used for shields. Higher values reduce the durability damage recieved when blocking incoming attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsHammer&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives hammer behavior (instantly breaks ore deposits when struck) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsWeakBreaker&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBoomerang&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives boomerang behavior (returns when thrown) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBlunt&lt;br /&gt;
|bool&lt;br /&gt;
|Tied to a data function, used in [[Bas#BitIndex|Bas]] files (Extend BitIndex 37) to help determine what animation to play. May also be accessible through the event system {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsLuckyWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsPikohan&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives Power Hammer behavior (sends enemies flying when struck) {{check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|Determines whether the weapon can be thrown&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingBreakWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|If true, breaks instantly when it collides with enemy after being thrown&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRange&lt;br /&gt;
|float&lt;br /&gt;
|Straight line flight distance when throwing weapons&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DreadActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names who will run/cower in fear when this weapon is wielded nearby {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThroughActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NPCWeaponType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsNotOnTerrorHold&lt;br /&gt;
|bool&lt;br /&gt;
|If true, NPCs will shake in fear when you wield this weapon near them {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAsOffUnEquiped&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyMax&lt;br /&gt;
|int&lt;br /&gt;
|The max amount of energy elemental weapons (including rods) have {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyAmountUsed&lt;br /&gt;
|int&lt;br /&gt;
|The amount of energy used when an elemental weapon&#039;s effect is used (e.g. summoning a fireball from Fire Rod) {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverRate&lt;br /&gt;
|float&lt;br /&gt;
|Elemental energy recovery speed (per vanilla frame) {{Check}}&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverInterval&lt;br /&gt;
|int&lt;br /&gt;
|Interval before elemental energy starts to recover (in vanilla frames) {{Check}}&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|StickDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShootBeam&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DropFromPorchRot&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponPer&lt;br /&gt;
|float&lt;br /&gt;
|Probability for a blue modifier to appear (if applicable; see [[Difficulty scaling]] for more details)&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddCrit&lt;br /&gt;
|bool&lt;br /&gt;
|[Blue modifier] Enable critical hit bonus&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSpreadFire&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable five-shot burst (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddZoomRapid&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable quick zoom (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSurfMaster&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable Shield Surf Up&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponThrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ThrowSpeed&lt;br /&gt;
|float&lt;br /&gt;
|throwing speed (Seems to affect throw distance too?) {{Check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRotSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Rotation speed of the thrown weapon (Seems to affect throw distance too?) {{Check}}&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRigidBodyBaseAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sandworm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SandWidth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombSpan&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeModelOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeBaseNode&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode9&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode10&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode11&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode12&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeChaseInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SmallSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rod==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicName&lt;br /&gt;
|str32&lt;br /&gt;
|Name of the actor to spawn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of actors the rod spawns per charge attack (may be limited by ChemicalEnergy?) {{Check}}&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicInterval&lt;br /&gt;
|int&lt;br /&gt;
|Interval of actors spawned by charge attack (Seems to also affect the number of actors?) {{Check}}&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|MagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Damage dealt by a single elemental energy&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByThrow&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast using the R button&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravity&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor. x &amp;lt; 0 makes it float upward. 0 &amp;lt; x &amp;lt; 1 makes it float down slower. 1 &amp;lt; x makes it float down faster.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadius&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model of the spawned actor by&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTime&lt;br /&gt;
|int&lt;br /&gt;
|The scale speed of the spawned actor&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRange&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravityByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadiusByEnemy&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTimeByEnemy&lt;br /&gt;
|int&lt;br /&gt;
|Scale speed of the spawned actor when cast by an enemy {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRangeByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LargeSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spear==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=0.0, y=-120.0, z=-180.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.8700000047683716, y=-0.17000000178813934, z=-0.3400000035762787)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-60.0, y=-20.0, z=-90.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-0.029999999329447746, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-5.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, top pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=8.0, y=120.0, z=5.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting shield durability degradation from shield surfing. 0.0 disables degradation completely.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|MirrorLevel&lt;br /&gt;
|int&lt;br /&gt;
|0 = No automatic projectile reflection, 1 = Automatically Reflect Guardian scout projectiles, 2 = Reflect Guardian lasers {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SurfingFriction&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting speed reduction from touching the ground while surfing. At 0.0 the shield will not lose speed when holding forward on flat ground. Effective maximum is somewhere around 5.0. {{check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|QuiverName&lt;br /&gt;
|str32&lt;br /&gt;
|Actor name to display for the quiver. If blank, no quiver will be shown and arrows fired will not drop pickups when impacting terrain. The only non-blank actor ever used in the base game is Weapon_Quiver_001.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ArrowName&lt;br /&gt;
|str32&lt;br /&gt;
|If specified, the player&#039;s chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardPierce&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BaseAttackPowerRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadShot&lt;br /&gt;
|bool&lt;br /&gt;
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain. {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotAng&lt;br /&gt;
|float&lt;br /&gt;
|Angle in degrees of the lead shot spread to each side of the aimed point. The total spread angle will be 2*LeadShotAng.&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsRapidFire&lt;br /&gt;
|bool&lt;br /&gt;
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Unlike lead shots, rapidfire shots leave one arrow pickup when impacting terrain.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsLongRange&lt;br /&gt;
|bool&lt;br /&gt;
|If true, the camera will zoom in further than usual while the aiming crosshair is visible.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFirstSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Initial forward speed of arrows when they leave the bow. Negative values are treated as 0.&lt;br /&gt;
|4.5&lt;br /&gt;
|-&lt;br /&gt;
|ArrowAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during straight-line flight. Positive values are treated as 0.&lt;br /&gt;
| -0.1&lt;br /&gt;
|-&lt;br /&gt;
|ArrowStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during straight-line flight, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during freefall. Positive values are treated as 0.&lt;br /&gt;
| -0.2&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during freefall, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowGravity&lt;br /&gt;
|float&lt;br /&gt;
|Vertical acceleration arrows experience after their initial straight-line flight ends. Positive values make arrows accelerate upward. Unknown if arrows will actually despawn after traveling high enough. {{Check}}&lt;br /&gt;
| -9.8&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, arrow pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=12.0, y=-60.0, z=-22.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ArrowChargeRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting how quickly Link charges a shot after he has fully lifted his bow. Higher values charge shots more quickly.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowReloadRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting the cooldown duration between firing arrows, which cannot be cancelled even if a different bow is equipped. Higher values &#039;&#039;increase&#039;&#039; the cooldown duration.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponOption==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.019999999552965164, y=-0.009999999776482582, z=0.11999999731779099)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-8.0, y=-5.0, z=75.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MasterSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsMasterSword&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormAttackPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormMagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Base attack strength of the magic projectile that can be fired at full health&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|SearchEvilDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|RecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|SleepActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMiniWeapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindMyNodeName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameR&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameL&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameB&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Mt_Arm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime1&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime2&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb+ recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerReloadTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis recharge duration (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowAngle&lt;br /&gt;
|float&lt;br /&gt;
|Stasis launch angle (in degrees, 0 is flat and 90 is vertical)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowSpeedLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSmallSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a sword (1/x is the damage)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountLargeSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a claymore (1/x is the damage)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSpear&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a spear (1/x is the damage)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerCancelDeleteWaitTime&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stasis recharge duration after cancelling (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerLongTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerLong tag  (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerMiddleTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerShortTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerShort tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyTiredValue&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyBowSlow&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when Bow Rush is activated&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyPush&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when pushing things&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyCharge&lt;br /&gt;
|float&lt;br /&gt;
|Stamina consumption rate when charging an attack (small swords and spears) or doing a spin attack (large swords)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecover&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInAir&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate during freefall&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime1&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime2&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay when tired (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ColdTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HotTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempDamage&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDiamAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost multiplier in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDegAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost from being in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamSand&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier in sand or snow&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamTired&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier when tired&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickDiamTired&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverNum&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Health recovery rate&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSubjectContTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowShootNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowRateDiam&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiveBowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightOnShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightWeaponChange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustForceSlowTime&lt;br /&gt;
|float&lt;br /&gt;
|Slow time duration after successfully parrying with a shield (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveMaxDecRateByWater&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveIgnoreWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateByBog&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateMaxHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MinForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnowBallAddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LogPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleUpperMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleLowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleSideMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoSquatWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidReloadTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedFSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashUpEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShockTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|IceInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeedInAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableStickSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableDirSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashImpulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SwordTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by sprinting&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WhistleNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by whistling&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMinAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMaxAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddDiamByRain&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagnetAim2DPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSwim&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYHorse&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeM&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PredictDiffAngleMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashToRunStickValueDec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer tick multiplier in Hyrule Castle. &#039;&#039;Note: this is ignored for Revali&#039;s Gale+.&#039;&#039; Example: if set to 3.0, the timer will be decremented by 3 every second.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PushNoticeLookTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoEnergyDashInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickMaxInStore&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PostureContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ItemUseModelAlpha&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckSide&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageBase&lt;br /&gt;
|int&lt;br /&gt;
|[[No death damage]] base value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageAdd&lt;br /&gt;
|int&lt;br /&gt;
|Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the [[No death damage]] value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Swim Dash Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompRegistElecFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNightSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier for the &amp;quot;Night Speed Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompClimbJumpEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Climb Jump Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompPlusDropRate&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompWeaponBrakeRate&lt;br /&gt;
|float&lt;br /&gt;
|Durability cost multiplier for an unused set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwordBeamAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Master Sword Beam Up&amp;quot; set bonus when shooting beams with the Master Sword&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Ancient Proficiency&amp;quot; set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompBoneAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Bone Atk. Up&amp;quot; set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorLevel&lt;br /&gt;
|float&lt;br /&gt;
|NPC terror level conveyed by wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorRadius&lt;br /&gt;
|float&lt;br /&gt;
|Distance at which NPCs will react to wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimAnimeRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim animation speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for swimming when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier granted by Midna&#039;s Helmet and Diamond Circlet when using Guardian or Ancient weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWindNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Revali&#039;s Gale starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Urbosa&#039;s Fury starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricEnergy&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost threshold required to trigger Urbosa&#039;s Fury&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Daruk&#039;s Protection starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterLifeAdd&lt;br /&gt;
|int&lt;br /&gt;
|Number of extra health (yellow hearts) granted by Mipha&#039;s Grace (4.0 = 1 heart)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterEnergyAdd&lt;br /&gt;
|float&lt;br /&gt;
|Number of charges at which Mipha&#039;s Grace starts at&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickRInputFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiffAngleFromLookVec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookFixAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTimeToCamera&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutKnockBackNoCrrDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitUnsteadyApplyVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CurseAddWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofCrashVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutJumpInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterDepthInGrudge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngX&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoMaskPauseWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DefaultConnectScaleAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|LatConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|LngConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|DistConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FovyConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1000.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grab==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|StarNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DefenceAddLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WindScaleMesh&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WindScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NextRankName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorEffect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AncientPowUp&lt;br /&gt;
|bool&lt;br /&gt;
|Provides a 20% damage buff to Ancient weapons.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableClimbWaterfall&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableSpinAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorHead==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EarRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|MantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: Nothing&lt;br /&gt;
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
&lt;br /&gt;
2: Specifies that this head armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version, and also applies the same effect as MantleType=1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MaskType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorUpper==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDispOffPorch&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|DisableSelfMantle&lt;br /&gt;
|bool&lt;br /&gt;
|Whether this upper armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version or not (e.g. &amp;lt;code&amp;gt;Armor_Head_001_B&amp;lt;/code&amp;gt;)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseMantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_A&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
1: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShiekerStone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithWaist&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Pod_C&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.125, y=0.0, z=-0.017000000923871994)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=2.0, y=184.0, z=-3.0)&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithHand&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Weapon_L&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=180.0, y=180.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SeriesArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SeriesType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EnableCompBonus&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Liftable==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiftType&lt;br /&gt;
|str32&lt;br /&gt;
|Determines which animation to use when lifting this actor. Can accept arbitrary values, so long as those values are reflected in Link&#039;s [[Bas|.bas]] files. Existing vanilla values are: Ice, SnowBall, Rock, MeatRock, Barrel, HideBarrel, Pot, Pot_S, Pot_M, Pot_L, Pot_LL, Kokko, Beamos, ElectricBall, ElectricBox, AncientBall, Giant_Bone_Eye, Bokoblin_Bone, Moriblin_Bone, Lizalfos_Bone, Lynel_Bone, Bottle_Letter, Pouch, Square_Bomb, Sphere_Bomb&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrownMass&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ThrownRotSpd&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational speed when thrown, on each axis. Independent of physics factors (e.g. wind, bouncing)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when lifted. Negative Y values move the model closer to Link&#039;s head, positive Z values move it in front of Link, etc.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when lifted. Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotFrame&lt;br /&gt;
|int&lt;br /&gt;
|Frame of the lift animation during which to perform the LiftRotation.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddLiftRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChaseLiftRotOffset&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LiftCenterOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when placed on the ground (not when thrown). Follow the same positional rules as LiftPosOffset.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.5)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when placed on the ground (not when thrown). Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddPutRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateOffsetEachFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsUse2MassConstraintMode&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetChemicalParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|DisableFreezeLift&lt;br /&gt;
|bool&lt;br /&gt;
|Thaw the actor when lifting, if it is frozen.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|DisableBurnLift&lt;br /&gt;
|bool&lt;br /&gt;
|Put out the actor when lifting, if it is on fire.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ThrowReactionLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerUseItem&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SellingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Selling price of the item&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|BuyingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Buying price of the item&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|CreatingPrice&lt;br /&gt;
|int&lt;br /&gt;
|Item Creation (sheikah furnace) Price&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|StainColor&lt;br /&gt;
|int&lt;br /&gt;
|The color of the item when used as a dye &lt;br /&gt;
* 1 is blue&lt;br /&gt;
* 2 is red&lt;br /&gt;
* 3 is yellow&lt;br /&gt;
* 4 is white&lt;br /&gt;
* 5 is black&lt;br /&gt;
* 6 is purple&lt;br /&gt;
* 7 is green&lt;br /&gt;
* 8 is light blue&lt;br /&gt;
* 9 is navy&lt;br /&gt;
* 10 is orange&lt;br /&gt;
* 11 is peach&lt;br /&gt;
* 12 is crimson&lt;br /&gt;
* 13 is light yellow&lt;br /&gt;
* 14 is brown&lt;br /&gt;
* 15 is gray&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SaleRevivalCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|UseIconActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rupee==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RupeeValue&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Arrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ArrowNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTimeWithChemical&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyShootNumForDelete&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowDeletePer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bullet==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NoHitParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsLimitCount&lt;br /&gt;
|bool&lt;br /&gt;
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CureItem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CookSpice==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoostHitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostEffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostSuccessRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostMaxHeartLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostStaminaLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LumberjackTree==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|IsValid&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|StumpName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrunkName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WeaponWoodName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BranchName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Npc==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsReactNakedPlayer&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseAutoLabel&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOffPodFromWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsRunRainWhenGoToSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsWalkUnderShelterFromRain&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSlowWalkOnSandAndSnow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAlwaysCounterPlayerAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotTurnDetect&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotEscapeFromTerror&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TolerantTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|TolerantCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|CounterRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|ChangeSearchModeFlagName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OnFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OffFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NpcEquipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWeaponTypeWhenEquip&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EquipName1&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale1&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName2&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName3&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale3&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName4&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale4&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zora==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|InWaterDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FloatDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.35&lt;br /&gt;
|-&lt;br /&gt;
|FloatRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.02&lt;br /&gt;
|-&lt;br /&gt;
|FloatCycleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDepthSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.066&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Traveler==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AppearGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DeleteGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RouteType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RideHorseName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadHorse&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HorseGearLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3EntryPoint&lt;br /&gt;
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|RoutePoint3Name&lt;br /&gt;
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|RoutePoint13to12MoveAS&lt;br /&gt;
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|RoutePoint13Name&lt;br /&gt;
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|RoutePoint13to14MoveAS&lt;br /&gt;
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|RoutePoint13to14WaitAS&lt;br /&gt;
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|RoutePoint25to24WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prey==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRotDegree&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|135.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitTimeForStartEat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|IsEnableGroupEscape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|AimEscapeOffsetRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalFollowOffset==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatLocalOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ExtendedEntity==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsUsePivotAdjustRange&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PivotAdjustRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindActor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsKeepSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EatTarget==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SpeedActorName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BasePlayRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GearMaxNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWaitASAtGear0&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.15&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.002&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIClamp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIReduceRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputDLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputAvoidanceLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.08&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIIRLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Insect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FireResistanceLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fish==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRateAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -0.05&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngleAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|PrevSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rope==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAllowCutting&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetupKeyframed&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BoneEffectiveLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|IsInterpolateEdge&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsDeformable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOneBoneOneShape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateA&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateB&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateC&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MtxEndPosOffsetLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horse==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDecoy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HasMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ASVariation&lt;br /&gt;
|str32&lt;br /&gt;
|Speed of the horse. Accepted values are &#039;Slowest&#039;, &#039;Slow&#039;, &#039;Normal&#039;, &#039;Fast&#039; and &#039;Fastest&#039;&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|int&lt;br /&gt;
|0 is Tame, 2 is Wild&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear2&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when trotting {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear3&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when cantering {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGearTop&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when galloping {{Check}}&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|RunnableFramesAtGearTop&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|180.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNamesForExtraCharge&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HorseUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RiddenAnimalType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|CalmDownNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseObject==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HideHorseMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHorseClothDisable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseRider==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpineNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotBaseNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RightFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|FootRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|FootRetRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|FootRotAngleForKuma&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseCreator==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeaderHorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmorSlot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DamageScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|GuardianModelType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|GuardianControllerType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Max movement speed, only used for grounded (non-flying) guardians {{Check}}&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|CannonBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Eye&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MonsterShop==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BuyMamo&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SellMamo&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Swarm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SwarmSubActorNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|SwarmPattern&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GelEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MoveBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Body_Move&lt;br /&gt;
|-&lt;br /&gt;
|BodyRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ClothBoneNumForEyeCalc&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|BodyRootBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Skl_Root&lt;br /&gt;
|-&lt;br /&gt;
|LeftEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EyeSpaceHalf&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeDir&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.75, y=1.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeUpMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|EyeDownMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|IsAverageEyePos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|EyeDelayAccRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveTheta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveFrequency&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.033&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nest==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|CreateActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wizzrobe==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicWeatherType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIgniteRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallCenterOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallRandRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|SummonActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==StalEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftArmActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMini==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ColorType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BodyMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LineBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FinalBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ClothReaction==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableActiveTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=2.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|UseGroundCollidableResetPos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableMoveSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EnemyLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNoSkitDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickAllowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickForbidTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|EnemyAnimalNoDamageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|70.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNearCraeteIDDelay&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredNoSightLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceWarpReturnLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackAng&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|BlownOffPlayerAtkDelay&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeLS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.8&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSP&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRickeyLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|WeaponDropRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideBaseFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideHitBaseDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ShieldDamageratio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|ShieldSurfMasterFrictionRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|LoudNoiseRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|80.0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse2DamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|IceMeltSpeedOnContactFire&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|CriticalAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|BooerangAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|HitImpulseClampMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.075&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemInvincibleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|EnvWetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.95&lt;br /&gt;
|-&lt;br /&gt;
|NPCTurnAngleDiff&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWaitFrameAfterEvent&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|NPCIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCCancelIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCOpenDoorDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWalkRateOnSandAndSnow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|NPCDownVerticallyAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|GerudoQueenSafetyAreaRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|CreateFairyLimitCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|190.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorUnregistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistTimer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRadiusOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelHuge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelCheckRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|AtDirTypeAffectRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RainyAwnHearingLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfMaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfFemaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreasePerFrame&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAtFirstRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterGearTop&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterJump&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheWhileResisting&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseEat&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.699999988079071, y=0.20000000298023224, z=0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertProbability&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0010000000474974513, y=0.003000000026077032, z=0.0010000000474974513)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMin&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=120.0, y=120.0, z=120.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMax&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=240.0, y=240.0, z=240.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseExtraChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|PlayerGrabThrowDiffRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Beam==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BeamLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|511&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AutoGen==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SetName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|KeyActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SetRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ChemicalType==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|EmitChemicalActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Golem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DefaultWeakPointActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsDefaultChemicalOn&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseTargetedInfo==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseMoveRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseAvoidOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsCircularMoveAlways&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WolfLink==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.025&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|BattleRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HealRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HuntRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightAttackable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightHealable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|NavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|CanReachPlayerNavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SubmergedDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityLifeToHunt&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityConstant&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|7.0&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1600.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|600.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|120.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|CallDelayMinLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|CallOverrideCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|GiveUpShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RetryShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|BattleWallHitLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|FollowRetryLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|SafePosFailCounter&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeNormal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeSpecial&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|500.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodAttackMod&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodChainAttackCharge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|VSStalfosCritChance&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AttackBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DefenseBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|DefenseHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GolemIK==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FootRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FootDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|FootUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ArmRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ArmUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistRotateRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|WaistResetMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PictureBook==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot1&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot2&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SpecialDrop&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AirWall==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|AirWall&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Motorcycle==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PitchDampingCoefficient&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DriftRearAngleRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -2.5&lt;br /&gt;
|-&lt;br /&gt;
|DriftSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleFront&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleRear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLastSecInMidAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualControlProhibitSecAfterWheelie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPowerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EngineBrakeMaxPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|BackwardEngineBrakePower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipStartAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2500.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipPowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|WristBindRotation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-1.7200000286102295, y=-1.8399999141693115, z=-2.9000000953674316)&lt;br /&gt;
|-&lt;br /&gt;
|WristBindTranslation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.35499998927116394, y=0.07999999821186066, z=-0.14499999582767487)&lt;br /&gt;
|-&lt;br /&gt;
|PostureLimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidPostureLimitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|FallOverThresholdAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|75.0&lt;br /&gt;
|-&lt;br /&gt;
|JumpIntervalSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|FullEnergyLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchJumpProhibitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowDriftTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTransitionSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|JumpRearWheelRotateRadPerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowModeSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|800.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Parameter lists=&lt;br /&gt;
{{No AAMP param}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11130</id>
		<title>Bgparamlist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11130"/>
		<updated>2022-06-08T14:51:20Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* WeaponCommon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|what=The list of objects/parameters is complete, but parameter descriptions are missing.}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bgparamlist|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;GeneralParamList&#039;&#039;&#039; (&#039;&#039;bgparamlist&#039;&#039;) configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Parameter objects=&lt;br /&gt;
{{AampNameWarning}}&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SameGroupActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Actor group name (at least used by one subsystem: the actor code relies on this to determine the name of the [[Difficulty scaling|Defeated_%s_Num]] counter flag)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGetItemSelf&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|Life&lt;br /&gt;
|int&lt;br /&gt;
|Initial and maximum HP (for characters) or durability (for items)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|IsLifeInfinite&lt;br /&gt;
|bool&lt;br /&gt;
|Prevent HP/durability from changing&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ElectricalDischarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBorn&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BurnOutBornName&lt;br /&gt;
|str64&lt;br /&gt;
|Item obtained after burning, usually specified in the fruit material {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBornIdent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDropTableName&lt;br /&gt;
|str&lt;br /&gt;
|The drop table used when an Octorok inhales this item&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
|Affects how NPCs react to enemies (confront or flee)&amp;lt;ref&amp;gt;See callers of function &amp;lt;code&amp;gt;ActorInfoData::getEnemyRank&amp;lt;/code&amp;gt; @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base (unarmed) strength of this enemy&#039;s attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DropLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|DyingLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|LostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostRayLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|IntelligenceLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EmotionalLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HeroismLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PartActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsMindFriend&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StatusChangeFlag&lt;br /&gt;
|str&lt;br /&gt;
|Name of the flag to check for ChangeLife&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChangeLife&lt;br /&gt;
|float&lt;br /&gt;
|HP/Life value to use if StatusChangeFlag is non empty and if the flag is set&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyLevel==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAvoidDanger&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardArrow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHideArrowAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBackSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCounterAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsEscapeBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsKickBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsShootBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GuardPer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsJustGuard&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyRace==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EquipableWeapon&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsFitGroundByAnimalUnit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateSupportNormalInAir&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BowAttackRangeRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSmallSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleLargeSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSpear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleBow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|IsUseTargetTag&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TargetActorType&lt;br /&gt;
|str&lt;br /&gt;
|Actor types that the actor will target and attack&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|EscapeAttackedActorType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ReactionBalloon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AttackInterval==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyShown==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsHappy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCasebyCase&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNoise&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindBone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BoneOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|BoneRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base strength value for the standard attack {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseLarge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|float&lt;br /&gt;
|For weapons, the range of its melee attack {{Check}}. For bows, the distance its arrows travel in a straight line before being affected by gravity.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardBreakPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SpHitActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names to be affected by SpHitRatio.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitTag&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplies attack power against any Actor listed in SpHitActor&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SpWeakHitActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PowerForPlayer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponCommon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by the player&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by any enemy&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardPower&lt;br /&gt;
|int&lt;br /&gt;
|Only used for shields. Higher values reduce the durability damage recieved when blocking incoming attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsHammer&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives hammer behavior (instantly breaks ore deposits when struck) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsWeakBreaker&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBoomerang&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives boomerang behavior (returns when thrown) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBlunt&lt;br /&gt;
|bool&lt;br /&gt;
|If true, use a special sneak attack animation&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsLuckyWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsPikohan&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives Power Hammer behavior (sends enemies flying when struck) {{check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|Determines whether the weapon can be thrown&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingBreakWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|If true, breaks instantly when it collides with enemy after being thrown&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRange&lt;br /&gt;
|float&lt;br /&gt;
|The flight distance when the weapon is thrown&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DreadActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names who will run/cower in fear when this weapon is wielded nearby {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThroughActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NPCWeaponType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsNotOnTerrorHold&lt;br /&gt;
|bool&lt;br /&gt;
|If true, NPCs will shake in fear when you wield this weapon near them {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAsOffUnEquiped&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyMax&lt;br /&gt;
|int&lt;br /&gt;
|The max amount of energy elemental weapons (including rods) have {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyAmountUsed&lt;br /&gt;
|int&lt;br /&gt;
|The amount of energy used when an elemental weapon&#039;s effect is used (e.g. summoning a fireball from Fire Rod) {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverRate&lt;br /&gt;
|float&lt;br /&gt;
|Elemental energy recovery speed&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverInterval&lt;br /&gt;
|int&lt;br /&gt;
|Interval before elemental energy starts to recover&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|StickDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShootBeam&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DropFromPorchRot&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponPer&lt;br /&gt;
|float&lt;br /&gt;
|Probability for a blue modifier to appear (if applicable; see [[Difficulty scaling]] for more details)&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddCrit&lt;br /&gt;
|bool&lt;br /&gt;
|[Blue modifier] Enable critical hit bonus&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSpreadFire&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable five-shot burst (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddZoomRapid&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable quick zoom (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSurfMaster&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable Shield Surf Up&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponThrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ThrowSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRotSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRigidBodyBaseAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sandworm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SandWidth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombSpan&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeModelOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeBaseNode&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode9&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode10&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode11&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode12&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeChaseInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SmallSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rod==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicName&lt;br /&gt;
|str32&lt;br /&gt;
|Name of the actor to spawn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of actors the rod spawns per charge attack (may be limited by ChemicalEnergy?) {{Check}}&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicInterval&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|MagicPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByThrow&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast using the R button&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravity&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor. x &amp;lt; 0 makes it float upward. 0 &amp;lt; x &amp;lt; 1 makes it float down slower. 1 &amp;lt; x makes it float down faster.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadius&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model of the spawned actor by&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRange&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravityByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadiusByEnemy&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTimeByEnemy&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRangeByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LargeSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spear==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=0.0, y=-120.0, z=-180.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.8700000047683716, y=-0.17000000178813934, z=-0.3400000035762787)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-60.0, y=-20.0, z=-90.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-0.029999999329447746, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-5.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, top pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=8.0, y=120.0, z=5.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting shield durability degradation from shield surfing. 0.0 disables degradation completely.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|MirrorLevel&lt;br /&gt;
|int&lt;br /&gt;
|0 = No automatic projectile reflection, 1 = Automatically Reflect Guardian scout projectiles, 2 = Reflect Guardian lasers {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SurfingFriction&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting speed reduction from touching the ground while surfing. At 0.0 the shield will not lose speed when holding forward on flat ground. Effective maximum is somewhere around 5.0. {{check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|QuiverName&lt;br /&gt;
|str32&lt;br /&gt;
|Actor name to display for the quiver. If blank, no quiver will be shown and arrows fired will not drop pickups when impacting terrain. The only non-blank actor ever used in the base game is Weapon_Quiver_001.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ArrowName&lt;br /&gt;
|str32&lt;br /&gt;
|If specified, the player&#039;s chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardPierce&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BaseAttackPowerRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadShot&lt;br /&gt;
|bool&lt;br /&gt;
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain. {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotAng&lt;br /&gt;
|float&lt;br /&gt;
|Angle in degrees of the lead shot spread to each side of the aimed point. The total spread angle will be 2*LeadShotAng.&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsRapidFire&lt;br /&gt;
|bool&lt;br /&gt;
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Unlike lead shots, rapidfire shots leave one arrow pickup when impacting terrain.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsLongRange&lt;br /&gt;
|bool&lt;br /&gt;
|If true, the camera will zoom in further than usual while the aiming crosshair is visible.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFirstSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Initial forward speed of arrows when they leave the bow. Negative values are treated as 0.&lt;br /&gt;
|4.5&lt;br /&gt;
|-&lt;br /&gt;
|ArrowAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during straight-line flight. Positive values are treated as 0.&lt;br /&gt;
| -0.1&lt;br /&gt;
|-&lt;br /&gt;
|ArrowStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during straight-line flight, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during freefall. Positive values are treated as 0.&lt;br /&gt;
| -0.2&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during freefall, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowGravity&lt;br /&gt;
|float&lt;br /&gt;
|Vertical acceleration arrows experience after their initial straight-line flight ends. Positive values make arrows accelerate upward. Unknown if arrows will actually despawn after traveling high enough. {{Check}}&lt;br /&gt;
| -9.8&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, arrow pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=12.0, y=-60.0, z=-22.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ArrowChargeRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting how quickly Link charges a shot after he has fully lifted his bow. Higher values charge shots more quickly.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowReloadRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting the cooldown duration between firing arrows, which cannot be cancelled even if a different bow is equipped. Higher values &#039;&#039;increase&#039;&#039; the cooldown duration.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponOption==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.019999999552965164, y=-0.009999999776482582, z=0.11999999731779099)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-8.0, y=-5.0, z=75.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MasterSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsMasterSword&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormAttackPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormMagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Base attack strength of the magic projectile that can be fired at full health&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|SearchEvilDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|RecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|SleepActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMiniWeapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindMyNodeName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameR&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameL&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameB&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Mt_Arm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime1&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime2&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb+ recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerReloadTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis recharge duration (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowAngle&lt;br /&gt;
|float&lt;br /&gt;
|Stasis launch angle (in degrees, 0 is flat and 90 is vertical)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowSpeedLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSmallSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a sword (1/x is the damage)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountLargeSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a claymore (1/x is the damage)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSpear&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a spear (1/x is the damage)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerCancelDeleteWaitTime&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stasis recharge duration after cancelling (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerLongTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerLong tag  (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerMiddleTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerShortTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerShort tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyTiredValue&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyBowSlow&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when Bow Rush is activated&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyPush&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when pushing things&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyCharge&lt;br /&gt;
|float&lt;br /&gt;
|Stamina consumption rate when charging an attack (small swords and spears) or doing a spin attack (large swords)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecover&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInAir&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate during freefall&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime1&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime2&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay when tired (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ColdTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HotTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempDamage&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDiamAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost multiplier in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDegAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost from being in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamSand&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier in sand or snow&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamTired&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier when tired&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickDiamTired&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverNum&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Health recovery rate&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSubjectContTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowShootNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowRateDiam&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiveBowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightOnShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightWeaponChange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustForceSlowTime&lt;br /&gt;
|float&lt;br /&gt;
|Slow time duration after successfully parrying with a shield (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveMaxDecRateByWater&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveIgnoreWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateByBog&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateMaxHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MinForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnowBallAddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LogPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleUpperMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleLowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleSideMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoSquatWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidReloadTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedFSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashUpEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShockTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|IceInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeedInAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableStickSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableDirSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashImpulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SwordTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by sprinting&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WhistleNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by whistling&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMinAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMaxAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddDiamByRain&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagnetAim2DPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSwim&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYHorse&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeM&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PredictDiffAngleMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashToRunStickValueDec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer tick multiplier in Hyrule Castle. &#039;&#039;Note: this is ignored for Revali&#039;s Gale+.&#039;&#039; Example: if set to 3.0, the timer will be decremented by 3 every second.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PushNoticeLookTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoEnergyDashInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickMaxInStore&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PostureContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ItemUseModelAlpha&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckSide&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageBase&lt;br /&gt;
|int&lt;br /&gt;
|[[No death damage]] base value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageAdd&lt;br /&gt;
|int&lt;br /&gt;
|Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the [[No death damage]] value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Swim Dash Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompRegistElecFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNightSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier for the &amp;quot;Night Speed Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompClimbJumpEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Climb Jump Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompPlusDropRate&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompWeaponBrakeRate&lt;br /&gt;
|float&lt;br /&gt;
|Durability cost multiplier for an unused set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwordBeamAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Master Sword Beam Up&amp;quot; set bonus when shooting beams with the Master Sword&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Ancient Proficiency&amp;quot; set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompBoneAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Bone Atk. Up&amp;quot; set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorLevel&lt;br /&gt;
|float&lt;br /&gt;
|NPC terror level conveyed by wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorRadius&lt;br /&gt;
|float&lt;br /&gt;
|Distance at which NPCs will react to wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimAnimeRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim animation speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for swimming when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier granted by Midna&#039;s Helmet and Diamond Circlet when using Guardian or Ancient weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWindNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Revali&#039;s Gale starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Urbosa&#039;s Fury starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricEnergy&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost threshold required to trigger Urbosa&#039;s Fury&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Daruk&#039;s Protection starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterLifeAdd&lt;br /&gt;
|int&lt;br /&gt;
|Number of extra health (yellow hearts) granted by Mipha&#039;s Grace (4.0 = 1 heart)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterEnergyAdd&lt;br /&gt;
|float&lt;br /&gt;
|Number of charges at which Mipha&#039;s Grace starts at&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickRInputFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiffAngleFromLookVec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookFixAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTimeToCamera&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutKnockBackNoCrrDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitUnsteadyApplyVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CurseAddWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofCrashVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutJumpInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterDepthInGrudge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngX&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoMaskPauseWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DefaultConnectScaleAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|LatConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|LngConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|DistConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FovyConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1000.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grab==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|StarNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DefenceAddLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WindScaleMesh&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WindScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NextRankName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorEffect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AncientPowUp&lt;br /&gt;
|bool&lt;br /&gt;
|Provides a 20% damage buff to Ancient weapons.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableClimbWaterfall&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableSpinAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorHead==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EarRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|MantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: Nothing&lt;br /&gt;
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
&lt;br /&gt;
2: Specifies that this head armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version, and also applies the same effect as MantleType=1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MaskType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorUpper==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDispOffPorch&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|DisableSelfMantle&lt;br /&gt;
|bool&lt;br /&gt;
|Whether this upper armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version or not (e.g. &amp;lt;code&amp;gt;Armor_Head_001_B&amp;lt;/code&amp;gt;)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseMantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_A&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
1: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShiekerStone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithWaist&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Pod_C&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.125, y=0.0, z=-0.017000000923871994)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=2.0, y=184.0, z=-3.0)&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithHand&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Weapon_L&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=180.0, y=180.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SeriesArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SeriesType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EnableCompBonus&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Liftable==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiftType&lt;br /&gt;
|str32&lt;br /&gt;
|Determines which animation to use when lifting this actor. Can accept arbitrary values, so long as those values are reflected in Link&#039;s [[Bas|.bas]] files. Existing vanilla values are: Ice, SnowBall, Rock, MeatRock, Barrel, HideBarrel, Pot, Pot_S, Pot_M, Pot_L, Pot_LL, Kokko, Beamos, ElectricBall, ElectricBox, AncientBall, Giant_Bone_Eye, Bokoblin_Bone, Moriblin_Bone, Lizalfos_Bone, Lynel_Bone, Bottle_Letter, Pouch, Square_Bomb, Sphere_Bomb&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrownMass&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ThrownRotSpd&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational speed when thrown, on each axis. Independent of physics factors (e.g. wind, bouncing)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when lifted. Negative Y values move the model closer to Link&#039;s head, positive Z values move it in front of Link, etc.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when lifted. Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotFrame&lt;br /&gt;
|int&lt;br /&gt;
|Frame of the lift animation during which to perform the LiftRotation.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddLiftRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChaseLiftRotOffset&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LiftCenterOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when placed on the ground (not when thrown). Follow the same positional rules as LiftPosOffset.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.5)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when placed on the ground (not when thrown). Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddPutRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateOffsetEachFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsUse2MassConstraintMode&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetChemicalParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|DisableFreezeLift&lt;br /&gt;
|bool&lt;br /&gt;
|Thaw the actor when lifting, if it is frozen.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|DisableBurnLift&lt;br /&gt;
|bool&lt;br /&gt;
|Put out the actor when lifting, if it is on fire.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ThrowReactionLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerUseItem&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SellingPrice&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|BuyingPrice&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|CreatingPrice&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|StainColor&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SaleRevivalCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|UseIconActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rupee==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RupeeValue&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Arrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ArrowNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTimeWithChemical&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyShootNumForDelete&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowDeletePer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bullet==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NoHitParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsLimitCount&lt;br /&gt;
|bool&lt;br /&gt;
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CureItem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CookSpice==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoostHitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostEffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostSuccessRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostMaxHeartLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostStaminaLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LumberjackTree==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|IsValid&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|StumpName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrunkName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WeaponWoodName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BranchName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Npc==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsReactNakedPlayer&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseAutoLabel&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOffPodFromWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsRunRainWhenGoToSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsWalkUnderShelterFromRain&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSlowWalkOnSandAndSnow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAlwaysCounterPlayerAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotTurnDetect&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotEscapeFromTerror&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TolerantTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|TolerantCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|CounterRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|ChangeSearchModeFlagName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OnFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OffFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NpcEquipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWeaponTypeWhenEquip&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EquipName1&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale1&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName2&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName3&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale3&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName4&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale4&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zora==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|InWaterDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FloatDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.35&lt;br /&gt;
|-&lt;br /&gt;
|FloatRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.02&lt;br /&gt;
|-&lt;br /&gt;
|FloatCycleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDepthSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.066&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Traveler==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AppearGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DeleteGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RouteType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RideHorseName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadHorse&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HorseGearLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0Schedule&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1Name&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
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|RoutePoint1to2WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
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|RoutePoint1to2WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint2to1EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
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|RoutePoint2to1MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint2Name&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint2to3WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint2to3MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint3Name&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint3to4EntryPoint&lt;br /&gt;
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|RoutePoint3to4WaitFrame&lt;br /&gt;
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|RoutePoint3to4MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint4to3MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint4Name&lt;br /&gt;
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|RoutePoint4to5EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint4to5WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint4to5MoveAS&lt;br /&gt;
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|RoutePoint5to4WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint5to4MoveAS&lt;br /&gt;
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|RoutePoint5Name&lt;br /&gt;
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|RoutePoint5to6MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint6to5MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint6Name&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint6to7EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint6to7WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint6to7MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint7to6WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint7Name&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint8to7WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint8to7MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint8Name&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint8to9WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint8to9MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint9to8WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint9to8MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint9Name&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
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|RoutePoint9to10WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint9to10MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint9to10WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint10to9EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint10to9WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
|0.0&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint10to9MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint10to9WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint10Name&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to11WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to11Schedule&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint10to11MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint10to11WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to10EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to10WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to10Schedule&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint11to10MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to10WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to12EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to12WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to12Schedule&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to12MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to12WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to11EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to11WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to11Schedule&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to11MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to11WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to13EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
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|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prey==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRotDegree&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|135.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitTimeForStartEat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|IsEnableGroupEscape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|AimEscapeOffsetRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalFollowOffset==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatLocalOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ExtendedEntity==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsUsePivotAdjustRange&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PivotAdjustRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindActor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsKeepSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EatTarget==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SpeedActorName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BasePlayRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GearMaxNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWaitASAtGear0&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.15&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.002&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIClamp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIReduceRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputDLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputAvoidanceLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.08&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIIRLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Insect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FireResistanceLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fish==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRateAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -0.05&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngleAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|PrevSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rope==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAllowCutting&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetupKeyframed&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BoneEffectiveLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|IsInterpolateEdge&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsDeformable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOneBoneOneShape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateA&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateB&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateC&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MtxEndPosOffsetLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horse==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDecoy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HasMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ASVariation&lt;br /&gt;
|str32&lt;br /&gt;
|Speed of the horse. Accepted values are &#039;Slowest&#039;, &#039;Slow&#039;, &#039;Normal&#039;, &#039;Fast&#039; and &#039;Fastest&#039;&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|int&lt;br /&gt;
|0 is Tame, 2 is Wild&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear2&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when trotting {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear3&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when cantering {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGearTop&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when galloping {{Check}}&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|RunnableFramesAtGearTop&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|180.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNamesForExtraCharge&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HorseUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RiddenAnimalType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|CalmDownNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseObject==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HideHorseMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHorseClothDisable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseRider==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpineNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotBaseNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RightFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|FootRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|FootRetRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|FootRotAngleForKuma&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseCreator==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeaderHorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmorSlot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DamageScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|GuardianModelType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|GuardianControllerType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Max movement speed, only used for grounded (non-flying) guardians {{Check}}&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|CannonBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Eye&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MonsterShop==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BuyMamo&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SellMamo&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Swarm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SwarmSubActorNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|SwarmPattern&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GelEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MoveBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Body_Move&lt;br /&gt;
|-&lt;br /&gt;
|BodyRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ClothBoneNumForEyeCalc&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|BodyRootBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Skl_Root&lt;br /&gt;
|-&lt;br /&gt;
|LeftEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EyeSpaceHalf&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeDir&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.75, y=1.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeUpMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|EyeDownMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|IsAverageEyePos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|EyeDelayAccRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveTheta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveFrequency&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.033&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nest==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|CreateActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wizzrobe==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicWeatherType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIgniteRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallCenterOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallRandRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|SummonActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==StalEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftArmActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMini==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ColorType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BodyMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LineBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FinalBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ClothReaction==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableActiveTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=2.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|UseGroundCollidableResetPos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableMoveSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EnemyLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNoSkitDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickAllowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickForbidTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|EnemyAnimalNoDamageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|70.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNearCraeteIDDelay&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredNoSightLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceWarpReturnLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackAng&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|BlownOffPlayerAtkDelay&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeLS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.8&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSP&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRickeyLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|WeaponDropRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideBaseFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideHitBaseDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ShieldDamageratio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|ShieldSurfMasterFrictionRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|LoudNoiseRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|80.0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse2DamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|IceMeltSpeedOnContactFire&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|CriticalAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|BooerangAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|HitImpulseClampMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.075&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemInvincibleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|EnvWetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.95&lt;br /&gt;
|-&lt;br /&gt;
|NPCTurnAngleDiff&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWaitFrameAfterEvent&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|NPCIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCCancelIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCOpenDoorDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWalkRateOnSandAndSnow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|NPCDownVerticallyAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|GerudoQueenSafetyAreaRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|CreateFairyLimitCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|190.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorUnregistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistTimer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRadiusOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelHuge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelCheckRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|AtDirTypeAffectRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RainyAwnHearingLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfMaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfFemaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreasePerFrame&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAtFirstRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterGearTop&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterJump&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheWhileResisting&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseEat&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.699999988079071, y=0.20000000298023224, z=0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertProbability&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0010000000474974513, y=0.003000000026077032, z=0.0010000000474974513)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMin&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=120.0, y=120.0, z=120.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMax&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=240.0, y=240.0, z=240.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseExtraChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|PlayerGrabThrowDiffRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Beam==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BeamLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|511&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AutoGen==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SetName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|KeyActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SetRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ChemicalType==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|EmitChemicalActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Golem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DefaultWeakPointActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsDefaultChemicalOn&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseTargetedInfo==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseMoveRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseAvoidOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsCircularMoveAlways&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WolfLink==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.025&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|BattleRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HealRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HuntRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightAttackable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightHealable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|NavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|CanReachPlayerNavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SubmergedDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityLifeToHunt&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityConstant&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|7.0&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1600.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|600.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|120.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|CallDelayMinLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|CallOverrideCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|GiveUpShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RetryShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|BattleWallHitLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|FollowRetryLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|SafePosFailCounter&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeNormal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeSpecial&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|500.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodAttackMod&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodChainAttackCharge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|VSStalfosCritChance&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AttackBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DefenseBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|DefenseHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GolemIK==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FootRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FootDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|FootUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ArmRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ArmUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistRotateRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|WaistResetMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PictureBook==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot1&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot2&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SpecialDrop&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AirWall==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|AirWall&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Motorcycle==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PitchDampingCoefficient&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DriftRearAngleRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -2.5&lt;br /&gt;
|-&lt;br /&gt;
|DriftSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleFront&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleRear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLastSecInMidAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualControlProhibitSecAfterWheelie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPowerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EngineBrakeMaxPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|BackwardEngineBrakePower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipStartAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2500.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipPowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|WristBindRotation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-1.7200000286102295, y=-1.8399999141693115, z=-2.9000000953674316)&lt;br /&gt;
|-&lt;br /&gt;
|WristBindTranslation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.35499998927116394, y=0.07999999821186066, z=-0.14499999582767487)&lt;br /&gt;
|-&lt;br /&gt;
|PostureLimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidPostureLimitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|FallOverThresholdAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|75.0&lt;br /&gt;
|-&lt;br /&gt;
|JumpIntervalSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|FullEnergyLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchJumpProhibitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowDriftTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTransitionSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|JumpRearWheelRotateRadPerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowModeSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|800.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Parameter lists=&lt;br /&gt;
{{No AAMP param}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11129</id>
		<title>Bgparamlist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11129"/>
		<updated>2022-06-06T16:00:43Z</updated>

		<summary type="html">&lt;p&gt;Linga: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|what=The list of objects/parameters is complete, but parameter descriptions are missing.}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bgparamlist|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;GeneralParamList&#039;&#039;&#039; (&#039;&#039;bgparamlist&#039;&#039;) configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Parameter objects=&lt;br /&gt;
{{AampNameWarning}}&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SameGroupActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Actor group name (at least used by one subsystem: the actor code relies on this to determine the name of the [[Difficulty scaling|Defeated_%s_Num]] counter flag)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGetItemSelf&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|Life&lt;br /&gt;
|int&lt;br /&gt;
|Initial and maximum HP (for characters) or durability (for items)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|IsLifeInfinite&lt;br /&gt;
|bool&lt;br /&gt;
|Prevent HP/durability from changing&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ElectricalDischarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBorn&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BurnOutBornName&lt;br /&gt;
|str64&lt;br /&gt;
|Item obtained after burning, usually specified in the fruit material {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBornIdent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDropTableName&lt;br /&gt;
|str&lt;br /&gt;
|The drop table used when an Octorok inhales this item&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
|Affects how NPCs react to enemies (confront or flee)&amp;lt;ref&amp;gt;See callers of function &amp;lt;code&amp;gt;ActorInfoData::getEnemyRank&amp;lt;/code&amp;gt; @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base (unarmed) strength of this enemy&#039;s attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DropLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|DyingLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|LostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostRayLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|IntelligenceLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EmotionalLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HeroismLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PartActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsMindFriend&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StatusChangeFlag&lt;br /&gt;
|str&lt;br /&gt;
|Name of the flag to check for ChangeLife&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChangeLife&lt;br /&gt;
|float&lt;br /&gt;
|HP/Life value to use if StatusChangeFlag is non empty and if the flag is set&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyLevel==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAvoidDanger&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardArrow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHideArrowAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBackSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCounterAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsEscapeBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsKickBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsShootBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GuardPer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsJustGuard&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyRace==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EquipableWeapon&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsFitGroundByAnimalUnit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateSupportNormalInAir&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BowAttackRangeRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSmallSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleLargeSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSpear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleBow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|IsUseTargetTag&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TargetActorType&lt;br /&gt;
|str&lt;br /&gt;
|Actor types that the actor will target and attack&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|EscapeAttackedActorType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ReactionBalloon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AttackInterval==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyShown==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsHappy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCasebyCase&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNoise&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindBone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BoneOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|BoneRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base strength value for the standard attack {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseLarge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|float&lt;br /&gt;
|For weapons, the range of its melee attack {{Check}}. For bows, the distance its arrows travel in a straight line before being affected by gravity.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardBreakPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SpHitActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names to be affected by SpHitRatio.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitTag&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplies attack power against any Actor listed in SpHitActor&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SpWeakHitActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PowerForPlayer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponCommon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by the player&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by any enemy&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardPower&lt;br /&gt;
|int&lt;br /&gt;
|Only used for shields. Higher values reduce the durability damage recieved when blocking incoming attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsHammer&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives hammer behavior (instantly breaks ore deposits when struck) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsWeakBreaker&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBoomerang&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives boomerang behavior (returns when thrown) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBlunt&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsLuckyWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsPikohan&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives Power Hammer behavior (sends enemies flying when struck) {{check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingBreakWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|If true, breaks instantly when it collides with something solid after being thrown {{Check}}&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DreadActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names who will run/cower in fear when this weapon is wielded nearby {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThroughActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NPCWeaponType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsNotOnTerrorHold&lt;br /&gt;
|bool&lt;br /&gt;
|If true, NPCs will shake in fear when you wield this weapon near them {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAsOffUnEquiped&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyMax&lt;br /&gt;
|int&lt;br /&gt;
|The max amount of energy elemental weapons (including rods) have {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyAmountUsed&lt;br /&gt;
|int&lt;br /&gt;
|The amount of energy used when an elemental weapon&#039;s effect is used (e.g. summoning a fireball from Fire Rod) {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverInterval&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|StickDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShootBeam&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DropFromPorchRot&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponPer&lt;br /&gt;
|float&lt;br /&gt;
|Probability for a blue modifier to appear (if applicable; see [[Difficulty scaling]] for more details)&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddCrit&lt;br /&gt;
|bool&lt;br /&gt;
|[Blue modifier] Enable critical hit bonus&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSpreadFire&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable five-shot burst (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddZoomRapid&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable quick zoom (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSurfMaster&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable Shield Surf Up&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponThrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ThrowSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRotSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRigidBodyBaseAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sandworm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SandWidth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombSpan&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeModelOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeBaseNode&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode9&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode10&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode11&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode12&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeChaseInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SmallSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rod==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicName&lt;br /&gt;
|str32&lt;br /&gt;
|Name of the actor to spawn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of actors the rod spawns per charge attack (may be limited by ChemicalEnergy?) {{Check}}&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicInterval&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|MagicPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByThrow&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast using the R button&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravity&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor. x &amp;lt; 0 makes it float upward. 0 &amp;lt; x &amp;lt; 1 makes it float down slower. 1 &amp;lt; x makes it float down faster.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadius&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model of the spawned actor by&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRange&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravityByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadiusByEnemy&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTimeByEnemy&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRangeByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LargeSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spear==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=0.0, y=-120.0, z=-180.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.8700000047683716, y=-0.17000000178813934, z=-0.3400000035762787)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-60.0, y=-20.0, z=-90.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-0.029999999329447746, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-5.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, top pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=8.0, y=120.0, z=5.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting shield durability degradation from shield surfing. 0.0 disables degradation completely.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|MirrorLevel&lt;br /&gt;
|int&lt;br /&gt;
|0 = No automatic projectile reflection, 1 = Automatically Reflect Guardian scout projectiles, 2 = Reflect Guardian lasers {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SurfingFriction&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting speed reduction from touching the ground while surfing. At 0.0 the shield will not lose speed when holding forward on flat ground. Effective maximum is somewhere around 5.0. {{check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|QuiverName&lt;br /&gt;
|str32&lt;br /&gt;
|Actor name to display for the quiver. If blank, no quiver will be shown and arrows fired will not drop pickups when impacting terrain. The only non-blank actor ever used in the base game is Weapon_Quiver_001.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ArrowName&lt;br /&gt;
|str32&lt;br /&gt;
|If specified, the player&#039;s chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardPierce&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BaseAttackPowerRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadShot&lt;br /&gt;
|bool&lt;br /&gt;
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain. {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotAng&lt;br /&gt;
|float&lt;br /&gt;
|Angle in degrees of the lead shot spread to each side of the aimed point. The total spread angle will be 2*LeadShotAng.&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsRapidFire&lt;br /&gt;
|bool&lt;br /&gt;
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Unlike lead shots, rapidfire shots leave one arrow pickup when impacting terrain.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsLongRange&lt;br /&gt;
|bool&lt;br /&gt;
|If true, the camera will zoom in further than usual while the aiming crosshair is visible.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFirstSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Initial forward speed of arrows when they leave the bow. Negative values are treated as 0.&lt;br /&gt;
|4.5&lt;br /&gt;
|-&lt;br /&gt;
|ArrowAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during straight-line flight. Positive values are treated as 0.&lt;br /&gt;
| -0.1&lt;br /&gt;
|-&lt;br /&gt;
|ArrowStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during straight-line flight, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during freefall. Positive values are treated as 0.&lt;br /&gt;
| -0.2&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during freefall, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowGravity&lt;br /&gt;
|float&lt;br /&gt;
|Vertical acceleration arrows experience after their initial straight-line flight ends. Positive values make arrows accelerate upward. Unknown if arrows will actually despawn after traveling high enough. {{Check}}&lt;br /&gt;
| -9.8&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, arrow pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=12.0, y=-60.0, z=-22.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ArrowChargeRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting how quickly Link charges a shot after he has fully lifted his bow. Higher values charge shots more quickly.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowReloadRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting the cooldown duration between firing arrows, which cannot be cancelled even if a different bow is equipped. Higher values &#039;&#039;increase&#039;&#039; the cooldown duration.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponOption==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.019999999552965164, y=-0.009999999776482582, z=0.11999999731779099)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-8.0, y=-5.0, z=75.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MasterSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsMasterSword&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormAttackPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormMagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Base attack strength of the magic projectile that can be fired at full health&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|SearchEvilDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|RecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|SleepActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMiniWeapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindMyNodeName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameR&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameL&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameB&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Mt_Arm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime1&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime2&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb+ recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerReloadTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis recharge duration (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowAngle&lt;br /&gt;
|float&lt;br /&gt;
|Stasis launch angle (in degrees, 0 is flat and 90 is vertical)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowSpeedLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSmallSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a sword (1/x is the damage)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountLargeSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a claymore (1/x is the damage)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSpear&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a spear (1/x is the damage)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerCancelDeleteWaitTime&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stasis recharge duration after cancelling (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerLongTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerLong tag  (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerMiddleTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerShortTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerShort tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyTiredValue&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyBowSlow&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when Bow Rush is activated&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyPush&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when pushing things&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyCharge&lt;br /&gt;
|float&lt;br /&gt;
|Stamina consumption rate when charging an attack (small swords and spears) or doing a spin attack (large swords)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecover&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInAir&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate during freefall&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime1&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime2&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay when tired (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ColdTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HotTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempDamage&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDiamAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost multiplier in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDegAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost from being in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamSand&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier in sand or snow&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamTired&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier when tired&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickDiamTired&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverNum&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Health recovery rate&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSubjectContTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowShootNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowRateDiam&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiveBowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightOnShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightWeaponChange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustForceSlowTime&lt;br /&gt;
|float&lt;br /&gt;
|Slow time duration after successfully parrying with a shield (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveMaxDecRateByWater&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveIgnoreWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateByBog&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateMaxHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MinForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnowBallAddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LogPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleUpperMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleLowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleSideMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoSquatWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidReloadTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedFSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashUpEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShockTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|IceInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeedInAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableStickSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableDirSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashImpulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SwordTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by sprinting&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WhistleNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by whistling&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMinAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMaxAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddDiamByRain&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagnetAim2DPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSwim&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYHorse&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeM&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PredictDiffAngleMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashToRunStickValueDec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer tick multiplier in Hyrule Castle. &#039;&#039;Note: this is ignored for Revali&#039;s Gale+.&#039;&#039; Example: if set to 3.0, the timer will be decremented by 3 every second.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PushNoticeLookTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoEnergyDashInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickMaxInStore&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PostureContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ItemUseModelAlpha&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckSide&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageBase&lt;br /&gt;
|int&lt;br /&gt;
|[[No death damage]] base value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageAdd&lt;br /&gt;
|int&lt;br /&gt;
|Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the [[No death damage]] value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Swim Dash Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompRegistElecFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNightSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier for the &amp;quot;Night Speed Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompClimbJumpEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Climb Jump Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompPlusDropRate&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompWeaponBrakeRate&lt;br /&gt;
|float&lt;br /&gt;
|Durability cost multiplier for an unused set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwordBeamAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Master Sword Beam Up&amp;quot; set bonus when shooting beams with the Master Sword&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Ancient Proficiency&amp;quot; set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompBoneAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Bone Atk. Up&amp;quot; set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorLevel&lt;br /&gt;
|float&lt;br /&gt;
|NPC terror level conveyed by wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorRadius&lt;br /&gt;
|float&lt;br /&gt;
|Distance at which NPCs will react to wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimAnimeRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim animation speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for swimming when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier granted by Midna&#039;s Helmet and Diamond Circlet when using Guardian or Ancient weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWindNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Revali&#039;s Gale starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Urbosa&#039;s Fury starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricEnergy&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost threshold required to trigger Urbosa&#039;s Fury&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Daruk&#039;s Protection starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterLifeAdd&lt;br /&gt;
|int&lt;br /&gt;
|Number of extra health (yellow hearts) granted by Mipha&#039;s Grace (4.0 = 1 heart)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterEnergyAdd&lt;br /&gt;
|float&lt;br /&gt;
|Number of charges at which Mipha&#039;s Grace starts at&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickRInputFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiffAngleFromLookVec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookFixAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTimeToCamera&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutKnockBackNoCrrDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitUnsteadyApplyVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CurseAddWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofCrashVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutJumpInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterDepthInGrudge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngX&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoMaskPauseWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DefaultConnectScaleAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|LatConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|LngConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|DistConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FovyConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1000.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grab==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|StarNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DefenceAddLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WindScaleMesh&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WindScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NextRankName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorEffect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AncientPowUp&lt;br /&gt;
|bool&lt;br /&gt;
|Provides a 20% damage buff to Ancient weapons.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableClimbWaterfall&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableSpinAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorHead==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EarRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|MantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: Nothing&lt;br /&gt;
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
&lt;br /&gt;
2: Specifies that this head armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version, and also applies the same effect as MantleType=1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MaskType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorUpper==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDispOffPorch&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|DisableSelfMantle&lt;br /&gt;
|bool&lt;br /&gt;
|Whether this upper armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version or not (e.g. &amp;lt;code&amp;gt;Armor_Head_001_B&amp;lt;/code&amp;gt;)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseMantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_A&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
1: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShiekerStone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithWaist&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Pod_C&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.125, y=0.0, z=-0.017000000923871994)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=2.0, y=184.0, z=-3.0)&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithHand&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Weapon_L&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=180.0, y=180.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SeriesArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SeriesType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EnableCompBonus&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Liftable==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiftType&lt;br /&gt;
|str32&lt;br /&gt;
|Determines which animation to use when lifting this actor. Can accept arbitrary values, so long as those values are reflected in Link&#039;s [[Bas|.bas]] files. Existing vanilla values are: Ice, SnowBall, Rock, MeatRock, Barrel, HideBarrel, Pot, Pot_S, Pot_M, Pot_L, Pot_LL, Kokko, Beamos, ElectricBall, ElectricBox, AncientBall, Giant_Bone_Eye, Bokoblin_Bone, Moriblin_Bone, Lizalfos_Bone, Lynel_Bone, Bottle_Letter, Pouch, Square_Bomb, Sphere_Bomb&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrownMass&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ThrownRotSpd&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational speed when thrown, on each axis. Independent of physics factors (e.g. wind, bouncing)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when lifted. Negative Y values move the model closer to Link&#039;s head, positive Z values move it in front of Link, etc.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when lifted. Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotFrame&lt;br /&gt;
|int&lt;br /&gt;
|Frame of the lift animation during which to perform the LiftRotation.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddLiftRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChaseLiftRotOffset&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LiftCenterOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when placed on the ground (not when thrown). Follow the same positional rules as LiftPosOffset.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.5)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when placed on the ground (not when thrown). Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddPutRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateOffsetEachFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsUse2MassConstraintMode&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetChemicalParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|DisableFreezeLift&lt;br /&gt;
|bool&lt;br /&gt;
|Thaw the actor when lifting, if it is frozen.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|DisableBurnLift&lt;br /&gt;
|bool&lt;br /&gt;
|Put out the actor when lifting, if it is on fire.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ThrowReactionLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerUseItem&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SellingPrice&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|BuyingPrice&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|CreatingPrice&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|StainColor&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SaleRevivalCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|UseIconActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rupee==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RupeeValue&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Arrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ArrowNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTimeWithChemical&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyShootNumForDelete&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowDeletePer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bullet==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NoHitParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsLimitCount&lt;br /&gt;
|bool&lt;br /&gt;
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CureItem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CookSpice==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoostHitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostEffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostSuccessRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostMaxHeartLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostStaminaLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LumberjackTree==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|IsValid&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|StumpName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrunkName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WeaponWoodName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BranchName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Npc==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsReactNakedPlayer&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseAutoLabel&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOffPodFromWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsRunRainWhenGoToSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsWalkUnderShelterFromRain&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSlowWalkOnSandAndSnow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAlwaysCounterPlayerAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotTurnDetect&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotEscapeFromTerror&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TolerantTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|TolerantCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|CounterRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|ChangeSearchModeFlagName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OnFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OffFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NpcEquipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWeaponTypeWhenEquip&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EquipName1&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale1&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName2&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName3&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale3&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName4&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale4&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zora==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|InWaterDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FloatDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.35&lt;br /&gt;
|-&lt;br /&gt;
|FloatRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.02&lt;br /&gt;
|-&lt;br /&gt;
|FloatCycleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDepthSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.066&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Traveler==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AppearGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DeleteGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RouteType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RideHorseName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadHorse&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HorseGearLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0Name&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint0to1EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint0to1WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint0to1MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint1to0MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint1to0WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint1Name&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint1to2WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint2Name&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint2to3EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint2to3WaitFrame&lt;br /&gt;
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|RoutePoint2to3MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint3to2MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint3to2WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint3Name&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint3to4EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint3to4MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint5Name&lt;br /&gt;
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|RoutePoint5to6MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint6to5WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint6Name&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint6to7WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint6to7MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint6to7WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint7to6EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint7to6WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint7to6Schedule&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7Name&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint7to8WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8Schedule&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8Name&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to9EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to9WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to9Schedule&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to9MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to9WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to8EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint9to8WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to8Schedule&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to8MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to8WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to10EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to10WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to10Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to10MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to10WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to9EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to9WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to9Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to9MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to9WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to11EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to11WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to11Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to11MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to11WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to10EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to10WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to10Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to10MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prey==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRotDegree&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|135.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitTimeForStartEat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|IsEnableGroupEscape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|AimEscapeOffsetRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalFollowOffset==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatLocalOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ExtendedEntity==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsUsePivotAdjustRange&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PivotAdjustRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindActor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsKeepSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EatTarget==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SpeedActorName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BasePlayRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GearMaxNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWaitASAtGear0&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.15&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.002&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIClamp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIReduceRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputDLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputAvoidanceLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.08&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIIRLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Insect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FireResistanceLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fish==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRateAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -0.05&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngleAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|PrevSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rope==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAllowCutting&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetupKeyframed&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BoneEffectiveLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|IsInterpolateEdge&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsDeformable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOneBoneOneShape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateA&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateB&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateC&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MtxEndPosOffsetLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horse==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDecoy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HasMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ASVariation&lt;br /&gt;
|str32&lt;br /&gt;
|Speed of the horse. Accepted values are &#039;Slowest&#039;, &#039;Slow&#039;, &#039;Normal&#039;, &#039;Fast&#039; and &#039;Fastest&#039;&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|int&lt;br /&gt;
|0 is Tame, 2 is Wild&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear2&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when trotting {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear3&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when cantering {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGearTop&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when galloping {{Check}}&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|RunnableFramesAtGearTop&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|180.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNamesForExtraCharge&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HorseUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RiddenAnimalType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|CalmDownNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseObject==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HideHorseMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHorseClothDisable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseRider==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpineNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotBaseNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RightFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|FootRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|FootRetRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|FootRotAngleForKuma&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseCreator==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeaderHorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmorSlot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DamageScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|GuardianModelType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|GuardianControllerType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Max movement speed, only used for grounded (non-flying) guardians {{Check}}&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|CannonBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Eye&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MonsterShop==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BuyMamo&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SellMamo&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Swarm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SwarmSubActorNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|SwarmPattern&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GelEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MoveBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Body_Move&lt;br /&gt;
|-&lt;br /&gt;
|BodyRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ClothBoneNumForEyeCalc&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|BodyRootBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Skl_Root&lt;br /&gt;
|-&lt;br /&gt;
|LeftEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EyeSpaceHalf&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeDir&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.75, y=1.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeUpMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|EyeDownMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|IsAverageEyePos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|EyeDelayAccRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveTheta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveFrequency&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.033&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nest==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|CreateActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wizzrobe==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicWeatherType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIgniteRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallCenterOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallRandRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|SummonActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==StalEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftArmActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMini==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ColorType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BodyMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LineBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FinalBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ClothReaction==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableActiveTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=2.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|UseGroundCollidableResetPos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableMoveSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EnemyLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNoSkitDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickAllowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickForbidTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|EnemyAnimalNoDamageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|70.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNearCraeteIDDelay&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredNoSightLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceWarpReturnLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackAng&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|BlownOffPlayerAtkDelay&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeLS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.8&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSP&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRickeyLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|WeaponDropRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideBaseFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideHitBaseDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ShieldDamageratio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|ShieldSurfMasterFrictionRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|LoudNoiseRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|80.0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse2DamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|IceMeltSpeedOnContactFire&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|CriticalAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|BooerangAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|HitImpulseClampMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.075&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemInvincibleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|EnvWetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.95&lt;br /&gt;
|-&lt;br /&gt;
|NPCTurnAngleDiff&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWaitFrameAfterEvent&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|NPCIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCCancelIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCOpenDoorDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWalkRateOnSandAndSnow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|NPCDownVerticallyAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|GerudoQueenSafetyAreaRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|CreateFairyLimitCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|190.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorUnregistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistTimer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRadiusOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelHuge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelCheckRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|AtDirTypeAffectRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RainyAwnHearingLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfMaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfFemaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreasePerFrame&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAtFirstRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterGearTop&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterJump&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheWhileResisting&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseEat&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.699999988079071, y=0.20000000298023224, z=0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertProbability&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0010000000474974513, y=0.003000000026077032, z=0.0010000000474974513)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMin&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=120.0, y=120.0, z=120.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMax&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=240.0, y=240.0, z=240.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseExtraChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|PlayerGrabThrowDiffRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Beam==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BeamLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|511&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AutoGen==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SetName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|KeyActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SetRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ChemicalType==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|EmitChemicalActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Golem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DefaultWeakPointActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsDefaultChemicalOn&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseTargetedInfo==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseMoveRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseAvoidOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsCircularMoveAlways&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WolfLink==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.025&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|BattleRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HealRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HuntRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightAttackable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightHealable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|NavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|CanReachPlayerNavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SubmergedDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityLifeToHunt&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityConstant&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|7.0&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1600.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|600.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|120.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|CallDelayMinLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|CallOverrideCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|GiveUpShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RetryShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|BattleWallHitLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|FollowRetryLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|SafePosFailCounter&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeNormal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeSpecial&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|500.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodAttackMod&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodChainAttackCharge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|VSStalfosCritChance&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AttackBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DefenseBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|DefenseHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GolemIK==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FootRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FootDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|FootUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ArmRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ArmUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistRotateRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|WaistResetMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PictureBook==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot1&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot2&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SpecialDrop&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AirWall==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|AirWall&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Motorcycle==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PitchDampingCoefficient&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DriftRearAngleRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -2.5&lt;br /&gt;
|-&lt;br /&gt;
|DriftSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleFront&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleRear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLastSecInMidAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualControlProhibitSecAfterWheelie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPowerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EngineBrakeMaxPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|BackwardEngineBrakePower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipStartAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2500.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipPowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|WristBindRotation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-1.7200000286102295, y=-1.8399999141693115, z=-2.9000000953674316)&lt;br /&gt;
|-&lt;br /&gt;
|WristBindTranslation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.35499998927116394, y=0.07999999821186066, z=-0.14499999582767487)&lt;br /&gt;
|-&lt;br /&gt;
|PostureLimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidPostureLimitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|FallOverThresholdAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|75.0&lt;br /&gt;
|-&lt;br /&gt;
|JumpIntervalSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|FullEnergyLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchJumpProhibitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowDriftTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTransitionSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|JumpRearWheelRotateRadPerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowModeSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|800.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Parameter lists=&lt;br /&gt;
{{No AAMP param}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>Linga</name></author>
	</entry>
</feed>