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	<id>https://zeldamods.org/w_botw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LustyKoboldianMaid</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=LustyKoboldianMaid"/>
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	<updated>2026-05-30T01:48:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11646</id>
		<title>Bgparamlist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11646"/>
		<updated>2022-07-31T19:58:43Z</updated>

		<summary type="html">&lt;p&gt;LustyKoboldianMaid: StarNum correction&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 bows, the distance its arrows travel in a straight line before being affected by gravity. For weapons, the value does not affect reach, even when set to 0. The value is instead used on Enemy Actors to determine the distance from the Player (or another Actor) at which the Enemy Actor starts attacking.&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;
|A comma-separated (no spaces) list of Actor tags to be affected by SpHitRatio.&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 or possessing a SpHitTag. Attack power is only multiplied once, even if the Actor matches multiple criteria. Affected Actor can further modify the damage through SpAffectRatio and SpAffectDamage DamageParams.&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;
|When throwing weapons, specifies straight line flight distance during which the weapon isn&#039;t affected by gravity&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;
|Weapon speed during the throw. Affects the distance a weapon can stay airborne for after ThrowRange.&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. May &#039;&#039;very slightly&#039;&#039; affect throwing distance {{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;
|The translation offset of the shield when the weapon is stowed on Link&#039;s back&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;
|The rotation offset of the shield when the weapon is stowed on Link&#039;s back&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;
|The translation offset of the bow when the weapon is stowed on Link&#039;s back&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;
|The rotation offset of the bow when the weapon is stowed on Link&#039;s back&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;
|A weapon&#039;s sub-type. Only currently-known purpose is for control routing in [[Bas|.bas files]], for both player and enemies. May also affect enemy [[Baiprog|AI behavior]].{{Check}}&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;
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword&#039;s WeaponSubType]]. The following values affect only LargeSword&#039;s in vanilla, due to there being a weapon Profile check prior to the WeaponSubType check: Fan (changes Link&#039;s charged attack animation to a charged vertical attack), Katana (changes Link&#039;s charged attack animation to a charged horizontal swipe).&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;
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword&#039;s WeaponSubType]].&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;
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword&#039;s WeaponSubType]].&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;
|If true, arrows fired from the bow ignore all shields.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamageRatio&lt;br /&gt;
|float&lt;br /&gt;
|Affects the ExtraDamage of arrows fired from the bow. No arrows in the base game have more than 0 ExtraDamage.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BaseAttackPowerRatio&lt;br /&gt;
|float&lt;br /&gt;
|Affects the base damage (Attack) of arrows fired from the bow. The only arrows in the base game with functioning Base Damage are Bomb Arrows.&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.&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. Rapidfire shots never leave arrow pickups 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. Effectively limits RapidFireNum, as higher RapidFireInterval settings prevent extra arrows from spawning. E.g: RapidfireNum 5 at RapidFireInterval 1 spawns 5 arrows, but RapidFireNum 5 at RapidFireInterval 2 spawns only 4 arrows. Needs further investigation.{{Check}}&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;
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword&#039;s WeaponSubType]].&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]] (One Hit-Kill Protection) 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 weapons with the AncientWeapon Tag ([Guardian/Guardian+/Guardian++/Ancient] weapons in the base game)&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 weapons with the BoneWeapon Tag ([Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons in the base game)&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;
|Number of stars to display in the UI - 1. 1 Corresponds to 0 stars, 5 corresponds to 5 stars. Values over 5 are not implemented.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DefenceAddLevel&lt;br /&gt;
|int&lt;br /&gt;
|Armor points the armor piece adds to the player&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;
|Actor name of the next armor rank for the armor upgrade system&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;
|Armor effect when worn. Only accepts armor effects, which are implemented separately from food effects, but may share names.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
|Effect level, effective cap varies based on effect.&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;
|Specifies Armor series, presumably only used for the set bonus.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EnableCompBonus&lt;br /&gt;
|bool&lt;br /&gt;
|Enables the set bonus of the specified armor series if all equipped armor have the same SeriesType and this parameter set to True.&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;
&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;
|Additional damage dealt by the arrows. Affected by the bow&#039;s ExtraDamageRatio.&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;
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| -&lt;br /&gt;
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|RoutePoint1to2WaitAS&lt;br /&gt;
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|RoutePoint2to1EntryPoint&lt;br /&gt;
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|RoutePoint2Name&lt;br /&gt;
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|RoutePoint3Name&lt;br /&gt;
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|RoutePoint4Name&lt;br /&gt;
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|RoutePoint6Name&lt;br /&gt;
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|RoutePoint7Name&lt;br /&gt;
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|RoutePoint9to8MoveAS&lt;br /&gt;
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|RoutePoint9Name&lt;br /&gt;
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|RoutePoint9to10WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint10to9WaitFrame&lt;br /&gt;
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|RoutePoint10Name&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint10to11WaitFrame&lt;br /&gt;
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|RoutePoint10to11MoveAS&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint11to10WaitFrame&lt;br /&gt;
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| -&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;
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|RoutePoint11Name&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint11to12EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to12WaitFrame&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;
|RoutePoint11to12MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint11to12WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint12to11EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to11WaitFrame&lt;br /&gt;
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| -&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;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to11WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12Name&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to13EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to13WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to13Schedule&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to13MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to13WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint13to12EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint13to12WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
|0.0&lt;br /&gt;
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|&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>LustyKoboldianMaid</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bdmgparam&amp;diff=11645</id>
		<title>Bdmgparam</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bdmgparam&amp;diff=11645"/>
		<updated>2022-07-31T18:12:34Z</updated>

		<summary type="html">&lt;p&gt;LustyKoboldianMaid: Reaction Table test results, elemental clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bdmgparam|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;DamageParam&#039;&#039;&#039; (&#039;&#039;bdmgparam&#039;&#039;) configures how much damage an actor takes in various cases.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enums==&lt;br /&gt;
===DamageSource===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Sword||One-handed sword&lt;br /&gt;
|-&lt;br /&gt;
|LargeSword||Two-handed sword&lt;br /&gt;
|-&lt;br /&gt;
|Spear||Spear&lt;br /&gt;
|-&lt;br /&gt;
|Arrow||Arrow&lt;br /&gt;
|-&lt;br /&gt;
|Bomb||Remote bomb {{check}}&lt;br /&gt;
|-&lt;br /&gt;
|Body||Enemy body attacks (punches, kicks, animal attacks) {{check}}&lt;br /&gt;
|-&lt;br /&gt;
|Ancient||? {{check}}&lt;br /&gt;
|-&lt;br /&gt;
|ShockWave||Player and enemy Shockwaves {{check}}&lt;br /&gt;
|-&lt;br /&gt;
|Impulse||Impact forces&lt;br /&gt;
|-&lt;br /&gt;
|GanonBeam||? {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===DamageSize===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small||Varies by source&lt;br /&gt;
|-&lt;br /&gt;
|Middle||Varies by source&lt;br /&gt;
|-&lt;br /&gt;
|Large||Varies by source&lt;br /&gt;
|-&lt;br /&gt;
|Huge||Varies by source&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Link {{Check}} ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Sword&lt;br /&gt;
!Spear&lt;br /&gt;
!Large Sword&lt;br /&gt;
!Shockwave&lt;br /&gt;
|-&lt;br /&gt;
|Small&lt;br /&gt;
|Normal Attacks sans finisher. Flurry Rush attacks sans finisher. &lt;br /&gt;
|Normal Attacks sans finisher. Flurry Rush attacks sans finisher. Charged Attack sans finisher.&lt;br /&gt;
|Normal Attack (1st hit in 2 hit combo)sans finisher. Flurry Rush attacks sans finisher. Spin Attack hits sans finisher.&lt;br /&gt;
|Jump attacks  on flat ground. Large Sword Spin Attack finisher at two rotations or lower.&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|Weapon throw. Note that this can only be noticed on weapons that don&#039;t break when thrown or when the affected Actor has IsCriticalBlowOff set to false.&lt;br /&gt;
|Weapon throw.&lt;br /&gt;
|Weapon throw.&lt;br /&gt;
|Large Sword Spin Attack finisher at 3 rotations or higher. Jump/Falling attacks from a sufficient height.&lt;br /&gt;
|-&lt;br /&gt;
|Large&lt;br /&gt;
|Normal Attack finisher. Flurry Rush finisher. Spin Attack on all charge levels.&lt;br /&gt;
|Normal Attack finisher. Flurry Rush finisher. Charged Attack finisher.&lt;br /&gt;
|Normal Attack finisher. Flurry Rush finisher. Katana Charged Attack on all charge levels. Fan (Korok Leaf) Charged Attack on all charge levels.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Huge&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===DamageReaction {{Check}}===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Value!!Translation&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|即死||0x1e||Instant death&lt;br /&gt;
|Instantly kills the Actor&lt;br /&gt;
|-&lt;br /&gt;
|吹っ飛び||0x16||Blow away&lt;br /&gt;
|Ragdolls the Actor and applies Impulse defined by ImpulsePower multiplied BlastOffAttackRateSmall/BlastOffAttackRateLarge. These parameters are accessible in the actor&#039;s relevant ragdoll config. BlastOffAttackRate is generally bigger than LargeAttackRate.&lt;br /&gt;
|-&lt;br /&gt;
|大ダメージ||0x15||Large damage&lt;br /&gt;
|Ragdolls the Actor and applies a lower amount of Impulse defined by ImpulsePower multiplied by LargeAttackRate. These parameters are accessible in the actor&#039;s relevant ragdoll config. &lt;br /&gt;
|-&lt;br /&gt;
|中ダメージ||0x11||Medium damage&lt;br /&gt;
|Staggers the Actor and prevents them from acting for the stagger duration. This stagger interrupts enemy animations.&lt;br /&gt;
|-&lt;br /&gt;
|通常ダメージ||0xf||Normal damage&lt;br /&gt;
|Momentarily staggers the Actor and prevents them from acting for the stagger duration.  This stagger can only happen when the actor is idle/moving/turning, it cannot interrupt other animations.&lt;br /&gt;
|-&lt;br /&gt;
|小ダメージ||5||Small damage&lt;br /&gt;
|Visually staggers the Actor. Does not interrupt any animations or prevent the Actor from acting.&lt;br /&gt;
|-&lt;br /&gt;
|無反応||2||No reaction&lt;br /&gt;
|Do not visually stagger the actor but still apply impulse force to the hit location.&lt;br /&gt;
|-&lt;br /&gt;
|完全無反応||1||No reaction at all&lt;br /&gt;
|Do not stagger and do not apply impulse force to the hit location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Parameter objects==&lt;br /&gt;
(none)&lt;br /&gt;
&lt;br /&gt;
==Parameter lists==&lt;br /&gt;
===damage_param===&lt;br /&gt;
====Parameter objects====&lt;br /&gt;
=====DamageType=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Key||str||Damage reaction type (Basic, Tree, Tuta, Rope, Fish, Material, Npc, Ground, Golem, ReflectableBullet, Dummy)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====DamageRate=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|{{placeholder AAMP param name|name=([[#DamageSource]])}}||float||Damage multiplier for a given damage source&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====ReactionTable=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|{{placeholder AAMP param name|name=([[#DamageSource]])-([[#DamageSize]])}}||[[#DamageReaction]] (str32)||Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Parameters=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key!!Type!!Description!!Official description&lt;br /&gt;
|-&lt;br /&gt;
|Breakable||bool||xxx||壊れるかどうか(AI無しで破壊エフェクト・消滅挙動を行う)&lt;br /&gt;
|-&lt;br /&gt;
|HammerAffect||bool||Instant death when attacked by a weapon with the Hammer attribute||ハンマーが有効かどうか(ハンマー属性にチェックを入れた武器で攻撃されると即死する)&lt;br /&gt;
|-&lt;br /&gt;
|WeakBreakerAffect||bool||xxx||Objを一撃破壊しない武器設定が有効か&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalAttackAffect||bool||Receives additional damage from chemical attacks (e.g. rod balls)||ケミカルAtによる追加ダメージを受けるか(Ex:ロッドの玉)&lt;br /&gt;
|-&lt;br /&gt;
|SpAffectRatio||float||Further multiplies incoming damage if the Actor is affected by SpHitRatio through SpHitActor or SpHitTag.||特効ダメージ倍率(武器倍率と掛け算される)&lt;br /&gt;
|-&lt;br /&gt;
|SpAffectDamage||int||Flat additional damage added to incoming damage after all other calculations, if the the Actor is affected by SpHitRatio through SpHitActor or SpHitTag.||特効ダメージ加算値(ダメージ計算後に加算される)&lt;br /&gt;
|-&lt;br /&gt;
|VanishAffect||bool||Is vanished by ancient arrows||消滅攻撃有効(Ex:古代の矢)&lt;br /&gt;
|-&lt;br /&gt;
|IsCriticalBlowOff||bool||xxx||クリティカルで吹き飛ぶ&lt;br /&gt;
|-&lt;br /&gt;
|IsAcceptAtkImpulse||bool||Receives damage from impact forces (e.g. Bokoblin stones)||攻撃的衝撃力を受けるかどうか(Ex:ボコブリンの石)&lt;br /&gt;
|-&lt;br /&gt;
|IsCommonCalcImpuleDamage||bool||Automatic calculation of impact damage (ImpulseDamageTable is effective only when Off)||衝撃力ダメージを自動計算する(Offの場合のみImpulseDamageTableが有効になります)&lt;br /&gt;
|-&lt;br /&gt;
|IsHeavyBreak||bool||xxx||巨体属性でへし折れる&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThresholdLv0||float||Small impact force threshold ||(Small)衝撃力ダメージ閾値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseDamageLv0||float||Damage dealt by small impact forces||(Small)衝撃力ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThresholdLv1||float||Medium impact force threshold||(Middle)衝撃力ダメージ閾値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseDamageLv1||float||Damage dealt by medium impact forces||(Middle)衝撃力ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThresholdLv2||float||Large impact force threshold||(Large)衝撃力ダメージ閾値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseDamageLv2||float||Damage dealt by large impact forces||(Large)衝撃力ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThresholdLv3||float||Huge impact force threshold||(Huge)衝撃力ダメージ閾値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseDamageLv3||float||Damage dealt by huge impact forces||(Huge)衝撃力ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThresholdLv4||float||Lethal impact force threshold||(即死)衝撃力ダメージ閾値&lt;br /&gt;
|-&lt;br /&gt;
|FallDamageStartHeight||float||Min height for receiving fall damage||落下ダメージ開始高さ&lt;br /&gt;
|-&lt;br /&gt;
|FallDamageMin||int||Minimum fall damage||落下ダメージ最低値&lt;br /&gt;
|-&lt;br /&gt;
|FallDamagePerMeter||float||Fall damage/meter||1mあたりの加算落下ダメージ量&lt;br /&gt;
|-&lt;br /&gt;
|FallDamageHighStart||float||Min height for receiving strong fall damage||強落下ダメージ開始高さ(-1で無効)&lt;br /&gt;
|-&lt;br /&gt;
|FallDamageHighPerMeter||int||Strong fall damage/meter||強落下時1mあたりの加算落下ダメージ量&lt;br /&gt;
|-&lt;br /&gt;
|FallDamageNoWaterDepth||float||Min water depth for avoiding fall damage||落下ダメージ受けない水深&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointBone||str||Weak point bone (leave empty for the model origin to be used)||弱手ボーン名(空白だとモデル原点)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointCalcArea||float||Weak point calc area (0 to disable)||弱点判定エリア(弱点不要アクターはここを0に)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointCalcOffset||vec3||xxx||弱手判定エリアの指定ボーンからのオフセット(ローカル座標系)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointArea||float||xxx||弱点エリア&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointOffset||vec3||xxx||弱点エリアの指定ボーンからのオフセット(ローカル座標系)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointRatio||float||Damage multiplier when weak point is hit||弱点ダメージ倍率&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointNoUIFlag||bool||Do not show explanation in UI when weak point is hit||ヒット時説明UIを出さない&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointBone2||str||xxx||弱手ボーン名(空白だとモデル原点)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointCalcArea2||float||xxx||弱点判定エリア(弱点不要アクターはここを0に)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointCalcOffset2||vec3||xxx||弱手判定エリアの指定ボーンからのオフセット(ローカル座標系)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointArea2||float||xxx||弱点エリア&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointOffset2||vec3||xxx||弱点エリアの指定ボーンからのオフセット(ローカル座標系)&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointRatio2||float||xxx||弱点ダメージ倍率&lt;br /&gt;
|-&lt;br /&gt;
|WeakPointNoUIFlag2||bool||xxx||ヒット時説明UIを出さない&lt;br /&gt;
|-&lt;br /&gt;
|SillentKillMultRatio||float||Damage multiplier for sneak strikes||奇襲ダメージ乗算倍率&lt;br /&gt;
|-&lt;br /&gt;
|SillentKillAddDamage||int||Additional damage for sneak strikes||奇襲ダメージ加算値&lt;br /&gt;
|-&lt;br /&gt;
|IsDeadBurnout||bool||Appears to be severely bugged. When true, none of the elemental effects properly function. Burning deals no extra damage, does not set grass on fire and does not panic; Ice doesn&#039;t freeze or deal extra damage, but merely shades the model; Electric does not stun or deal extra damage.||燃え尽きでライフ0&lt;br /&gt;
|-&lt;br /&gt;
|IsMetamorBurnout||bool||Actor changes on burnout||燃え尽きでアクタ変化&lt;br /&gt;
|-&lt;br /&gt;
|IsMatamorFromTg||bool||Actor changes on burnout from fire sword||炎剣で切っても変化する&lt;br /&gt;
|-&lt;br /&gt;
|Burnable||bool||Can be burned||燃え状態有効&lt;br /&gt;
|-&lt;br /&gt;
|BurnDamage||int||Level 1 burn damage (-1 to disable)||燃えダメージLv1(-1でダメージ受けない)&lt;br /&gt;
|-&lt;br /&gt;
|BurnDamage2||int||Level 2 burn damage (same as Lv1 if -1)||燃えダメージLv2(-1でLv1と同じ)&lt;br /&gt;
|-&lt;br /&gt;
|BurnDamage3||int||Level 3 burn damage (same as Lv2 if -1)||燃えダメージLv3(-1でLv2と同じ)&lt;br /&gt;
|-&lt;br /&gt;
|BurnDamage4||int||Level 4 burn damage (same as Lv3 if -1)||燃えダメージLv4(-1でLv3と同じ)&lt;br /&gt;
|-&lt;br /&gt;
|BurnDamage5||int||Level 5 burn damage (same as Lv4 if -1)||燃えダメージLv5(-1でLv4と同じ)&lt;br /&gt;
|-&lt;br /&gt;
|BurnTime||int||Burn duration||燃え時間&lt;br /&gt;
|-&lt;br /&gt;
|BurnDamageInterval||int||Receive burn damage every N frames when on fire (-1 to disable)||[火に接触時]燃えダメージ間隔(-1で無し)&lt;br /&gt;
|-&lt;br /&gt;
|BurnContinuousDamage||int||Periodic burn damage value when on fire||[火に接触時]燃え継続ダメージ&lt;br /&gt;
|-&lt;br /&gt;
|BurnCritical||bool||Instantly vaporizes the Actor when hit with fire damage.||火異常がクリティカル扱いか&lt;br /&gt;
|-&lt;br /&gt;
|ProofBurnAtSmallDamage||bool||xxx||火弾無効時小ダメージアクションをとるか&lt;br /&gt;
|-&lt;br /&gt;
|IsDeadIce||bool||Affected Actor has their HP set to 0 when Frozen.||凍結でライフ0&lt;br /&gt;
|-&lt;br /&gt;
|IsMetamorIce||bool||Actor changes when frozen||凍結でアクタ変化&lt;br /&gt;
|-&lt;br /&gt;
|Iceable||bool||Can be frozen||凍結状態有効&lt;br /&gt;
|-&lt;br /&gt;
|IceDamage||int||Freeze damage||凍結ダメージ&lt;br /&gt;
|-&lt;br /&gt;
|IceTime||int||Freeze duration (in frames)||凍結時間(f)&lt;br /&gt;
|-&lt;br /&gt;
|IceBreakableByAtk||bool||Can be unfrozen by attacks||凍結時攻撃で割れるか&lt;br /&gt;
|-&lt;br /&gt;
|IceBreakDamageRatio||float||Damage multiplier when unfrozen by attack||凍結破壊ダメージ倍率&lt;br /&gt;
|-&lt;br /&gt;
|IceCritical||bool||Instantly vaporizes the Actor when hit with ice damage.||凍結異常がクリティカル扱いか(濡れたら死ぬようになります)&lt;br /&gt;
|-&lt;br /&gt;
|ProofIceAtSmallDamage||bool||xxx||冷凍弾無効時小ダメージアクションをとるか&lt;br /&gt;
|-&lt;br /&gt;
|IsDeadElectric||bool||xxx||帯電でライフ0&lt;br /&gt;
|-&lt;br /&gt;
|IsMetamorElectric||bool||Actor changes when shocked||帯電でアクタ変化&lt;br /&gt;
|-&lt;br /&gt;
|Electricable||bool||Can be shocked||痺れ状態有効&lt;br /&gt;
|-&lt;br /&gt;
|ElectricDamage||int||Shock damage||痺れダメージ&lt;br /&gt;
|-&lt;br /&gt;
|ElectricTime||int||Shock effect duration (in frames)||痺れ時間(f)&lt;br /&gt;
|-&lt;br /&gt;
|ElecCancelableByAtk||bool||Whether shock effect is cancelled by attacks||痺れ時攻撃でキャンセルされるか&lt;br /&gt;
|-&lt;br /&gt;
|ProofElecAtSmallDamage||bool||xxx||電気弾無効時小ダメージアクションをとるか&lt;br /&gt;
|-&lt;br /&gt;
|WetAffect||bool||Can become wet (Note: This parameter&#039;s official description is misleading. If WetAffect is true, the actor instantly dies on contact with deep water.)||濡れ有効&lt;br /&gt;
|-&lt;br /&gt;
|LightningAffect||bool||Is affected by lightning||落雷有効&lt;br /&gt;
|-&lt;br /&gt;
|LightningDamage||int||Lightning damage||落雷ダメージ&lt;br /&gt;
|-&lt;br /&gt;
|GerudoHeroAffect||bool||Is affected by Urbosa&#039;s Fury||英傑加護(雷)有効&lt;br /&gt;
|-&lt;br /&gt;
|GerudoHeroDamage||int||Urbosa&#039;s Fury damage||英傑加護(雷)ダメージ&lt;br /&gt;
|-&lt;br /&gt;
|GerudoHeroTime||int||Urbosa&#039;s Fury shock effect duration (blow off when 0)||英傑加護(雷)痺れ時間(0だと吹っ飛び)&lt;br /&gt;
|-&lt;br /&gt;
|GustAffect||bool||Is affected by gusts of wind||突風有効&lt;br /&gt;
|-&lt;br /&gt;
|DrownHeight||float||Water depth before drowning (-1 to disable)||溺れる水深(-1で溺れない)&lt;br /&gt;
|-&lt;br /&gt;
|DrownDamage||int||Drown damage (0 for special cases)||溺れた瞬間に食らうダメージ(特殊な場合を除き0でいい)&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterFrozenTime||int||xxx||冷たい水地形で凍結する時間&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterAffect||bool||Is affected by freezing water||冷たい水地形でダメージ有&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterDamage||int||Damage when in freezing water ||冷たい水ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterDamageInterval||int||Receive damage every N frames when in freezing water||冷たい水ダメージ最浅間隔&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterDamageStartDepth||float||Depth threshold for freezing water||冷たい水ダメージ最浅閾値&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterDamageIntervalDeep||int||Receive damage every N frames when in deep freezing water (-1 to disable)||冷たい水ダメージ最深間隔(-1なら使わない)&lt;br /&gt;
|-&lt;br /&gt;
|ColdWaterDamageDeepDepth||float||Depth threshold for deep freezing water (-1 to disable)||冷たい水ダメージ最深閾値(-1で最深間隔は使わない)&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterBoiledTime||int||Time in frames to boil (-1 to disable, if enabled please disable the below settings)||熱湯地形で茹であがる時間(-1で無効,有効にする場合は以下は無効設定にして下さい)&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterHealAffect||bool||Heals when in hot water||温泉地形で影響有&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterHeal||int||Hot water heal value||温泉回復値&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterHealInterval||int||Recover health every N frames when in hot water||温泉影響最浅間隔&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterHealStartDepth||float||Depth threshold for hot water||温泉影響最浅閾値&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterHealIntervalDeep||int||Recover health every N frames when in deep hot water (-1 to disable) ||温泉影響最深間隔(-1なら使わない)&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterHealDeepDepth||float||Depth threshold for deep hot water||温泉影響最深閾値(-1で最深間隔は使わない)&lt;br /&gt;
|-&lt;br /&gt;
|HotWaterChemCrit||bool||xxx||温泉入るとケミカルクリティカル&lt;br /&gt;
|-&lt;br /&gt;
|PoisonBogAffect||bool||Is affected by poison swamp terrain||毒沼地形でダメージ有&lt;br /&gt;
|-&lt;br /&gt;
|PoisonBogDamage||int||Poison damage||毒沼ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|PoisonBogDamageInterval||int||Receive poison damage every N frames||毒沼ダメージ間隔&lt;br /&gt;
|-&lt;br /&gt;
|LavaAffect||bool||Is affected by lava terrain||溶岩地形でダメージ有&lt;br /&gt;
|-&lt;br /&gt;
|LavaDamage||int||Lava damage||溶岩ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|LavaDamageInterval||int||Receive lava damage every N frames||溶岩ダメージ間隔&lt;br /&gt;
|-&lt;br /&gt;
|LavaDeepDepth||float||Depth threshold for deep lava||深い溶岩閾値&lt;br /&gt;
|-&lt;br /&gt;
|LavaDeepDamage||int||Deep lava damage||深い溶岩ダメージ値&lt;br /&gt;
|-&lt;br /&gt;
|CurseAffect||bool||Receives malice damage||怨念ダメージ状態有効&lt;br /&gt;
|-&lt;br /&gt;
|CurseDamage||int||Malice damage||怨念ダメージ&lt;br /&gt;
|-&lt;br /&gt;
|CurseInterval||int||Receive malice damage every N frames (-1 to disable)||怨念ダメージ間隔(-1で無し)&lt;br /&gt;
|-&lt;br /&gt;
|CurseContinuousDamage||int||xxx||怨念継続ダメージ&lt;br /&gt;
|-&lt;br /&gt;
|HeavySnowColdTime||int||Freeze duration when it&#039;s snowing heavily (-1 to not freeze)||大雪時凍るまでの時間(-1で凍らない)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Player_Link===&lt;br /&gt;
&amp;lt;source lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
!io&lt;br /&gt;
version: 0&lt;br /&gt;
type: xml&lt;br /&gt;
param_root: !list&lt;br /&gt;
  objects: {}&lt;br /&gt;
  lists:&lt;br /&gt;
    damage_param: !list&lt;br /&gt;
      objects:&lt;br /&gt;
        DamageType: !obj {Key: Basic}&lt;br /&gt;
        DamageRate: !obj&lt;br /&gt;
          Sword: 1.0&lt;br /&gt;
          LargeSword: 1.0&lt;br /&gt;
          Spear: 1.0&lt;br /&gt;
          Arrow: 1.0&lt;br /&gt;
          Bomb: 1.0&lt;br /&gt;
          Body: 1.0&lt;br /&gt;
          Ancient: 1.0&lt;br /&gt;
          ShockWave: 1.0&lt;br /&gt;
          Impulse: 1.0&lt;br /&gt;
          GanonBeam: 1.0&lt;br /&gt;
        ReactionTable: !obj&lt;br /&gt;
          Sword-Small: !str32 通常ダメージ&lt;br /&gt;
          Sword-Middle: !str32 中ダメージ&lt;br /&gt;
          Sword-Large: !str32 大ダメージ&lt;br /&gt;
          Sword-Huge: !str32 吹っ飛び&lt;br /&gt;
          LargeSword-Small: !str32 大ダメージ&lt;br /&gt;
          LargeSword-Middle: !str32 大ダメージ&lt;br /&gt;
          LargeSword-Large: !str32 大ダメージ&lt;br /&gt;
          LargeSword-Huge: !str32 吹っ飛び&lt;br /&gt;
          Spear-Small: !str32 通常ダメージ&lt;br /&gt;
          Spear-Middle: !str32 中ダメージ&lt;br /&gt;
          Spear-Large: !str32 大ダメージ&lt;br /&gt;
          Spear-Huge: !str32 吹っ飛び&lt;br /&gt;
          Arrow-Small: !str32 通常ダメージ&lt;br /&gt;
          Arrow-Middle: !str32 通常ダメージ&lt;br /&gt;
          Arrow-Large: !str32 大ダメージ&lt;br /&gt;
          Arrow-Huge: !str32 吹っ飛び&lt;br /&gt;
          Bomb-Small: !str32 通常ダメージ&lt;br /&gt;
          Bomb-Middle: !str32 通常ダメージ&lt;br /&gt;
          Bomb-Large: !str32 大ダメージ&lt;br /&gt;
          Bomb-Huge: !str32 吹っ飛び&lt;br /&gt;
          Body-Small: !str32 通常ダメージ&lt;br /&gt;
          Body-Middle: !str32 中ダメージ&lt;br /&gt;
          Body-Large: !str32 大ダメージ&lt;br /&gt;
          Body-Huge: !str32 吹っ飛び&lt;br /&gt;
          Ancient-Small: !str32 通常ダメージ&lt;br /&gt;
          Ancient-Middle: !str32 中ダメージ&lt;br /&gt;
          Ancient-Large: !str32 吹っ飛び&lt;br /&gt;
          Ancient-Huge: !str32 吹っ飛び&lt;br /&gt;
          ShockWave-Small: !str32 通常ダメージ&lt;br /&gt;
          ShockWave-Middle: !str32 中ダメージ&lt;br /&gt;
          ShockWave-Large: !str32 大ダメージ&lt;br /&gt;
          ShockWave-Huge: !str32 吹っ飛び&lt;br /&gt;
          Impulse-Small: !str32 無反応&lt;br /&gt;
          Impulse-Middle: !str32 通常ダメージ&lt;br /&gt;
          Impulse-Large: !str32 大ダメージ&lt;br /&gt;
          Impulse-Huge: !str32 吹っ飛び&lt;br /&gt;
          GanonBeam-Small: !str32 吹っ飛び&lt;br /&gt;
          GanonBeam-Middle: !str32 吹っ飛び&lt;br /&gt;
          GanonBeam-Large: !str32 吹っ飛び&lt;br /&gt;
          GanonBeam-Huge: !str32 吹っ飛び&lt;br /&gt;
        Parameters: !obj&lt;br /&gt;
          Breakable: false&lt;br /&gt;
          HammerAffect: false&lt;br /&gt;
          WeakBreakerAffect: false&lt;br /&gt;
          ChemicalAttackAffect: true&lt;br /&gt;
          SpAffectRatio: 1.0&lt;br /&gt;
          SpAffectDamage: 0&lt;br /&gt;
          VanishAffect: false&lt;br /&gt;
          IsCriticalBlowOff: true&lt;br /&gt;
          IsAcceptAtkImpulse: true&lt;br /&gt;
          IsCommonCalcImpuleDamage: false&lt;br /&gt;
          IsHeavyBreak: false&lt;br /&gt;
          ImpulseThresholdLv0: 0.0&lt;br /&gt;
          ImpulseDamageLv0: 0.0&lt;br /&gt;
          ImpulseThresholdLv1: 8000.0&lt;br /&gt;
          ImpulseDamageLv1: 4.0&lt;br /&gt;
          ImpulseThresholdLv2: 80000.0&lt;br /&gt;
          ImpulseDamageLv2: 8.0&lt;br /&gt;
          ImpulseThresholdLv3: 800000.0&lt;br /&gt;
          ImpulseDamageLv3: 12.0&lt;br /&gt;
          ImpulseThresholdLv4: -1.0&lt;br /&gt;
          FallDamageStartHeight: 20.0&lt;br /&gt;
          FallDamageMin: 4&lt;br /&gt;
          FallDamagePerMeter: 0.6&lt;br /&gt;
          FallDamageHighStart: 50.0&lt;br /&gt;
          FallDamageHighPerMeter: 2&lt;br /&gt;
          FallDamageNoWaterDepth: 1.4&lt;br /&gt;
          WeakPointBone: &#039;&#039;&lt;br /&gt;
          WeakPointCalcArea: 0.0&lt;br /&gt;
          WeakPointCalcOffset: !vec3 [0.0, 0.0, 0.0]&lt;br /&gt;
          WeakPointArea: 0.0&lt;br /&gt;
          WeakPointOffset: !vec3 [0.0, 0.0, 0.0]&lt;br /&gt;
          WeakPointRatio: 4.0&lt;br /&gt;
          WeakPointNoUIFlag: false&lt;br /&gt;
          WeakPointBone2: &#039;&#039;&lt;br /&gt;
          WeakPointCalcArea2: 0.0&lt;br /&gt;
          WeakPointCalcOffset2: !vec3 [0.0, 0.0, 0.0]&lt;br /&gt;
          WeakPointArea2: 0.0&lt;br /&gt;
          WeakPointOffset2: !vec3 [0.0, 0.0, 0.0]&lt;br /&gt;
          WeakPointRatio2: 1.0&lt;br /&gt;
          WeakPointNoUIFlag2: false&lt;br /&gt;
          SillentKillMultRatio: 1.0&lt;br /&gt;
          SillentKillAddDamage: 0&lt;br /&gt;
          IsDeadBurnout: false&lt;br /&gt;
          IsMetamorBurnout: false&lt;br /&gt;
          IsMatamorFromTg: true&lt;br /&gt;
          Burnable: true&lt;br /&gt;
          BurnDamage: 2&lt;br /&gt;
          BurnDamage2: 4&lt;br /&gt;
          BurnDamage3: 6&lt;br /&gt;
          BurnDamage4: 8&lt;br /&gt;
          BurnDamage5: 10&lt;br /&gt;
          BurnTime: 30&lt;br /&gt;
          BurnDamageInterval: 30&lt;br /&gt;
          BurnContinuousDamage: 2&lt;br /&gt;
          BurnCritical: false&lt;br /&gt;
          ProofBurnAtSmallDamage: false&lt;br /&gt;
          IsDeadIce: false&lt;br /&gt;
          IsMetamorIce: false&lt;br /&gt;
          Iceable: true&lt;br /&gt;
          IceDamage: 2&lt;br /&gt;
          IceTime: 180&lt;br /&gt;
          IceBreakableByAtk: true&lt;br /&gt;
          IceBreakDamageRatio: 2.0&lt;br /&gt;
          IceCritical: false&lt;br /&gt;
          ProofIceAtSmallDamage: false&lt;br /&gt;
          IsDeadElectric: false&lt;br /&gt;
          IsMetamorElectric: false&lt;br /&gt;
          Electricable: true&lt;br /&gt;
          ElectricDamage: 12&lt;br /&gt;
          ElectricTime: 20&lt;br /&gt;
          ElecCancelableByAtk: true&lt;br /&gt;
          ProofElecAtSmallDamage: false&lt;br /&gt;
          WetAffect: false&lt;br /&gt;
          LightningAffect: true&lt;br /&gt;
          LightningDamage: 48&lt;br /&gt;
          GerudoHeroAffect: true&lt;br /&gt;
          GerudoHeroDamage: 100&lt;br /&gt;
          GerudoHeroTime: 300&lt;br /&gt;
          GustAffect: true&lt;br /&gt;
          DrownHeight: -1.0&lt;br /&gt;
          DrownDamage: 4&lt;br /&gt;
          ColdWaterFrozenTime: -1&lt;br /&gt;
          ColdWaterAffect: true&lt;br /&gt;
          ColdWaterDamage: 2&lt;br /&gt;
          ColdWaterDamageInterval: 60&lt;br /&gt;
          ColdWaterDamageStartDepth: 0.0&lt;br /&gt;
          ColdWaterDamageIntervalDeep: 15&lt;br /&gt;
          ColdWaterDamageDeepDepth: 1.4&lt;br /&gt;
          HotWaterBoiledTime: -1&lt;br /&gt;
          HotWaterHealAffect: true&lt;br /&gt;
          HotWaterHeal: 2&lt;br /&gt;
          HotWaterHealInterval: 60&lt;br /&gt;
          HotWaterHealStartDepth: 0.4&lt;br /&gt;
          HotWaterHealIntervalDeep: -1&lt;br /&gt;
          HotWaterHealDeepDepth: -1.0&lt;br /&gt;
          HotWaterChemCrit: false&lt;br /&gt;
          PoisonBogAffect: true&lt;br /&gt;
          PoisonBogDamage: 2&lt;br /&gt;
          PoisonBogDamageInterval: 15&lt;br /&gt;
          LavaAffect: true&lt;br /&gt;
          LavaDamage: 4&lt;br /&gt;
          LavaDamageInterval: 60&lt;br /&gt;
          LavaDeepDepth: 0.4&lt;br /&gt;
          LavaDeepDamage: 0&lt;br /&gt;
          CurseAffect: true&lt;br /&gt;
          CurseDamage: 2&lt;br /&gt;
          CurseInterval: 15&lt;br /&gt;
          CurseContinuousDamage: 2&lt;br /&gt;
          HeavySnowColdTime: -1&lt;br /&gt;
      lists: {}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&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>LustyKoboldianMaid</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11644</id>
		<title>Bgparamlist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11644"/>
		<updated>2022-07-31T17:04:46Z</updated>

		<summary type="html">&lt;p&gt;LustyKoboldianMaid: Range for weapons&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 bows, the distance its arrows travel in a straight line before being affected by gravity. For weapons, the value does not affect reach, even when set to 0. The value is instead used on Enemy Actors to determine the distance from the Player (or another Actor) at which the Enemy Actor starts attacking.&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;
|A comma-separated (no spaces) list of Actor tags to be affected by SpHitRatio.&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 or possessing a SpHitTag. Attack power is only multiplied once, even if the Actor matches multiple criteria. Affected Actor can further modify the damage through SpAffectRatio and SpAffectDamage DamageParams.&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;
|When throwing weapons, specifies straight line flight distance during which the weapon isn&#039;t affected by gravity&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;
|Weapon speed during the throw. Affects the distance a weapon can stay airborne for after ThrowRange.&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. May &#039;&#039;very slightly&#039;&#039; affect throwing distance {{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;
|The translation offset of the shield when the weapon is stowed on Link&#039;s back&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;
|The rotation offset of the shield when the weapon is stowed on Link&#039;s back&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;
|The translation offset of the bow when the weapon is stowed on Link&#039;s back&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;
|The rotation offset of the bow when the weapon is stowed on Link&#039;s back&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;
|A weapon&#039;s sub-type. Only currently-known purpose is for control routing in [[Bas|.bas files]], for both player and enemies. May also affect enemy [[Baiprog|AI behavior]].{{Check}}&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;
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword&#039;s WeaponSubType]]. The following values affect only LargeSword&#039;s in vanilla, due to there being a weapon Profile check prior to the WeaponSubType check: Fan (changes Link&#039;s charged attack animation to a charged vertical attack), Katana (changes Link&#039;s charged attack animation to a charged horizontal swipe).&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;
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword&#039;s WeaponSubType]].&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;
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword&#039;s WeaponSubType]].&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;
|If true, arrows fired from the bow ignore all shields.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamageRatio&lt;br /&gt;
|float&lt;br /&gt;
|Affects the ExtraDamage of arrows fired from the bow. No arrows in the base game have more than 0 ExtraDamage.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BaseAttackPowerRatio&lt;br /&gt;
|float&lt;br /&gt;
|Affects the base damage (Attack) of arrows fired from the bow. The only arrows in the base game with functioning Base Damage are Bomb Arrows.&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.&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. Rapidfire shots never leave arrow pickups 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. Effectively limits RapidFireNum, as higher RapidFireInterval settings prevent extra arrows from spawning. E.g: RapidfireNum 5 at RapidFireInterval 1 spawns 5 arrows, but RapidFireNum 5 at RapidFireInterval 2 spawns only 4 arrows. Needs further investigation.{{Check}}&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;
|Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword&#039;s WeaponSubType]].&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]] (One Hit-Kill Protection) 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 weapons with the AncientWeapon Tag ([Guardian/Guardian+/Guardian++/Ancient] weapons in the base game)&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 weapons with the BoneWeapon Tag ([Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons in the base game)&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;
|Number of stars to display in the UI. Values over 4 are not implemented.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DefenceAddLevel&lt;br /&gt;
|int&lt;br /&gt;
|Armor points the armor piece adds to the player&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;
|Actor name of the next armor rank for the armor upgrade system&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;
|Armor effect when worn. Only accepts armor effects, which are implemented separately from food effects, but may share names.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
|Effect level, effective cap varies based on effect.&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;
|Specifies Armor series, presumably only used for the set bonus.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EnableCompBonus&lt;br /&gt;
|bool&lt;br /&gt;
|Enables the set bonus of the specified armor series if all equipped armor have the same SeriesType and this parameter set to True.&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;
&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;
|Additional damage dealt by the arrows. Affected by the bow&#039;s ExtraDamageRatio.&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;
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|RoutePoint15to14WaitFrame&lt;br /&gt;
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|RoutePoint15to14MoveAS&lt;br /&gt;
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|RoutePoint15to14WaitAS&lt;br /&gt;
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|-&lt;br /&gt;
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|&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>LustyKoboldianMaid</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11642</id>
		<title>Bgparamlist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11642"/>
		<updated>2022-07-31T14:09:31Z</updated>

		<summary type="html">&lt;p&gt;LustyKoboldianMaid: SpHit, Armor, Bow , Thrown additions&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;
|A comma-separated (no spaces) list of Actor tags to be affected by SpHitRatio.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplies damage against any Actor listed in SpHitActor or posessing SpHitTag. Damage is only multiplied once, even if the actor matches multiple criteria. Affected Actor can further modify the damage through SpAffectRatio and SpAffectDamage DamageParams.&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;
|When throwing weapons, specifies straight line flight distance during which the weapon isn&#039;t affected by gravity&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;
|Weapon speed during the throw. Affects the distance a weapon can stay airborne for after ThrowRange.&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. May &#039;&#039;very slightly&#039;&#039; affect throwing distance {{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;
|The translation offset of the shield when the weapon is stowed on Link&#039;s back&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;
|The rotation offset of the shield when the weapon is stowed on Link&#039;s back&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;
|The translation offset of the bow when the weapon is stowed on Link&#039;s back&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;
|The rotation offset of the bow when the weapon is stowed on Link&#039;s back&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;
|A weapon&#039;s sub-type. Known valid base game sub-types are: 0(default), Rod, Boomerang, MasterSword(used by Master Sword and One Hit Obliterator). Seems to affect enemy AI when using the weapons.{{Check}}Effect on player not fully understood.{{Check}}&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;
|Weapon sub-type. Known valid base game subtypes are: 0(default), Boomerang, Fan(used by Korok Leaf, changes Link&#039;s charged attack animation from a spin to a charged vertical attack), Katana(changes Link&#039;s charged attack animation to a charged horizontal swipe).&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;
|Weapon sub-type. Only known valid base game sub-type is 0 (default).&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;
|Weapon sub-type. Only known valid base game sub-type is 0 (default).&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;
|If true, arrows fired from the bow ignore all shields.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamageRatio&lt;br /&gt;
|float&lt;br /&gt;
|Affects the ExtraDamage of arrows fired from the bow. No arrows in the base game have more than 0 ExtraDamage.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BaseAttackPowerRatio&lt;br /&gt;
|float&lt;br /&gt;
|Affects the base damage (Attack) of arrows fired from the bow. The only arrows in the base game with functioning Base Damage are Bomb Arrows.&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.&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. Rapidfire shots never leave arrow pickups 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. Effectively limits RapidFireNum, as higher RapidFireInterval settings prevent extra arrows from spawning. E.g: RapidfireNum 5 at RapidFireInterval 1 spawns 5 arrows, but RapidFireNUm at RapidFireInterval 2 spawns only 4 arrows. Needs further investigation.{{Check}}&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;
|Weapon sub-type. Only known valid base game sub-type is 0 (default).&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]] (One Hit-Kill Protection) 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 weapons with the AncientWeapon Tag ([Guardian/Guardian+/Guardian++/Ancient] weapons in the base game)&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 weapons with the BoneWeapon Tag ([Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons in the base game)&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;
|Number of stars to display in the UI. Values over 4 are not implemented.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DefenceAddLevel&lt;br /&gt;
|int&lt;br /&gt;
|Armor points the armor piece adds to the player&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;
|Actor name of the next armor rank for the armor upgrade system&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;
|Armor effect when worn. Only accepts armor effects, which are implemented separately from food effects, but may share names.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
|Effect level, effective cap varies based on effect.&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;
|Specifies Armor series, presumably only used for the set bonus.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EnableCompBonus&lt;br /&gt;
|bool&lt;br /&gt;
|Enables the set bonus of the specified armor series.&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;
&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;
|Additional damage dealt by the arrows. Affected by the bow&#039;s ExtraDamageRatio.&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;
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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;
|RoutePoint1to0MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
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|RoutePoint1to0WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint1Name&lt;br /&gt;
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| -&lt;br /&gt;
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|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;
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| -&lt;br /&gt;
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|RoutePoint1to2WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint2to1WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint2to1MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|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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|RoutePoint2to3WaitFrame&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;
|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;
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|RoutePoint3to4WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint3to4MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint3to4WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint4to3WaitFrame&lt;br /&gt;
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| -&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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|RoutePoint4to3WaitAS&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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| -&lt;br /&gt;
|&lt;br /&gt;
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|RoutePoint4to5EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&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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|-&lt;br /&gt;
|RoutePoint4to5MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint4to5WaitAS&lt;br /&gt;
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|RoutePoint5to4EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
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|RoutePoint5to4WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint5to4MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint5to4WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint5Name&lt;br /&gt;
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|RoutePoint5to6EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint5to6MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint6to5EntryPoint&lt;br /&gt;
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| -&lt;br /&gt;
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|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;
|RoutePoint6to5MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint6to5WaitAS&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;
|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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|-&lt;br /&gt;
|RoutePoint6to7MoveAS&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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|RoutePoint7to6WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint7to6MoveAS&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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|RoutePoint7to8WaitFrame&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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|RoutePoint8to7WaitFrame&lt;br /&gt;
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| -&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint8to7MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint8to7WaitAS&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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|RoutePoint9to8WaitAS&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint9Name&lt;br /&gt;
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| -&lt;br /&gt;
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|RoutePoint9to10EntryPoint&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;
|0.0&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|RoutePoint9to10MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
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|-&lt;br /&gt;
|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;
|&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;
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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;
|RoutePoint10to11EntryPoint&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to11MoveAS&lt;br /&gt;
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| -&lt;br /&gt;
|&lt;br /&gt;
|-&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to10MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&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;
|str256&lt;br /&gt;
| -&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;
|str32&lt;br /&gt;
| -&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;
|str32&lt;br /&gt;
| -&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;
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|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>LustyKoboldianMaid</name></author>
	</entry>
</feed>