<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://zeldamods.org/w_botw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NateHevens</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=NateHevens"/>
	<link rel="alternate" type="text/html" href="https://zeldamods.org/wiki/Special:Contributions/NateHevens"/>
	<updated>2026-04-17T03:21:16Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11128</id>
		<title>Bgparamlist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11128"/>
		<updated>2022-05-29T16:47:18Z</updated>

		<summary type="html">&lt;p&gt;NateHevens: /* Horse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|what=The list of objects/parameters is complete, but parameter descriptions are missing.}}&lt;br /&gt;
{{lowercase}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Parameter archive infobox|param_type=bgparamlist|version=0|type=xml}}&lt;br /&gt;
&#039;&#039;&#039;GeneralParamList&#039;&#039;&#039; (&#039;&#039;bgparamlist&#039;&#039;) configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Parameter objects=&lt;br /&gt;
{{AampNameWarning}}&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SameGroupActorName&lt;br /&gt;
|str64&lt;br /&gt;
|Actor group name (at least used by one subsystem: the actor code relies on this to determine the name of the [[Difficulty scaling|Defeated_%s_Num]] counter flag)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGetItemSelf&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|Life&lt;br /&gt;
|int&lt;br /&gt;
|Initial and maximum HP (for characters) or durability (for items)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|IsLifeInfinite&lt;br /&gt;
|bool&lt;br /&gt;
|Prevent HP/durability from changing&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ElectricalDischarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBorn&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BurnOutBornName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsBurnOutBornIdent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDropTableName&lt;br /&gt;
|str&lt;br /&gt;
|The drop table used when an Octorok inhales this item&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
|Affects how NPCs react to enemies (confront or flee)&amp;lt;ref&amp;gt;See callers of function &amp;lt;code&amp;gt;ActorInfoData::getEnemyRank&amp;lt;/code&amp;gt; @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base (unarmed) strength of this enemy&#039;s attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DropLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|DyingLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|LostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostRayLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LODLostHeightMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -30.0&lt;br /&gt;
|-&lt;br /&gt;
|IntelligenceLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EmotionalLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HeroismLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PartActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsMindFriend&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StatusChangeFlag&lt;br /&gt;
|str&lt;br /&gt;
|Name of the flag to check for ChangeLife&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChangeLife&lt;br /&gt;
|float&lt;br /&gt;
|HP/Life value to use if StatusChangeFlag is non empty and if the flag is set&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyLevel==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAvoidDanger&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardArrow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHideArrowAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBackSwiftAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCounterAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsEscapeBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsKickBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsShootBomb&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GuardPer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsJustGuard&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyRace==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EquipableWeapon&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsFitGroundByAnimalUnit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateSupportNormalInAir&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BowAttackRangeRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSmallSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleLargeSword&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleSpear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleBow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponScaleShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponHoldRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|IsUseTargetTag&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TargetActorType&lt;br /&gt;
|str&lt;br /&gt;
|Actor types that the actor will target and attack&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|EscapeAttackedActorType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ReactionBalloon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|SmallRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|SmallLargeRagdollRecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AttackInterval==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ShortAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|MiddleAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMin&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|LongAttackTimeMax&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EnemyShown==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsHappy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsCasebyCase&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsSit&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNoise&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindBone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BoneOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|BoneRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|int&lt;br /&gt;
|Base strength value for the standard attack {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseLarge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|float&lt;br /&gt;
|For weapons, the range of its melee attack {{Check}}. For bows, the distance its arrows travel in a straight line before being affected by gravity.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardBreakPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SpHitActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names to be affected by SpHitRatio.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitTag&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpHitRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplies attack power against any Actor listed in SpHitActor&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SpWeakHitActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PowerForPlayer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponCommon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by the player&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEqScale&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model by when equipped by any enemy&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardPower&lt;br /&gt;
|int&lt;br /&gt;
|Only used for shields. Higher values reduce the durability damage recieved when blocking incoming attacks.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsHammer&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives hammer behavior (instantly breaks ore deposits when struck) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsWeakBreaker&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBoomerang&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives boomerang behavior (returns when thrown) {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsBlunt&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsLuckyWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsPikohan&lt;br /&gt;
|bool&lt;br /&gt;
|If true, gives Power Hammer behavior (sends enemies flying when struck) {{check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsThrowingBreakWeapon&lt;br /&gt;
|bool&lt;br /&gt;
|If true, breaks instantly when it collides with something solid after being thrown {{Check}}&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DreadActor&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names who will run/cower in fear when this weapon is wielded nearby {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThroughActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NPCWeaponType&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsNotOnTerrorHold&lt;br /&gt;
|bool&lt;br /&gt;
|If true, NPCs will shake in fear when you wield this weapon near them {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAsOffUnEquiped&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyMax&lt;br /&gt;
|int&lt;br /&gt;
|The max amount of energy elemental weapons (including rods) have {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyAmountUsed&lt;br /&gt;
|int&lt;br /&gt;
|The amount of energy used when an elemental weapon&#039;s effect is used (e.g. summoning a fireball from Fire Rod) {{Check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalEnergyRecoverInterval&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|StickDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShootBeam&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DropFromPorchRot&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponPer&lt;br /&gt;
|float&lt;br /&gt;
|Probability for a blue modifier to appear (if applicable; see [[Difficulty scaling]] for more details)&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddCrit&lt;br /&gt;
|bool&lt;br /&gt;
|[Blue modifier] Enable critical hit bonus&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Blue modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddAtkMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max attack bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddLifeMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max durability bonus&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMin&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Min guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpWeaponAddGuardMax&lt;br /&gt;
|int&lt;br /&gt;
|[Yellow modifier] Max guard bonus (for shields)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddThrowMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max throw distance multiplier bonus&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSpreadFire&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable five-shot burst (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddZoomRapid&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable quick zoom (for bows)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMin&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Min quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddRapidFireMax&lt;br /&gt;
|float&lt;br /&gt;
|[Yellow modifier] Max quick shot time multiplier (for bows)&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|PoweredSharpAddSurfMaster&lt;br /&gt;
|bool&lt;br /&gt;
|[Yellow modifier] Enable Shield Surf Up&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponThrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ThrowSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRotSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ThrowRigidBodyBaseAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sandworm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SandWidth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombSpan&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SandCombHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeModelOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnakeBaseNode&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode9&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode10&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode11&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNode12&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SnakeNodeChaseInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|ShowLifeGageOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SmallSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while astride a horse.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rod==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicName&lt;br /&gt;
|str32&lt;br /&gt;
|Name of the actor to spawn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of actors the rod spawns per charge attack (may be limited by ChemicalEnergy?) {{Check}}&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|ChargeMagicInterval&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|MagicPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByThrow&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast using the R button&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravity&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor. x &amp;lt; 0 makes it float upward. 0 &amp;lt; x &amp;lt; 1 makes it float down slower. 1 &amp;lt; x makes it float down faster.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadius&lt;br /&gt;
|float&lt;br /&gt;
|Amount to scale the model of the spawned actor by&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRange&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicSpeedByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the base speed of a spawned actor {{check}} when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicGravityByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier applied to the gravity applied to a spawned actor when cast by an enemy&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRadiusByEnemy&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ScaleTimeByEnemy&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicRangeByEnemy&lt;br /&gt;
|float&lt;br /&gt;
|Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor {{check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LargeSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=16.0, y=-60.0, z=-18.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spear==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PodName&lt;br /&gt;
|str32&lt;br /&gt;
|The name of the sheath actor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, tip pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=0.0, y=-120.0, z=-180.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideHorsePlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.8700000047683716, y=-0.17000000178813934, z=-0.3400000035762787)&lt;br /&gt;
|-&lt;br /&gt;
|GrabPlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-60.0, y=-20.0, z=-90.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-0.029999999329447746, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GrabAffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-5.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, top pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=8.0, y=120.0, z=5.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the shield when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RideBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting shield durability degradation from shield surfing. 0.0 disables degradation completely.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|MirrorLevel&lt;br /&gt;
|int&lt;br /&gt;
|0 = No automatic projectile reflection, 1 = Automatically Reflect Guardian scout projectiles, 2 = Reflect Guardian lasers {{check}}&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SurfingFriction&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting speed reduction from touching the ground while surfing. At 0.0 the shield will not lose speed when holding forward on flat ground. Effective maximum is somewhere around 5.0. {{check}}&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|QuiverName&lt;br /&gt;
|str32&lt;br /&gt;
|Actor name to display for the quiver. If blank, no quiver will be shown and arrows fired will not drop pickups when impacting terrain. The only non-blank actor ever used in the base game is Weapon_Quiver_001.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ArrowName&lt;br /&gt;
|str32&lt;br /&gt;
|If specified, the player&#039;s chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsGuardPierce&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BaseAttackPowerRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadShot&lt;br /&gt;
|bool&lt;br /&gt;
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain. {{Check}}&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotAng&lt;br /&gt;
|float&lt;br /&gt;
|Angle in degrees of the lead shot spread to each side of the aimed point. The total spread angle will be 2*LeadShotAng.&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|LeadShotInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a lead shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsRapidFire&lt;br /&gt;
|bool&lt;br /&gt;
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Unlike lead shots, rapidfire shots leave one arrow pickup when impacting terrain.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of arrows to fire for a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireInterval&lt;br /&gt;
|int&lt;br /&gt;
|Amount of delay between each shot fired in a rapidfire shot.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|IsLongRange&lt;br /&gt;
|bool&lt;br /&gt;
|If true, the camera will zoom in further than usual while the aiming crosshair is visible.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFirstSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Initial forward speed of arrows when they leave the bow. Negative values are treated as 0.&lt;br /&gt;
|4.5&lt;br /&gt;
|-&lt;br /&gt;
|ArrowAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during straight-line flight. Positive values are treated as 0.&lt;br /&gt;
| -0.1&lt;br /&gt;
|-&lt;br /&gt;
|ArrowStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during straight-line flight, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallAcceleration&lt;br /&gt;
|float&lt;br /&gt;
|Rate that arrows&#039; forward speed decreases during freefall. Positive values are treated as 0.&lt;br /&gt;
| -0.2&lt;br /&gt;
|-&lt;br /&gt;
|ArrowFallStabilitySpeed&lt;br /&gt;
|float&lt;br /&gt;
|Minimum forward speed for arrows during freefall, which they cannot move slower than. Negative values will result in jitter if the arrow reaches 0 forward speed.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowGravity&lt;br /&gt;
|float&lt;br /&gt;
|Vertical acceleration arrows experience after their initial straight-line flight ends. Positive values make arrows accelerate upward. Unknown if arrows will actually despawn after traveling high enough. {{Check}}&lt;br /&gt;
| -9.8&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
Positive X values move toward Link&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
Positive Y values move upward.&lt;br /&gt;
&lt;br /&gt;
Positive Z values move behind Link.{{check}}&lt;br /&gt;
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back.&lt;br /&gt;
From the model default position (face pointing downward on the Y axis, arrow pointing forward on the Z axis), a positive value rotates counter-clockwise on the given axis.&lt;br /&gt;
|Vec3(x=12.0, y=-60.0, z=-22.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in Link&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldTransAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|SquatPlayerHoldRotAddOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on Link&#039;s back while crouching.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on an NPC.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an NPC&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EnemyEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when held in an enemy&#039;s hand.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The translation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|StandEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link&#039;s house)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ArrowChargeRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting how quickly Link charges a shot after he has fully lifted his bow. Higher values charge shots more quickly.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowReloadRate&lt;br /&gt;
|float&lt;br /&gt;
|Multiplier affecting the cooldown duration between firing arrows, which cannot be cancelled even if a different bow is equipped. Higher values &#039;&#039;increase&#039;&#039; the cooldown duration.&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponSubType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WeaponOption==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-0.019999999552965164, y=-0.009999999776482582, z=0.11999999731779099)&lt;br /&gt;
|-&lt;br /&gt;
|PlayerHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-8.0, y=-5.0, z=75.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCHoldRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|NPCEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MasterSword==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsMasterSword&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormAttackPower&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormMagicPower&lt;br /&gt;
|int&lt;br /&gt;
|Base attack strength of the magic projectile that can be fired at full health&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormBreakRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|SearchEvilDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|RecoverTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|SleepActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrueFormActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMiniWeapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindMyNodeName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameR&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameL&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleMatNameB&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Mt_Arm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime1&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BombReloadTime2&lt;br /&gt;
|float&lt;br /&gt;
|Remote Bomb+ recharge duration (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerReloadTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis recharge duration (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowAngle&lt;br /&gt;
|float&lt;br /&gt;
|Stasis launch angle (in degrees, 0 is flat and 90 is vertical)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerBlowSpeedLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSmallSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a sword (1/x is the damage)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountLargeSword&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a claymore (1/x is the damage)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerImpluseMaxCountSpear&lt;br /&gt;
|int&lt;br /&gt;
|Stasis damage from a spear (1/x is the damage)&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerCancelDeleteWaitTime&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stasis recharge duration after cancelling (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerLongTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerLong tag  (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerMiddleTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StopTimerShortTime&lt;br /&gt;
|float&lt;br /&gt;
|Stasis+ duration on an actor that has the StopTimerShort tag (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyTiredValue&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyBowSlow&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when Bow Rush is activated&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyPush&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost rate when pushing things&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyCharge&lt;br /&gt;
|float&lt;br /&gt;
|Stamina consumption rate when charging an attack (small swords and spears) or doing a spin attack (large swords)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecover&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInAir&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery rate during freefall&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime1&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyAutoRecoverInvalidTime2&lt;br /&gt;
|float&lt;br /&gt;
|Stamina recovery initial delay when tired (in frames)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ColdTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HotTempDamageAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempDamage&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDiamAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost multiplier in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TempEnergyDecDegAdd&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Stamina cost from being in cold/hot weather&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamSand&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier in sand or snow&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|VelDiamTired&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier when tired&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickDiamTired&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverNum&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED Health recovery rate&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoRecoverInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSubjectContTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATStickScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LNGGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LATGyroScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowShootNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowRateDiam&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiveBowSlowMaxTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightOnShield&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|BowSlowInvalidHeightWeaponChange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustForceSlowTime&lt;br /&gt;
|float&lt;br /&gt;
|Slow time duration after successfully parrying with a shield (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveMaxDecRateByWater&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveIgnoreWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateByBog&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MoveDecRateMaxHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MinForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SnowBallAddForce&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LogPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RockPushSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleUpperMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleLowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaistAngleSideMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoSquatWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidReloadTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedF&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowSpeedFSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashUpEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShockTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|IceInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeedInAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableStickSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TurnEnableDirSub&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashImpulse&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ShortDashDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SwordTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorScope&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|TorchTerrorOffsetZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by sprinting&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WhistleNoise&lt;br /&gt;
|float&lt;br /&gt;
|Noise made by whistling&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMinAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbEnableSpeedMaxAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipEnableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipSpeedAddDiamByRain&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagnetAim2DPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSquat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYSwim&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffsetYHorse&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookEnableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeM&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitSlowRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopTimeL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HitStopRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AtnPosInterPolationMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PredictDiffAngleMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DashToRunStickValueDec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportReuseTime&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer (in seconds)&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WindSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Revali&#039;s Gale cooldown timer tick multiplier in Hyrule Castle. &#039;&#039;Note: this is ignored for Revali&#039;s Gale+.&#039;&#039; Example: if set to 3.0, the timer will be decremented by 3 every second.&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FireSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Daruk&#039;s Protection cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ElectricSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Urbosa&#039;s Fury cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterSupportTimerRate&lt;br /&gt;
|float&lt;br /&gt;
|Mipha&#039;s Grace cooldown timer tick multiplier in Hyrule Castle&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AutoDashUpAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ClimbRestartTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PushNoticeLookTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnergyUseLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoEnergyDashInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|GuardableAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickMaxInStore&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|PostureContinueTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ItemUseModelAlpha&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckSide&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LadderCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageBase&lt;br /&gt;
|int&lt;br /&gt;
|[[No death damage]] base value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|NoDeathDamageAdd&lt;br /&gt;
|int&lt;br /&gt;
|Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the [[No death damage]] value&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Swim Dash Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompRegistElecFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNightSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Movement speed multiplier for the &amp;quot;Night Speed Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompClimbJumpEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for the &amp;quot;Climb Jump Stamina Up&amp;quot; set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompPlusDropRate&lt;br /&gt;
|float&lt;br /&gt;
|UNUSED&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompWeaponBrakeRate&lt;br /&gt;
|float&lt;br /&gt;
|Durability cost multiplier for an unused set bonus&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompSwordBeamAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Master Sword Beam Up&amp;quot; set bonus when shooting beams with the Master Sword&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Ancient Proficiency&amp;quot; set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompBoneAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier for the &amp;quot;Bone Atk. Up&amp;quot; set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorLevel&lt;br /&gt;
|float&lt;br /&gt;
|NPC terror level conveyed by wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompTerrorRadius&lt;br /&gt;
|float&lt;br /&gt;
|Distance at which NPCs will react to wearing the full Dark or Tingle sets&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimAnimeRate&lt;br /&gt;
|float&lt;br /&gt;
|Swim animation speed multiplier when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorCompNakedSwimEnergyRate&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost multiplier for swimming when wearing nothing&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmorAncientAttackRate&lt;br /&gt;
|float&lt;br /&gt;
|Power multiplier granted by Midna&#039;s Helmet and Diamond Circlet when using Guardian or Ancient weapons&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWindNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Revali&#039;s Gale starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Urbosa&#039;s Fury starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportElectricEnergy&lt;br /&gt;
|float&lt;br /&gt;
|Stamina cost threshold required to trigger Urbosa&#039;s Fury&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SupportFireNum&lt;br /&gt;
|int&lt;br /&gt;
|Number of charges at which Daruk&#039;s Protection starts at&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterLifeAdd&lt;br /&gt;
|int&lt;br /&gt;
|Number of extra health (yellow hearts) granted by Mipha&#039;s Grace (4.0 = 1 heart)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SupportWaterEnergyAdd&lt;br /&gt;
|float&lt;br /&gt;
|Number of charges at which Mipha&#039;s Grace starts at&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StickRInputFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|DiffAngleFromLookVec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookPosOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookFixAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookContinueTimeToCamera&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutKnockBackNoCrrDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitUnsteadyApplyVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CurseAddWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofCrashVel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|CutJumpInvalidTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WaterDepthInGrudge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendAngX&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LargeHorseLegBendFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NoMaskPauseWaterHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DefaultConnectScaleAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|LatConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|LngConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|DistConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FovyConnectRateAfterEvent&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ConnectAfterEventMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1000.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarHighWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientNearLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoofGradientFarLowWeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grab==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot4PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot5PodNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|StarNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DefenceAddLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|WindScaleMesh&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WindScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NextRankName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AffectTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|AffectRotOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorEffect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AncientPowUp&lt;br /&gt;
|bool&lt;br /&gt;
|Provides a 20% damage buff to Ancient weapons.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableClimbWaterfall&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EnableSpinAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorHead==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EarRotate&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|MantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: Nothing&lt;br /&gt;
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
&lt;br /&gt;
2: Specifies that this head armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version, and also applies the same effect as MantleType=1&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MaskType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ArmorUpper==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDispOffPorch&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|ShiekerStoneRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|DisableSelfMantle&lt;br /&gt;
|bool&lt;br /&gt;
|Whether this upper armor has an alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version or not (e.g. &amp;lt;code&amp;gt;Armor_Head_001_B&amp;lt;/code&amp;gt;)&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseMantleType&lt;br /&gt;
|int&lt;br /&gt;
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_A&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
1: When this upper-body armor is equipped, the currently equipped head armor will use its alternate &amp;lt;code&amp;gt;_B&amp;lt;/code&amp;gt; version (if it exists)&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShiekerStone==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithWaist&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Pod_C&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.125, y=0.0, z=-0.017000000923871994)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithWaist&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=2.0, y=184.0, z=-3.0)&lt;br /&gt;
|-&lt;br /&gt;
|NodeNameWithHand&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Weapon_L&lt;br /&gt;
|-&lt;br /&gt;
|TransOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotOffsetWithHand&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=180.0, y=180.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SeriesArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SeriesType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EnableCompBonus&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Liftable==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiftType&lt;br /&gt;
|str32&lt;br /&gt;
|Determines which animation to use when lifting this actor. Can accept arbitrary values, so long as those values are reflected in Link&#039;s [[Bas|.bas]] files. Existing vanilla values are: Ice, SnowBall, Rock, MeatRock, Barrel, HideBarrel, Pot, Pot_S, Pot_M, Pot_L, Pot_LL, Kokko, Beamos, ElectricBall, ElectricBox, AncientBall, Giant_Bone_Eye, Bokoblin_Bone, Moriblin_Bone, Lizalfos_Bone, Lynel_Bone, Bottle_Letter, Pouch, Square_Bomb, Sphere_Bomb&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrownMass&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ThrownRotSpd&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational speed when thrown, on each axis. Independent of physics factors (e.g. wind, bouncing)&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when lifted. Negative Y values move the model closer to Link&#039;s head, positive Z values move it in front of Link, etc.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when lifted. Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LiftRotFrame&lt;br /&gt;
|int&lt;br /&gt;
|Frame of the lift animation during which to perform the LiftRotation.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddLiftRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ChaseLiftRotOffset&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|LiftCenterOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutPosOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Positional offset when placed on the ground (not when thrown). Follow the same positional rules as LiftPosOffset.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.5)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
|Rotational offset when placed on the ground (not when thrown). Follows normal rotation rules.&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|PutRotFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AddPutRotOffsetList&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsUpdateOffsetEachFrame&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsUse2MassConstraintMode&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetChemicalParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|DisableFreezeLift&lt;br /&gt;
|bool&lt;br /&gt;
|Thaw the actor when lifting, if it is frozen.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|DisableBurnLift&lt;br /&gt;
|bool&lt;br /&gt;
|Put out the actor when lifting, if it is on fire.&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|ThrowReactionLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PlayerUseItem&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SellingPrice&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|BuyingPrice&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|CreatingPrice&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|StainColor&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SaleRevivalCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|UseIconActorName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rupee==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RupeeValue&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Arrow==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ArrowNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeleteTimeWithChemical&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyShootNumForDelete&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ArrowDeletePer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|ExtraDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bullet==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NoHitParent&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsLimitCount&lt;br /&gt;
|bool&lt;br /&gt;
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CureItem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EffectLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|EffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CookSpice==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BoostHitPointRecover&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostEffectiveTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostSuccessRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostMaxHeartLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BoostStaminaLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LumberjackTree==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ImpulseThreshold&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|IsValid&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|StumpName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrunkName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WeaponWoodName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BranchName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Npc==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsReactNakedPlayer&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|UseAutoLabel&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOffPodFromWeapon&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsRunRainWhenGoToSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsWalkUnderShelterFromRain&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSlowWalkOnSandAndSnow&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsAlwaysCounterPlayerAttack&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotTurnDetect&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsNotEscapeFromTerror&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|TolerantTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|TolerantCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|CounterRate&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|ChangeSearchModeFlagName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OnFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OffFlagWhenDelete&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NpcEquipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWeaponTypeWhenEquip&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|EquipName1&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale1&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset1&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName2&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset2&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName3&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale3&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset3&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipName4&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scale4&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|HoldTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HoldRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipTransOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EquipRotOffset4&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zora==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|InWaterDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FloatDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.35&lt;br /&gt;
|-&lt;br /&gt;
|FloatRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.02&lt;br /&gt;
|-&lt;br /&gt;
|FloatCycleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|ChangeDepthSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.066&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Traveler==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AppearGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DeleteGameDataName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RouteType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RideHorseName&lt;br /&gt;
|str64&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsLeadHorse&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HorseGearLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint0to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to0WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint1to2WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to1WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint2to3WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to2WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint3to4WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to3WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint4to5WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to4WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint5to6WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to5WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint6to7WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to6WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint7to8WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to7WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to9EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to9WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to9Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to9MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint8to9WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to8EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to8WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to8Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to8MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to8WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to10EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to10WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to10Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to10MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint9to10WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to9EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to9WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to9Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to9MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to9WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to11EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to11WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to11Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to11MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint10to11WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to10EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to10WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to10Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint11to10MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&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;
|str32&lt;br /&gt;
| -&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to13EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&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;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to13MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint12to13WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint13to12EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint13to12WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint13to12Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint13to12MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint13to12WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint13Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint13to14EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint13to14WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint13to14Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint13to14MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint13to14WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint14to13EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint14to13WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint14to13Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint14to13MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint14to13WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint14Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint14to15EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint14to15WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint14to15Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint14to15MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint14to15WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint15to14EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint15to14WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint15to14Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint15to14MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint15to14WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint15Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint15to16EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint15to16WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint15to16Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint15to16MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint15to16WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint16to15EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint16to15WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint16to15Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint16to15MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint16to15WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint16Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint16to17EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint16to17WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint16to17Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint16to17MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint16to17WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint17to16EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint17to16WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint17to16Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint17to16MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint17to16WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint17Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint17to18EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint17to18WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint17to18Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint17to18MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint17to18WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint18to17EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint18to17WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint18to17Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint18to17MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint18to17WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint18Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint18to19EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint18to19WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint18to19Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint18to19MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint18to19WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to18EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to18WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to18Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to18MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to18WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to20EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to20WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to20Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to20MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint19to20WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to19WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint20to21WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to20WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint21to22WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to21WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint22to23WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to22WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint23to24WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to23WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint24to25WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to24WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint25to26WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to25WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint26to27WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to26WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint27to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to27WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint28to29WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28EntryPoint&lt;br /&gt;
|str256&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitFrame&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28Schedule&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28MoveAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29to28WaitAS&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RoutePoint29Name&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prey==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|EatActorFindRotDegree&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|135.0&lt;br /&gt;
|-&lt;br /&gt;
|WaitTimeForStartEat&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|IsEnableGroupEscape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|AimEscapeOffsetRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalFollowOffset==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EatLocalOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ExtendedEntity==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsUsePivotAdjustRange&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|PivotAdjustRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==BindActor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BindActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsKeepSleep&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EatTarget==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FavoriteEatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorTags&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AnimalUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SpeedActorName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BasePlayRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|GearMaxNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|IsSetWaitASAtGear0&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|StressFramesMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.15&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.002&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIClamp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIReduceRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputDLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputAvoidanceLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.08&lt;br /&gt;
|-&lt;br /&gt;
|SteeringOutputIIRLerpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKp&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKi&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|OverrideSteeringOutputKd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Insect==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FireResistanceLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fish==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|RestoreSpeedRateAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -0.05&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LimitAngleAdd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|PrevSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rope==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsAllowCutting&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsSetupKeyframed&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|BoneEffectiveLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|IsInterpolateEdge&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsDeformable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|IsOneBoneOneShape&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateA&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateB&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SplineOffsetRateC&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MtxEndPosOffsetLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horse==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|IsDecoy&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|HasMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|ASVariation&lt;br /&gt;
|str32&lt;br /&gt;
|Speed of the horse. Accepted values are &#039;Slowest&#039;, &#039;Slow&#039;, &#039;Normal&#039;, &#039;Fast&#039; and &#039;Fastest&#039;&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|int&lt;br /&gt;
|0 is Tame, 2 is Wild&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear2&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when trotting {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGear3&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when cantering {{Check}}&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackPowerMultiplierGearTop&lt;br /&gt;
|float&lt;br /&gt;
|Trample damage multiplier when galloping {{Check}}&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|RunnableFramesAtGearTop&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|180.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopInterval&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|GearTopChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNames&lt;br /&gt;
|str&lt;br /&gt;
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EatActorNamesForExtraCharge&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==HorseUnit==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RiddenAnimalType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|CalmDownNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASHeight&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RideonAboveASRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseObject==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HideHorseMane&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|IsHorseClothDisable&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseRider==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|RootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpineNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotBaseNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RotLimit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSmallSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetLargeSword&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetSpear&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetBow&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WeaponTransOffsetShield&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|RightFootNode&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightFootRotAxis&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|FootRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|FootRetRotRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|FootRotAngleForKuma&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseCreator==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeaderHorseNames&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmorSlot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Slot0Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot0DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot1DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot2DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3Node&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3RigidBody&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slot3DefaultActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GiantArmor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|DamageScale&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|GuardianModelType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|GuardianControllerType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|HeadLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|SightLimitMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -90.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxSpeed&lt;br /&gt;
|float&lt;br /&gt;
|Max movement speed, only used for grounded (non-flying) guardians {{Check}}&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|CannonBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|Eye&lt;br /&gt;
|-&lt;br /&gt;
|RapidFireDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MonsterShop==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BuyMamo&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|SellMamo&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Swarm==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SwarmSubActorNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|SwarmPattern&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|DeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GelEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MoveBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Body_Move&lt;br /&gt;
|-&lt;br /&gt;
|BodyRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ClothBoneNumForEyeCalc&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|BodyRootBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Skl_Root&lt;br /&gt;
|-&lt;br /&gt;
|LeftEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RightEyeBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EyeSpaceHalf&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeDir&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.75, y=1.0, z=1.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|EyeUpMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|EyeDownMoveRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|IsAverageEyePos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|True&lt;br /&gt;
|-&lt;br /&gt;
|EyeDelayAccRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveTheta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EyeYMoveFrequency&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.033&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nest==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|CreateActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wizzrobe==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|MagicWeatherType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIgniteRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallOffsetY&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallCenterOffsetXZ&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallRandRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|MagicFallIntervalMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|SummonActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==StalEnemy==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HeadActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LeftArmActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GuardianMini==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ColorType&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|BodyMatName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|GuardJustActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LineBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FinalBeamName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ClothReaction==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Attack&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableActiveTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|AtkCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=2.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Collidable_Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Ground_1&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|UseGroundCollidableResetPos&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableResetPos&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=-1.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|GroundCollidableMoveSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableBoneName&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WallCollidableOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerCollidableBoneName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|EnemyLifeGageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNoSkitDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickAllowDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyWeaponPickForbidTime&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|EnemyAnimalNoDamageDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|70.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyNearCraeteIDDelay&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceTiredNoSightLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|EnemyForceWarpReturnLODCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|240&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackAng&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|SilentAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|BlownOffPlayerAtkDelay&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeLS&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.8&lt;br /&gt;
|-&lt;br /&gt;
|JustAvoidAcceptWpRangeSP&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|ForceNoticeEnemyDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponRickeyLife&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|WeaponDropRotSpd&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideBaseFrame&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|ShieldRideHitBaseDamage&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ShieldDamageratio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|ShieldSurfMasterFrictionRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|LoudNoiseRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|80.0&lt;br /&gt;
|-&lt;br /&gt;
|Impulse2DamageRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.004&lt;br /&gt;
|-&lt;br /&gt;
|IceMeltSpeedOnContactFire&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|CriticalAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|BooerangAttackRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|HitImpulseClampMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomFromBomb&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.075&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomSmall&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|DropItemAngVelRandomLarge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomRupeeRabbit&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelXZItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelYItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DropItemVelRandomItemRupeeOnly&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|DropItemInvincibleTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipTransOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|TreeWeaponEquipRotOffset&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|WetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|EnvWetRatioToDie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.95&lt;br /&gt;
|-&lt;br /&gt;
|NPCTurnAngleDiff&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWaitFrameAfterEvent&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|NPCIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCCancelIgnorePlayerTime&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCOpenDoorDistance&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|NPCWalkRateOnSandAndSnow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|NPCDownVerticallyAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|GerudoQueenSafetyAreaRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|12.0&lt;br /&gt;
|-&lt;br /&gt;
|CreateFairyLimitCount&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|190.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorUnregistSpeed&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRegistTimer&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|TerrorRadiusOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelHuge&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|SpeedTerrorLevelCheckRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|AtDirTypeAffectRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|RainyAwnHearingLevel&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfMaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseBindOffsetYOfFemaleUMii&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreasePerFrame&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0, y=0.0, z=0.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAtFirstRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterRun&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterGearTop&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheAfterJump&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseSootheWhileResisting&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)&lt;br /&gt;
|-&lt;br /&gt;
|HorseFamiliarityIncreaseEat&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.699999988079071, y=0.20000000298023224, z=0.10000000149011612)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertProbability&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.0010000000474974513, y=0.003000000026077032, z=0.0010000000474974513)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMin&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=120.0, y=120.0, z=120.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseAlertFramesMax&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=240.0, y=240.0, z=240.0)&lt;br /&gt;
|-&lt;br /&gt;
|HorseExtraChargeNum&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|PlayerGrabThrowDiffRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Beam==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|BeamLevel&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|511&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AutoGen==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|SetName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|KeyActorName&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SetRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ChemicalType==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|ChemicalType&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|EmitChemicalActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Golem==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmRActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UpperArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LowerArmLActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DefaultWeakPointActor&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IsDefaultChemicalOn&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==HorseTargetedInfo==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|HorseMoveRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|HorseAvoidOffset&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -1.0&lt;br /&gt;
|-&lt;br /&gt;
|IsCircularMoveAlways&lt;br /&gt;
|bool&lt;br /&gt;
| -&lt;br /&gt;
|False&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==WolfLink==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.025&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateShiekSensor&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateFollow&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateBattle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.45&lt;br /&gt;
|-&lt;br /&gt;
|NeckSpeedHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|NeckRateHeal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|BattleRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HealRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HuntRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlRange&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightAttackable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.6&lt;br /&gt;
|-&lt;br /&gt;
|MaxHeightHealable&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|NavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|CanReachPlayerNavMeshSearchRadius&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SubmergedDepth&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityLifeToHunt&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityDangerDistMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|20.0&lt;br /&gt;
|-&lt;br /&gt;
|UtilityConstant&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMin&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|7.0&lt;br /&gt;
|-&lt;br /&gt;
|ChainAttackChargeMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWait&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterWaitRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|150.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCooldownRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|60.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRun&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|LookAtCounterRunRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|40.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1600.0&lt;br /&gt;
|-&lt;br /&gt;
|HowlCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|600.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|HealCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|120.0&lt;br /&gt;
|-&lt;br /&gt;
|FailPathCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|RetargetCooldownCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|AfterTargetDeathCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|LostTargetCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvinceableCounterRand&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|CallDelayMinLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|CallOverrideCounterLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|GiveUpShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RetryShiekSensorLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|900.0&lt;br /&gt;
|-&lt;br /&gt;
|BattleWallHitLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|FollowRetryLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodLength&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|SafePosFailCounter&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3600.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeNormal&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|300.0&lt;br /&gt;
|-&lt;br /&gt;
|RestrictedTargetTimeSpecial&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|500.0&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodAttackMod&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|PowerUpFoodChainAttackCharge&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|25.0&lt;br /&gt;
|-&lt;br /&gt;
|VSStalfosCritChance&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|AttackBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|10.0&lt;br /&gt;
|-&lt;br /&gt;
|AttackHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|DefenseBase&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|DefenseHeartMod&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Event==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor1&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor2&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor3&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor4&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor5&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor6&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor7&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VisibleOffActor8&lt;br /&gt;
|str&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==GolemIK==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|FootRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|FootDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|FootUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|KneeShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|FootShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ArmRayCheckDist&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|ArmDownRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ArmUpRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.05&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkL&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ElbowShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristExtendR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WristShrinkR&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistRotateRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|WaistMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|WaistResetMorphRatio&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PictureBook==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot1&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|LiveSpot2&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|SpecialDrop&lt;br /&gt;
|int&lt;br /&gt;
| -&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==AirWall==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|str32&lt;br /&gt;
| -&lt;br /&gt;
|AirWall&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Motorcycle==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Key&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Default value&lt;br /&gt;
|-&lt;br /&gt;
|PitchDampingCoefficient&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|45.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSpeedKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|DriftAllowSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|DriftAbortSteerRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|DriftRearAngleRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
| -2.5&lt;br /&gt;
|-&lt;br /&gt;
|DriftSpeedRate&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleFront&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieAllowAngleRear&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|30.0&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLastSecInMidAir&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualControlProhibitSecAfterWheelie&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|4.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieRevertPowerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ManualWheelieRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchRiseDegDelta&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|EngineBrakeMaxPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|100.0&lt;br /&gt;
|-&lt;br /&gt;
|BackwardEngineBrakePower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipStartAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|50.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2500.0&lt;br /&gt;
|-&lt;br /&gt;
|SlipPowerMax&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1800.0&lt;br /&gt;
|-&lt;br /&gt;
|WristBindRotation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=-1.7200000286102295, y=-1.8399999141693115, z=-2.9000000953674316)&lt;br /&gt;
|-&lt;br /&gt;
|WristBindTranslation&lt;br /&gt;
|vec3&lt;br /&gt;
| -&lt;br /&gt;
|Vec3(x=0.35499998927116394, y=0.07999999821186066, z=-0.14499999582767487)&lt;br /&gt;
|-&lt;br /&gt;
|PostureLimitAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|90.0&lt;br /&gt;
|-&lt;br /&gt;
|InvalidPostureLimitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|FallOverThresholdAngle&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|75.0&lt;br /&gt;
|-&lt;br /&gt;
|JumpIntervalSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|FullEnergyLastSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|240.0&lt;br /&gt;
|-&lt;br /&gt;
|WheelieLaunchJumpProhibitSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|400.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowDriftTargetSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|3200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowModeTransitionSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdKPH&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|5.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdPower&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1200.0&lt;br /&gt;
|-&lt;br /&gt;
|SlowSlipThresholdSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|JumpRearWheelRotateRadPerSec&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|WeaponThrowModeSpeedKPH2&lt;br /&gt;
|float&lt;br /&gt;
| -&lt;br /&gt;
|800.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Parameter lists=&lt;br /&gt;
{{No AAMP param}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:File extensions]]&lt;br /&gt;
[[Category:File extensions (AAMP)]]&lt;br /&gt;
[[Category:Actor parameter files]]&lt;/div&gt;</summary>
		<author><name>NateHevens</name></author>
	</entry>
</feed>