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	<title>ZeldaMods (Breath of the Wild) - User contributions [en]</title>
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	<updated>2026-10-05T05:38:19Z</updated>
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		<id>https://zeldamods.org/w_botw/index.php?title=Help:Text_modding&amp;diff=11974</id>
		<title>Help:Text modding</title>
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		<updated>2026-08-25T14:13:00Z</updated>

		<summary type="html">&lt;p&gt;Rongyaoyaoooooo: 修改了raw这一control的相关内容&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Breath of the Wild&#039;&#039; uses a very flexible system for implementing the large majority of text features in the game, including but not limited to dialogue, signboards, quest logs, item descriptions, and menus. This guide will explain how to utilize this system.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
There are two recommended toolsets for modding text:&lt;br /&gt;
&lt;br /&gt;
*[[Help:Tools/Wild Bits|Wild Bits]]&lt;br /&gt;
*[https://github.com/NiceneNerd/Hyrule-Builder Hyrule Builder] and a text editor that supports YAML&lt;br /&gt;
&lt;br /&gt;
==Accessing the files==&lt;br /&gt;
All text in the game is located inside the &amp;lt;code&amp;gt;content/Pack/Bootup_XXxx.pack&amp;lt;/code&amp;gt; files in what are called [[message archives]]. The &amp;lt;code&amp;gt;XXxx&amp;lt;/code&amp;gt; is the locale of the message contents, for example &amp;lt;code&amp;gt;EUen&amp;lt;/code&amp;gt; for European English or &amp;lt;code&amp;gt;USes&amp;lt;/code&amp;gt; for American Spanish. If you want your mod to support multiple locales, you&#039;ll need to make your text changes in every locale file you want to support.&lt;br /&gt;
&lt;br /&gt;
Copy the message pack(s) you want to edit into your mod folder, then either open them with Wild Bits or unbuild your mod folder with Hyrule Builder. (If you use the latter, the new location of the message pack(s) will be &amp;lt;code&amp;gt;content/Message&amp;lt;/code&amp;gt;.)&lt;br /&gt;
&lt;br /&gt;
Read about [[message archives]] for more information on what the subfolders are for.&lt;br /&gt;
&lt;br /&gt;
==Editing the files==&lt;br /&gt;
If you&#039;re modding text for an NPC, signboard, item, etc. &#039;&#039;&#039;that already exists&#039;&#039;&#039;, simply find and open the corresponding file. If you&#039;re creating a &#039;&#039;&#039;brand-new&#039;&#039;&#039; NPC, signboard, or quest, you&#039;ll need to create a new file inside of the corresponding folder. The easiest way to do this is by copying an existing message file in the same folder and deleting the entirety of the &amp;lt;code&amp;gt;entries&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
Message files use a key-value system, which marks different strings of text with a unique identifier. When creating new keys, the identifiers can be whatever you want, but ideally, you should make them easy to remember and be consistent. (e.g. Talk01, Talk02)&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;attributes&amp;lt;/code&amp;gt; section, while not fully understood, seems to label the actor that is speaking the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; section. It is unknown if this has any effect in-game.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L120&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In the game, the nodes within the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; section are played back top-to-bottom.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of what a single key looks like in MSYT:&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
  talk65:&lt;br /&gt;
    attributes: Npc_AncientDoctor&lt;br /&gt;
    contents:&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: sound&lt;br /&gt;
          unknown:&lt;br /&gt;
            - 7&lt;br /&gt;
            - 0&lt;br /&gt;
      - text: &amp;quot;This is the &amp;quot;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: set_colour&lt;br /&gt;
          colour: blue&lt;br /&gt;
      - text: Hateno Ancient Tech Lab&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: reset_colour&lt;br /&gt;
      - text: &amp;quot;!&amp;quot;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: pause&lt;br /&gt;
          length: long&lt;br /&gt;
      - text: &amp;quot;\nClick, snap!&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Text nodes===&lt;br /&gt;
A text node is a basic container for text.&lt;br /&gt;
&lt;br /&gt;
Breath of the Wild does not have built-in text wrapping, so line breaks must be specified in the message file itself. You can use [https://lisa-wolfgang.github.io/Bubble-Wrap/ Bubble Wrap] to help visualize and automatically format your text. To fit aesthetically with the game, all dialogue should be wrapped after a certain width, which the tool also does for you. However, text is often wrapped earlier than this to achieve better visual balance, i.e. to prevent there being only one or two words on a single line, or to break up the text in a way that makes sense, i.e. to emphasize an object, location, action, or task.&lt;br /&gt;
&lt;br /&gt;
The game allows three lines of text per bubble for dialogue and signboards. If there are more than three lines, only the first three lines will be shown initially; the game will then prompt the player to advance the dialogue, which will repeat the process with the remaining lines. To display only one or two lines in a bubble but still have text in following bubbles, use multiple consecutive line breaks until the number of lines exceeds three.&lt;br /&gt;
&lt;br /&gt;
In YAML, line breaks and double-quotes have a special structural meaning, so they cannot be used directly in your text. Instead, &amp;lt;code&amp;gt;\n&amp;lt;/code&amp;gt; (for line breaks) and &amp;lt;code&amp;gt;\&amp;quot;&amp;lt;/code&amp;gt; (for double-quotes) must be used. This is called &amp;quot;escaping&amp;quot; the characters.&lt;br /&gt;
&lt;br /&gt;
When putting spaces or line breaks at the beginning or end of a text node, the entire value of the node must be surrounded by unescaped double-quotes.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L98&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The font used in the game supports a number of special characters, including &amp;lt;code&amp;gt;♪&amp;lt;/code&amp;gt;. For special characters not listed here, such as controller buttons, read about [[#Icons|the icon system]].&lt;br /&gt;
&lt;br /&gt;
===Control nodes===&lt;br /&gt;
&lt;br /&gt;
====Color====&lt;br /&gt;
A color-type control node sets the color that the text is displayed in. (Note the British-English spelling of the value of &amp;lt;code&amp;gt;kind&amp;lt;/code&amp;gt; -- &amp;quot;colour&amp;quot;.)&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: set_colour&lt;br /&gt;
          colour: blue&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;colour&amp;lt;/code&amp;gt; is the name of the color to set: &amp;lt;code&amp;gt;blue&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;grey&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;light_green1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;light_green4&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;light_grey&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;orange&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L62&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The color setting will remain in effect until it is changed again or when the end of the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; section is reached. To set the color back to white, use the &amp;lt;code&amp;gt;reset_colour&amp;lt;/code&amp;gt; control node:&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: reset_colour&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;From a game design standpoint, &amp;lt;code&amp;gt;blue&amp;lt;/code&amp;gt; is used for the most important bits of information in a piece of dialogue. &amp;lt;code&amp;gt;red&amp;lt;/code&amp;gt; is used when this pertains to the progression of a quest or when an irreversible action is about to occur, such as a purchase or exchange. &amp;lt;code&amp;gt;grey&amp;lt;/code&amp;gt; is used when the NPC talking is supposed to sound quiet, often used in combination with a text size of &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt;. In the unmodded game, the other colors are only used in the menus.&lt;br /&gt;
&lt;br /&gt;
====Font====&lt;br /&gt;
A font-type control node sets the font that the text is displayed in.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: font&lt;br /&gt;
          font_kind: hylian&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;font_kind&amp;lt;/code&amp;gt; is the name of the font to set: &amp;lt;code&amp;gt;normal&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;hylian&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L43&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The font setting will remain in effect until it is changed again or when the end of the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; section is reached.&lt;br /&gt;
&lt;br /&gt;
====Icons====&lt;br /&gt;
An icon-type control node displays the specified icon inline with the text.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: icon&lt;br /&gt;
          icon: y&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt; is the name of the icon to show. The following is an exhaustive list of valid vanilla options:&amp;lt;ref&amp;gt;https://github.com/ascclemens/msyt/blob/master/src/botw/mod.rs#L453&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;right_arrow&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;left_arrow&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;up_arrow&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;gamepad&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;a: 10&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;a: 11&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;b&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;x: 12&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;x: 37&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;x: 38&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;l&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;zl: 14&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;zl: 15&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;l_stick_press&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;l_stick_forward&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;l_stick_back&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;r_stick_press&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;d_pad_down&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;d_pad_left&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;d_pad_up&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;d_pad_right&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;plus&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;minus&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;l_stick_left&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;l_stick_right&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;r_stick_vertical&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;r_stick_horizontal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that some any icon that has a number has multiple images, and the number determines which image is used. Also, some &amp;quot;icons&amp;quot; are actually available as [[#Text_nodes|standard characters]].&lt;br /&gt;
&lt;br /&gt;
====Pausing====&lt;br /&gt;
A pause-type control node &amp;quot;pauses&amp;quot; for a period of time before playing back the subsequent nodes.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: pause&lt;br /&gt;
          length: long&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; is how long to pause for: &amp;lt;code&amp;gt;short&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;long&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;longer&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L54&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The duration of a pause can also be specified in frames by using the &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt; parameter:&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L58&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: pause&lt;br /&gt;
          frames: 30&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This assumes a 30FPS frame rate. However, frame rate mods should correctly convert your actual frame rate to 30, so a &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt; value of 30 should always correspond to 1 second, unless your game is lagging.&lt;br /&gt;
&lt;br /&gt;
A common use of pauses is to break up sentences auditorily, like one would when speaking in real life. &amp;lt;code&amp;gt;short&amp;lt;/code&amp;gt; is typically used after regular sentences while &amp;lt;code&amp;gt;long&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;longer&amp;lt;/code&amp;gt; are used after exclamations, questions, and ponderings. The specific duration you should use depends on how much you want to emphasize the preceding sentence.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
A size-type control node sets the size that the text is displayed in:&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: text_size&lt;br /&gt;
          percent: 100&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;percent&amp;lt;/code&amp;gt; is a percentage value relative to the default text size.&lt;br /&gt;
&lt;br /&gt;
In the unmodded game, &amp;lt;code&amp;gt;80&amp;lt;/code&amp;gt; is used for any small text, and &amp;lt;code&amp;gt;125&amp;lt;/code&amp;gt; is used for any large text. Other values have not been tested for efficacy.&lt;br /&gt;
&lt;br /&gt;
====Variables====&lt;br /&gt;
A variable-type control node inserts the value of the specified game variable into the text.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L89&amp;lt;/ref&amp;gt; Examples include displaying the score of a minigame, showing the cost of the selected item, etc.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: variable&lt;br /&gt;
          variable_kind: 19&lt;br /&gt;
          name: Gerudo_CarryIce_s&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;variable_kind&amp;lt;/code&amp;gt; is the type of Game Flag that is referenced (this includes strings, int and float values). Refer to existing in-game implementations of variables to determine how to use them in your dialogue.&lt;br /&gt;
&lt;br /&gt;
The value of &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the name of the variable to insert.&lt;br /&gt;
&lt;br /&gt;
Usage of variables requires the associated event flow to be configured to set them. Refer to existing in-game event flows that deal with variables.&lt;br /&gt;
&lt;br /&gt;
===Dialogue-only control nodes===&lt;br /&gt;
&lt;br /&gt;
====Animations====&lt;br /&gt;
An animation-type control node plays an animation on the currently speaking NPC.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L24&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: animation&lt;br /&gt;
          name: Think_00&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; refers to the name of an animation defined in the speaking NPC&#039;s &amp;lt;code&amp;gt;.bfres&amp;lt;/code&amp;gt; file in &amp;lt;code&amp;gt;content/Model&amp;lt;/code&amp;gt;. You can use [[Help:Tools/Switch Toolbox|Switch Toolbox]] to browse the available animations.&lt;br /&gt;
&lt;br /&gt;
====Auto-advance====&lt;br /&gt;
An auto-advance-type control node &amp;quot;automatically advances&amp;quot; to the next dialogue bubble (without player input) after a given period of time.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L28&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: auto_advance&lt;br /&gt;
          frames: 101&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The value of &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt; is the number of frames to wait before auto-advancing. This assumes a 30FPS frame rate. However, frame rate mods should correctly convert your actual frame rate to 30, so a &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt; value of 30 should always correspond to 1 second, unless your game is lagging.&lt;br /&gt;
&lt;br /&gt;
====Choices====&lt;br /&gt;
A choice-type control node presents one or more selectable dialogue choices for Link.&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L32&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: choice&lt;br /&gt;
          choice_labels:&lt;br /&gt;
            - 9&lt;br /&gt;
            - 10&lt;br /&gt;
            - 11&lt;br /&gt;
            - 12&lt;br /&gt;
          selected_index: 0&lt;br /&gt;
          cancel_index: 3&lt;br /&gt;
          unknown: 8&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;If you only want to present one dialogue choice (to make NPC monologues more interactive) use the &amp;lt;code&amp;gt;single_choice&amp;lt;/code&amp;gt; control node:&amp;lt;ref&amp;gt;https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L69&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: single_choice&lt;br /&gt;
          label: 9&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The text for dialogue choices is not defined directly. It must be defined in keys whose identifiers are four-digit numbers surrounded by double-quotes. (e.g. &amp;lt;code&amp;gt;&amp;quot;0009&amp;quot;&amp;lt;/code&amp;gt;, which corresponds with the &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; under &amp;lt;code&amp;gt;choice_labels&amp;lt;/code&amp;gt;) Nintendo&#039;s internal MSBT library converts the u16 labels to %04d-formatted strings for accessing the choice text.&lt;br /&gt;
&lt;br /&gt;
Because the MSBT library used by Wild Bits and Hyrule Builder is out of date, the existence of &amp;lt;code&amp;gt;selected_index&amp;lt;/code&amp;gt; is, as far as is currently known, an error. Always make sure &amp;lt;code&amp;gt;selected_index&amp;lt;/code&amp;gt; is 0. It does not correspond to any valid part of the Choice control&#039;s binary layout, so any other value will produce unintended results. The parameter is believed to have been a misunderstanding made by the original reverse engineer, in that all Choice controls come at the end of a dialogue line, and therefore end with &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;, a &amp;quot;null character&amp;quot; which tells the game that the string has ended. It could also be a Nintendo internal library inconsistency between BotW and other games.&lt;br /&gt;
&lt;br /&gt;
The value of &amp;lt;code&amp;gt;cancel_index&amp;lt;/code&amp;gt; is the choice that is selected when the player presses the B button. It refers to the &amp;lt;code&amp;gt;choice_labels&amp;lt;/code&amp;gt; as a zero-indexed list, i.e. the first label is 0, second is 1, third is 2, and fourth is 3. From a game design standpoint, this should usually refer to the last choice.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;unknown&amp;lt;/code&amp;gt; code field&#039;s purpose is the total byte size of the parameters. There is one parameter per choice plus the &amp;lt;code&amp;gt;cancel_index&amp;lt;/code&amp;gt;, and each of those is 2 bytes long, so it should always be 6 for a two-choice, 8 for a three-choice, and 10 for a four-choice control.&lt;br /&gt;
&lt;br /&gt;
To implement branching-path dialogue with this control node, the associated event flow must have the switch-type event &amp;lt;code&amp;gt;EventSystemActor::GeneralChoiceX&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; is the number of choices available.&lt;br /&gt;
&lt;br /&gt;
====Sounds====&lt;br /&gt;
A sound-type control node plays a sound effect from the currently speaking NPC.&amp;lt;syntaxhighlight lang=&amp;quot;yaml&amp;quot;&amp;gt;&lt;br /&gt;
      - control:&lt;br /&gt;
          kind: sound&lt;br /&gt;
          unknown:&lt;br /&gt;
            - 7&lt;br /&gt;
            - 0&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;The numbers under &amp;lt;code&amp;gt;unknown&amp;lt;/code&amp;gt; are not fully understood. However, it &#039;&#039;is&#039;&#039; known that with the bottom number set to 0, certain values of the top number have the following behaviors:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Emotion&lt;br /&gt;
!Sound&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Normal&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Pleasure&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Anger&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Sorrow&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Shock&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Thinking&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Normal&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Pleasure&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Anger&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Sorrow&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Shock&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Thinking&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
There is also a &amp;lt;code&amp;gt;sound2&amp;lt;/code&amp;gt; control node. It is unknown how this differs from the &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; control node, aside from it only having 1 parameter and being terminated with a &amp;lt;code&amp;gt;0xCD&amp;lt;/code&amp;gt; byte (which is represented in MSYT by a &amp;lt;code&amp;gt;205&amp;lt;/code&amp;gt; entry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The exact purpose of it remains unclear, but it can be confirmed that under certain circumstances, the following two formats are equivalent. Sometimes text with `choice` may incorrectly load part of the next paragraph; using `raw` instead of `choice` can prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
          {&lt;br /&gt;
&lt;br /&gt;
            &amp;quot;control&amp;quot;: {&lt;br /&gt;
&lt;br /&gt;
              &amp;quot;kind&amp;quot;: &amp;quot;raw&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
              &amp;quot;one&amp;quot;: {&lt;br /&gt;
&lt;br /&gt;
                &amp;quot;eight&amp;quot;: {&lt;br /&gt;
&lt;br /&gt;
                  &amp;quot;unknown_1&amp;quot;: [],&lt;br /&gt;
&lt;br /&gt;
                  &amp;quot;field_1&amp;quot;: [&lt;br /&gt;
&lt;br /&gt;
                    0,&lt;br /&gt;
&lt;br /&gt;
                    0,&lt;br /&gt;
&lt;br /&gt;
                    1,&lt;br /&gt;
&lt;br /&gt;
                    0,&lt;br /&gt;
&lt;br /&gt;
                    2,&lt;br /&gt;
&lt;br /&gt;
                    0,&lt;br /&gt;
&lt;br /&gt;
                    3&lt;br /&gt;
&lt;br /&gt;
                  ],&lt;br /&gt;
&lt;br /&gt;
                  &amp;quot;field_2&amp;quot;: [&lt;br /&gt;
&lt;br /&gt;
                    0,&lt;br /&gt;
&lt;br /&gt;
                    0,&lt;br /&gt;
&lt;br /&gt;
                    0,&lt;br /&gt;
&lt;br /&gt;
                    4&lt;br /&gt;
&lt;br /&gt;
                  ]&lt;br /&gt;
&lt;br /&gt;
                }&lt;br /&gt;
&lt;br /&gt;
              }&lt;br /&gt;
&lt;br /&gt;
            }&lt;br /&gt;
&lt;br /&gt;
          }&lt;br /&gt;
&lt;br /&gt;
        ]&lt;br /&gt;
&lt;br /&gt;
      },&lt;br /&gt;
&lt;br /&gt;
          {&lt;br /&gt;
&lt;br /&gt;
            &amp;quot;control&amp;quot;: {&lt;br /&gt;
&lt;br /&gt;
              &amp;quot;kind&amp;quot;: &amp;quot;choice&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
              &amp;quot;choice_labels&amp;quot;: [&lt;br /&gt;
&lt;br /&gt;
                0,&lt;br /&gt;
&lt;br /&gt;
                1,&lt;br /&gt;
&lt;br /&gt;
                2,&lt;br /&gt;
&lt;br /&gt;
                3&lt;br /&gt;
&lt;br /&gt;
              ],&lt;br /&gt;
&lt;br /&gt;
              &amp;quot;selected_index&amp;quot;: 0,&lt;br /&gt;
&lt;br /&gt;
              &amp;quot;cancel_index&amp;quot;: 4,&lt;br /&gt;
&lt;br /&gt;
              &amp;quot;unknown&amp;quot;: 18&lt;br /&gt;
&lt;br /&gt;
            }&lt;br /&gt;
&lt;br /&gt;
          }&lt;br /&gt;
&lt;br /&gt;
        ]&lt;br /&gt;
&lt;br /&gt;
      },&lt;br /&gt;
&lt;br /&gt;
==Saving the files==&lt;br /&gt;
If you&#039;re using Wild Bits, make sure that you save every file you edit. However, this only &amp;quot;saves&amp;quot; to a temporary unsaved version of the message pack. When you&#039;re done, &#039;&#039;&#039;remember to save the entire pack&#039;&#039;&#039; in the SARC tab. Remember to update the mod in your mod-management software.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using Hyrule Builder, simply ensure that your files are saved from the text editor. You&#039;ll need to create a new build of your mod folder every time you want to test changes to your mod. Remember to update the mod in your mod-management software.&lt;br /&gt;
&lt;br /&gt;
If you encounter issues, make sure that the indentation in your message files matches the examples in this guide. The YAML format is strict with this because the indentations have special structural meaning.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rongyaoyaoooooo</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11973</id>
		<title>Bgparamlist</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Bgparamlist&amp;diff=11973"/>
		<updated>2026-08-01T22:42:32Z</updated>

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