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ZeldaMods (Breath of the Wild) - User contributions [en]
2024-03-28T14:30:28Z
User contributions
MediaWiki 1.39.3
https://zeldamods.org/w_botw/index.php?title=Bgparamlist&diff=10994
Bgparamlist
2021-05-26T21:39:54Z
<p>BravelyPeculiar: /* ArmorUpper */ fix 0 to 1</p>
<hr />
<div>{{stub|what=The list of objects/parameters is complete, but parameter descriptions are missing.}}<br />
{{lowercase}}<br />
<onlyinclude><br />
{{Parameter archive infobox|param_type=bgparamlist|version=0|type=xml}}<br />
'''GeneralParamList''' (''bgparamlist'') configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.<br />
</onlyinclude><br />
<br />
=Parameter objects=<br />
{{AampNameWarning}}<br />
<br />
==System==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SameGroupActorName<br />
|str64<br />
|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)<br />
|<br />
|-<br />
|IsGetItemSelf<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==General==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Speed<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|Life<br />
|int<br />
|Initial and maximum HP (for characters) or durability (for items)<br />
|100<br />
|-<br />
|IsLifeInfinite<br />
|bool<br />
|Prevent HP/durability from changing<br />
|False<br />
|-<br />
|ElectricalDischarge<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|IsBurnOutBorn<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|BurnOutBornName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|IsBurnOutBornIdent<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ChangeDropTableName<br />
|str<br />
|The drop table used when an Octorok inhales this item<br />
|<br />
|-<br />
|}<br />
<br />
==Enemy==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Rank<br />
|int<br />
|Affects how NPCs react to enemies (confront or flee)<ref>See callers of function <code>ActorInfoData::getEnemyRank</code> @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}</ref><br />
|0<br />
|-<br />
|Power<br />
|int<br />
|Base (unarmed) strength of this enemy's attacks.<br />
|0<br />
|-<br />
|DropLife<br />
|int<br />
| -<br />
|100<br />
|-<br />
|DyingLife<br />
|int<br />
| -<br />
|20<br />
|-<br />
|LostDist<br />
|float<br />
| -<br />
|100.0<br />
|-<br />
|LostHeightMax<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|LostHeightMin<br />
|float<br />
| -<br />
| -30.0<br />
|-<br />
|LostRayLength<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|LODLostDist<br />
|float<br />
| -<br />
|40.0<br />
|-<br />
|LODLostHeightMax<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|LODLostHeightMin<br />
|float<br />
| -<br />
| -30.0<br />
|-<br />
|IntelligenceLevel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EmotionalLevel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HeroismLevel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|PartActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsMindFriend<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|StatusChangeFlag<br />
|str<br />
|Name of the flag to check for ChangeLife<br />
|<br />
|-<br />
|ChangeLife<br />
|float<br />
|HP/Life value to use if StatusChangeFlag is non empty and if the flag is set<br />
| -1.0<br />
|-<br />
|}<br />
<br />
==EnemyLevel==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsAvoidDanger<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsGuardArrow<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsHideArrowAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsSwiftAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsBackSwiftAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsCounterAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsEscapeBomb<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsKickBomb<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsShootBomb<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsThrowWeapon<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|GuardPer<br />
|int<br />
| -<br />
|0<br />
|-<br />
|IsJustGuard<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==EnemyRace==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EquipableWeapon<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsFitGroundByAnimalUnit<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsUpdateSupportNormalInAir<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|BowAttackRangeRatio<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponScaleSmallSword<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponScaleLargeSword<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponScaleSpear<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponScaleBow<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponScaleShield<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|IsUseTargetTag<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|TargetActorType<br />
|str<br />
|Actor types that the actor will target and attack<br />
|Player<br />
|-<br />
|EscapeAttackedActorType<br />
|str<br />
| -<br />
|<br />
|-<br />
|ReactionBalloon<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|SmallRagdollTime<br />
|int<br />
| -<br />
|8<br />
|-<br />
|SmallRagdollRecoverTime<br />
|int<br />
| -<br />
|15<br />
|-<br />
|SmallLargeRagdollTime<br />
|int<br />
| -<br />
|60<br />
|-<br />
|SmallLargeRagdollRecoverTime<br />
|int<br />
| -<br />
|20<br />
|-<br />
|}<br />
<br />
==AttackInterval==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ShortAttackTimeMin<br />
|int<br />
| -<br />
|10<br />
|-<br />
|ShortAttackTimeMax<br />
|int<br />
| -<br />
|30<br />
|-<br />
|MiddleAttackTimeMin<br />
|int<br />
| -<br />
|40<br />
|-<br />
|MiddleAttackTimeMax<br />
|int<br />
| -<br />
|60<br />
|-<br />
|LongAttackTimeMin<br />
|int<br />
| -<br />
|80<br />
|-<br />
|LongAttackTimeMax<br />
|int<br />
| -<br />
|110<br />
|-<br />
|}<br />
<br />
==EnemyShown==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsHappy<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsCasebyCase<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsSit<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsNoise<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==BindBone==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BoneName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|BoneOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|BoneRotate<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==Attack==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Power<br />
|int<br />
|Base strength value for the standard attack {{check}}<br />
|0<br />
|-<br />
|Impulse<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ImpulseLarge<br />
|int<br />
| -<br />
|0<br />
|-<br />
|Range<br />
|float<br />
|For weapons, the range of its melee attack {{Check}}. For bows, the distance its arrows travel in a straight line before being affected by gravity.<br />
|0.0<br />
|-<br />
|GuardBreakPower<br />
|int<br />
| -<br />
|0<br />
|-<br />
|SpHitActor<br />
|str<br />
|A comma-separated (no spaces) list of Actor names to be affected by SpHitRatio.<br />
|<br />
|-<br />
|SpHitTag<br />
|str<br />
| -<br />
|<br />
|-<br />
|SpHitRatio<br />
|float<br />
|Multiplies attack power against any Actor listed in SpHitActor<br />
|2.0<br />
|-<br />
|SpWeakHitActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|PowerForPlayer<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|}<br />
<br />
==WeaponCommon==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PlayerEqScale<br />
|float<br />
|Amount to scale the model by when equipped by the player<br />
|1.0<br />
|-<br />
|EnemyEqScale<br />
|float<br />
|Amount to scale the model by when equipped by any enemy<br />
|1.0<br />
|-<br />
|GuardPower<br />
|int<br />
|Only used for shields. Higher values reduce the durability damage recieved when blocking incoming attacks.<br />
|0<br />
|-<br />
|Rank<br />
|int<br />
| -<br />
|0<br />
|-<br />
|IsHammer<br />
|bool<br />
|If true, gives hammer behavior (instantly breaks ore deposits when struck) {{Check}}<br />
|False<br />
|-<br />
|IsWeakBreaker<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsBoomerang<br />
|bool<br />
|If true, gives boomerang behavior (returns when thrown) {{Check}}<br />
|False<br />
|-<br />
|IsBlunt<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsLuckyWeapon<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsPikohan<br />
|bool<br />
|If true, gives Power Hammer behavior (sends enemies flying when struck) {{check}}<br />
|False<br />
|-<br />
|IsThrowingWeapon<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsThrowingBreakWeapon<br />
|bool<br />
|If true, breaks instantly when it collides with something solid after being thrown {{Check}}<br />
|True<br />
|-<br />
|ThrowRange<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|DreadActor<br />
|str<br />
|A comma-separated (no spaces) list of Actor names who will run/cower in fear when this weapon is wielded nearby {{Check}}<br />
|<br />
|-<br />
|ThroughActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|NPCWeaponType<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsNotOnTerrorHold<br />
|bool<br />
|If true, NPCs will shake in fear when you wield this weapon near them {{Check}}<br />
|False<br />
|-<br />
|IsAsOffUnEquiped<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ChemicalEnergyMax<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ChemicalEnergyAmountUsed<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ChemicalEnergyRecoverRate<br />
|float<br />
| -<br />
|90<br />
|-<br />
|ChemicalEnergyRecoverInterval<br />
|int<br />
| -<br />
|60<br />
|-<br />
|StickDamage<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ShootBeam<br />
|str<br />
| -<br />
|<br />
|-<br />
|DropFromPorchRot<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SharpWeaponPer<br />
|float<br />
|Probability for a blue modifier to appear (if applicable; see [[Difficulty scaling]] for more details)<br />
|10.0<br />
|-<br />
|SharpWeaponAddAtkMin<br />
|int<br />
|[Blue modifier] Min attack bonus<br />
|0<br />
|-<br />
|SharpWeaponAddAtkMax<br />
|int<br />
|[Blue modifier] Max attack bonus<br />
|0<br />
|-<br />
|SharpWeaponAddLifeMin<br />
|int<br />
|[Blue modifier] Min durability bonus<br />
|0<br />
|-<br />
|SharpWeaponAddLifeMax<br />
|int<br />
|[Blue modifier] Max durability bonus<br />
|0<br />
|-<br />
|SharpWeaponAddCrit<br />
|bool<br />
|[Blue modifier] Enable critical hit bonus<br />
|False<br />
|-<br />
|SharpWeaponAddGuardMin<br />
|int<br />
|[Blue modifier] Min guard bonus (for shields)<br />
|0<br />
|-<br />
|SharpWeaponAddGuardMax<br />
|int<br />
|[Blue modifier] Max guard bonus (for shields)<br />
|0<br />
|-<br />
|PoweredSharpAddAtkMin<br />
|int<br />
|[Yellow modifier] Min attack bonus<br />
|0<br />
|-<br />
|PoweredSharpAddAtkMax<br />
|int<br />
|[Yellow modifier] Max attack bonus<br />
|0<br />
|-<br />
|PoweredSharpAddLifeMin<br />
|int<br />
|[Yellow modifier] Min durability bonus<br />
|0<br />
|-<br />
|PoweredSharpAddLifeMax<br />
|int<br />
|[Yellow modifier] Max durability bonus<br />
|0<br />
|-<br />
|PoweredSharpWeaponAddGuardMin<br />
|int<br />
|[Yellow modifier] Min guard bonus (for shields)<br />
|0<br />
|-<br />
|PoweredSharpWeaponAddGuardMax<br />
|int<br />
|[Yellow modifier] Max guard bonus (for shields)<br />
|0<br />
|-<br />
|PoweredSharpAddThrowMin<br />
|float<br />
|[Yellow modifier] Min throw distance multiplier bonus<br />
|1.0<br />
|-<br />
|PoweredSharpAddThrowMax<br />
|float<br />
|[Yellow modifier] Max throw distance multiplier bonus<br />
|1.0<br />
|-<br />
|PoweredSharpAddSpreadFire<br />
|bool<br />
|[Yellow modifier] Enable five-shot burst (for bows)<br />
|False<br />
|-<br />
|PoweredSharpAddZoomRapid<br />
|bool<br />
|[Yellow modifier] Enable quick zoom (for bows)<br />
|False<br />
|-<br />
|PoweredSharpAddRapidFireMin<br />
|float<br />
|[Yellow modifier] Min quick shot time multiplier (for bows)<br />
|1.0<br />
|-<br />
|PoweredSharpAddRapidFireMax<br />
|float<br />
|[Yellow modifier] Max quick shot time multiplier (for bows)<br />
|1.0<br />
|-<br />
|PoweredSharpAddSurfMaster<br />
|bool<br />
|[Yellow modifier] Enable Shield Surf Up<br />
|False<br />
|-<br />
|}<br />
<br />
==WeaponThrow==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ThrowSpeed<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|ThrowRotSpeed<br />
|float<br />
| -<br />
|50.0<br />
|-<br />
|ThrowDist<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|ThrowRigidBodyBaseAxis<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=1.0)<br />
|-<br />
|}<br />
<br />
==Sandworm==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SandWidth<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SandLength<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SandHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SandCombSpan<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SandCombHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SnakeModelOffsetZ<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SnakeBaseNode<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode1<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode2<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode3<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode4<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode5<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode6<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode7<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode8<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode9<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode10<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode11<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode12<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNodeRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SnakeNodeChaseInterval<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ShowLifeGageDist<br />
|float<br />
| -<br />
|150.0<br />
|-<br />
|ShowLifeGageOffset<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|}<br />
<br />
==SmallSword==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PodName<br />
|str32<br />
|The name of the sheath actor<br />
|<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back.<br />
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.<br />
|Vec3(x=16.0, y=-60.0, z=-18.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while astride a horse.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while astride a horse.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Rod==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|MagicName<br />
|str32<br />
|Name of the actor to spawn<br />
|<br />
|-<br />
|ChargeMagicNum<br />
|int<br />
|Number of actor spawns before the rod will stop spawning actors until recharged<br />
|4<br />
|-<br />
|ChargeMagicInterval<br />
|int<br />
|Amount of time (in seconds) for the rod to recharge to full power<br />
|5<br />
|-<br />
|MagicPower<br />
|int<br />
| -<br />
|0<br />
|-<br />
|MagicSpeed<br />
|float<br />
|Multiplier applied to the base speed of a spawned actor {{check}}<br />
|0.0<br />
|-<br />
|MagicSpeedByThrow<br />
|float<br />
|Multiplier applied to the base speed of a spawned actor {{check}} when cast using the R button<br />
|0.0<br />
|-<br />
|MagicGravity<br />
|float<br />
|Multiplier applied to the gravity applied to a spawned actor. x < 0 makes it float upward. 0 < x < 1 makes it float down slower. 1 < x makes it float down faster.<br />
|0.0<br />
|-<br />
|MagicRadius<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ScaleTime<br />
|int<br />
| -<br />
|0<br />
|-<br />
|MagicRange<br />
|float<br />
|Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor {{check}}<br />
|0.0<br />
|-<br />
|MagicSpeedByEnemy<br />
|float<br />
|Multiplier applied to the base speed of a spawned actor {{check}} when cast by an enemy<br />
|0.0<br />
|-<br />
|MagicGravityByEnemy<br />
|float<br />
|Multiplier applied to the gravity applied to a spawned actor when cast by an enemy<br />
|0.0<br />
|-<br />
|MagicRadiusByEnemy<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ScaleTimeByEnemy<br />
|int<br />
| -<br />
|0<br />
|-<br />
|MagicRangeByEnemy<br />
|float<br />
|Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor {{check}}<br />
|0.0<br />
|-<br />
|}<br />
<br />
==LargeSword==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PodName<br />
|str32<br />
|The name of the sheath actor<br />
|<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back.<br />
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.<br />
|Vec3(x=16.0, y=-60.0, z=-18.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Spear==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PodName<br />
|str32<br />
|The name of the sheath actor<br />
|<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back.<br />
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.<br />
|Vec3(x=0.0, y=-120.0, z=-180.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|GrabPlayerHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=-0.8700000047683716, y=-0.17000000178813934, z=-0.3400000035762787)<br />
|-<br />
|GrabPlayerHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=-60.0, y=-20.0, z=-90.0)<br />
|-<br />
|GrabAffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=-0.029999999329447746, z=0.0)<br />
|-<br />
|GrabAffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=-5.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Shield==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the shield when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the shield when stowed on Link's back.<br />
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.<br />
|Vec3(x=8.0, y=120.0, z=5.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the shield when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the shield when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the shield when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the shield when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the shield when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the shield when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the shield when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the shield when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the shield when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the shield when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the shield when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the shield when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideBreakRatio<br />
|float<br />
|Multiplier affecting shield durability degradation from shield surfing. 0.0 disables degradation completely.<br />
|1.0<br />
|-<br />
|MirrorLevel<br />
|int<br />
|0 = No automatic projectile reflection, 1 = Automatically Reflect Guardian scout projectiles, 2 = Reflect Guardian lasers {{check}}<br />
|0<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|SurfingFriction<br />
|float<br />
|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}}<br />
|1.0<br />
|-<br />
|}<br />
<br />
==Bow==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|QuiverName<br />
|str32<br />
|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.<br />
|<br />
|-<br />
|ArrowName<br />
|str32<br />
|If specified, the player's chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost.<br />
|<br />
|-<br />
|IsGuardPierce<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ExtraDamageRatio<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|BaseAttackPowerRatio<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|IsLeadShot<br />
|bool<br />
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain. {{Check}}<br />
|False<br />
|-<br />
|LeadShotNum<br />
|int<br />
|Number of arrows to fire for a lead shot.<br />
|0<br />
|-<br />
|LeadShotAng<br />
|float<br />
|Angle in degrees of the lead shot spread to each side of the aimed point. The total spread angle will be 2*LeadShotAng.<br />
|45.0<br />
|-<br />
|LeadShotInterval<br />
|int<br />
|Amount of delay between each shot fired in a lead shot.<br />
|0<br />
|-<br />
|IsRapidFire<br />
|bool<br />
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Unlike lead shots, rapidfire shots leave one arrow pickup when impacting terrain.<br />
|False<br />
|-<br />
|RapidFireNum<br />
|int<br />
|Number of arrows to fire for a rapidfire shot.<br />
|0<br />
|-<br />
|RapidFireInterval<br />
|int<br />
|Amount of delay between each shot fired in a rapidfire shot.<br />
|0<br />
|-<br />
|IsLongRange<br />
|bool<br />
|If true, the camera will zoom in further than usual while the aiming crosshair is visible.<br />
|False<br />
|-<br />
|ArrowFirstSpeed<br />
|float<br />
|Initial forward speed of arrows when they leave the bow. Negative values are treated as 0.<br />
|4.5<br />
|-<br />
|ArrowAcceleration<br />
|float<br />
|Rate that arrows' forward speed decreases during straight-line flight. Positive values are treated as 0.<br />
| -0.1<br />
|-<br />
|ArrowStabilitySpeed<br />
|float<br />
|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.<br />
|3.0<br />
|-<br />
|ArrowFallAcceleration<br />
|float<br />
|Rate that arrows' forward speed decreases during freefall. Positive values are treated as 0.<br />
| -0.2<br />
|-<br />
|ArrowFallStabilitySpeed<br />
|float<br />
|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.<br />
|1.0<br />
|-<br />
|ArrowGravity<br />
|float<br />
|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}}<br />
| -9.8<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back.<br />
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.<br />
|Vec3(x=12.0, y=-60.0, z=-22.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|ArrowChargeRate<br />
|float<br />
|Multiplier affecting how quickly Link charges a shot after he has fully lifted his bow. Higher values charge shots more quickly.<br />
|1.0<br />
|-<br />
|ArrowReloadRate<br />
|float<br />
|Multiplier affecting the cooldown duration between firing arrows, which cannot be cancelled even if a different bow is equipped. Higher values ''increase'' the cooldown duration.<br />
|1.0<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==WeaponOption==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=-0.019999999552965164, y=-0.009999999776482582, z=0.11999999731779099)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=-8.0, y=-5.0, z=75.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==MasterSword==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsMasterSword<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|TrueFormAttackPower<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|TrueFormMagicPower<br />
|int<br />
|Base attack strength of the magic projectile that can be fired at full health<br />
| -1<br />
|-<br />
|TrueFormBreakRatio<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|SearchEvilDist<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|RecoverTime<br />
|int<br />
| -<br />
|30<br />
|-<br />
|SleepActorName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|TrueFormActorName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GuardianMiniWeapon==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BindMyNodeName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|VisibleMatNameR<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleMatNameL<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleMatNameB<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffMatName<br />
|str<br />
| -<br />
|Mt_Arm<br />
|-<br />
|}<br />
<br />
==Player==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BombReloadTime1<br />
|float<br />
|Remote Bomb recharge duration (in seconds)<br />
|0.0<br />
|-<br />
|BombReloadTime2<br />
|float<br />
|Remote Bomb+ recharge duration (in seconds)<br />
|0.0<br />
|-<br />
|StopTimerReloadTime<br />
|float<br />
|Stasis recharge duration (in frames)<br />
|0.0<br />
|-<br />
|StopTimerBlowAngle<br />
|float<br />
|Stasis launch angle (in degrees, 0 is flat and 90 is vertical)<br />
|0.0<br />
|-<br />
|StopTimerBlowSpeedLimit<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|StopTimerImpluseMaxCountSmallSword<br />
|int<br />
|Stasis damage from a sword (1/x is the damage)<br />
|16<br />
|-<br />
|StopTimerImpluseMaxCountLargeSword<br />
|int<br />
|Stasis damage from a claymore (1/x is the damage)<br />
|8<br />
|-<br />
|StopTimerImpluseMaxCountSpear<br />
|int<br />
|Stasis damage from a spear (1/x is the damage)<br />
|20<br />
|-<br />
|StopTimerCancelDeleteWaitTime<br />
|float<br />
|UNUSED Stasis recharge duration after cancelling (in frames)<br />
|0.0<br />
|-<br />
|StopTimerLongTime<br />
|float<br />
|Stasis+ duration on an actor that has the StopTimerLong tag (in frames)<br />
|0.0<br />
|-<br />
|StopTimerMiddleTime<br />
|float<br />
|Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames)<br />
|0.0<br />
|-<br />
|StopTimerShortTime<br />
|float<br />
|Stasis+ duration on an actor that has the StopTimerShort tag (in frames)<br />
|0.0<br />
|-<br />
|EnergyTiredValue<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EnergyBowSlow<br />
|float<br />
|Stamina cost rate when Bow Rush is activated<br />
|0.0<br />
|-<br />
|EnergyPush<br />
|float<br />
|Stamina cost rate when pushing things<br />
|0.0<br />
|-<br />
|EnergyCharge<br />
|float<br />
|Stamina consumption rate when charging an attack (small swords and spears) or doing a spin attack (large swords)<br />
|0.0<br />
|-<br />
|EnergyAutoRecover<br />
|float<br />
|Stamina recovery rate (in frames)<br />
|0.0<br />
|-<br />
|EnergyAutoRecoverInAir<br />
|float<br />
|Stamina recovery rate during freefall<br />
|0.0<br />
|-<br />
|EnergyAutoRecoverInvalidTime1<br />
|float<br />
|Stamina recovery initial delay (in frames)<br />
|0.0<br />
|-<br />
|EnergyAutoRecoverInvalidTime2<br />
|float<br />
|Stamina recovery initial delay when tired (in frames)<br />
|0.0<br />
|-<br />
|ColdTempDamageAdd<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HotTempDamageAdd<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TempDamage<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TempEnergyDecDiamAdd<br />
|float<br />
|UNUSED Stamina cost multiplier in cold/hot weather<br />
|0.0<br />
|-<br />
|TempEnergyDecDegAdd<br />
|float<br />
|UNUSED Stamina cost from being in cold/hot weather<br />
|0.0<br />
|-<br />
|VelDiamSand<br />
|float<br />
|Movement speed multiplier in sand or snow<br />
|0.0<br />
|-<br />
|VelDiamTired<br />
|float<br />
|Movement speed multiplier when tired<br />
|0.0<br />
|-<br />
|StickDiamTired<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoRecoverNum<br />
|float<br />
|UNUSED Health recovery rate<br />
|0.0<br />
|-<br />
|AutoRecoverIntervalMin<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoRecoverIntervalMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoRecoverInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSubjectContTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LNGStickScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LATStickScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LNGGyroScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LATGyroScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowShootNum<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BowSlowRateDiam<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|BowSlowMaxTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DiveBowSlowMaxTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowInvalidHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowInvalidHeightOnShield<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowInvalidHeightWeaponChange<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|GuardJustForceSlowTime<br />
|float<br />
|Slow time duration after successfully parrying with a shield (in seconds)<br />
|0.0<br />
|-<br />
|MoveMaxDecRateByWater<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MoveIgnoreWaterHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MoveDecRateByBog<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MoveDecRateMaxHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MaxForce<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MinForce<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AddForce<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SnowBallAddForce<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LogPushF<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RockPushF<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RockPushSpeed<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaistAngleUpperMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaistAngleLowerMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaistAngleSideMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NoSquatWaterHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|InvalidReloadTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WeaponThrowSpeedY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WeaponThrowSpeedF<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WeaponThrowSpeedFSquat<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DashUpEnableAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ShockTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|IceInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MaxSpeedInAir<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TurnEnableSpeed<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TurnEnableStickSub<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TurnEnableDirSub<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ShortDashImpulse<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ShortDashDamage<br />
|int<br />
| -<br />
|0<br />
|-<br />
|SwordTerrorScope<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ArrowTerrorScope<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TorchTerrorScope<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TorchTerrorOffsetY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TorchTerrorOffsetZ<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DashNoise<br />
|float<br />
|Noise made by sprinting<br />
|0.0<br />
|-<br />
|WhistleNoise<br />
|float<br />
|Noise made by whistling<br />
|0.0<br />
|-<br />
|ClimbEnableAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ClimbEnableSpeedMinAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ClimbEnableSpeedMaxAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SlipEnableSpeed<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SlipSpeedAddMin<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SlipSpeedAddMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SlipSpeedAddDiamByRain<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MagnetAim2DPosOffsetY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetXZ<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetYSquat<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetYSwim<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetYHorse<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookEnableAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitSlowTimeS<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitSlowTimeM<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitSlowTimeL<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitSlowRate<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitStopTimeS<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitStopTimeL<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitStopRate<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AtnPosInterPolationRate<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AtnPosInterPolationMin<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AtnPosInterPolationMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|PredictDiffAngleMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DashToRunStickValueDec<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WindSupportReuseTime<br />
|float<br />
|Revali's Gale cooldown timer (in seconds)<br />
|0.0<br />
|-<br />
|FireSupportReuseTime<br />
|float<br />
|Daruk's Protection cooldown timer (in seconds)<br />
|0.0<br />
|-<br />
|ElectricSupportReuseTime<br />
|float<br />
|Urbosa's Fury cooldown timer (in seconds)<br />
|0.0<br />
|-<br />
|WaterSupportReuseTime<br />
|float<br />
|Mipha's Grace cooldown timer (in seconds)<br />
|0.0<br />
|-<br />
|WindSupportTimerRate<br />
|float<br />
|Revali's Gale cooldown timer tick multiplier in Hyrule Castle. ''Note: this is ignored for Revali's Gale+.'' Example: if set to 3.0, the timer will be decremented by 3 every second.<br />
|0.0<br />
|-<br />
|FireSupportTimerRate<br />
|float<br />
|Daruk's Protection cooldown timer tick multiplier in Hyrule Castle<br />
|0.0<br />
|-<br />
|ElectricSupportTimerRate<br />
|float<br />
|Urbosa's Fury cooldown timer tick multiplier in Hyrule Castle<br />
|0.0<br />
|-<br />
|WaterSupportTimerRate<br />
|float<br />
|Mipha's Grace cooldown timer tick multiplier in Hyrule Castle<br />
|0.0<br />
|-<br />
|ChemicalInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoDashUpTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoDashUpAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ClimbRestartHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ClimbRestartTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|PushNoticeLookTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EnergyUseSmall<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EnergyUseLarge<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NoEnergyDashInterval<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|GuardableAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|StickMaxInStore<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookContinueTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|PostureContinueTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ItemUseModelAlpha<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LadderCheckSide<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LadderCheckDist<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NoDeathDamageBase<br />
|int<br />
|[[No death damage]] base value<br />
|0<br />
|-<br />
|NoDeathDamageAdd<br />
|int<br />
|Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the [[No death damage]] value<br />
|0<br />
|-<br />
|ArmorCompSwimEnergyRate<br />
|float<br />
|Stamina cost multiplier for the "Swim Dash Stamina Up" set bonus<br />
|0.0<br />
|-<br />
|ArmorCompRegistElecFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ArmorCompNightSpeedRate<br />
|float<br />
|Movement speed multiplier for the "Night Speed Up" set bonus<br />
|0.0<br />
|-<br />
|ArmorCompClimbJumpEnergyRate<br />
|float<br />
|Stamina cost multiplier for the "Climb Jump Stamina Up" set bonus<br />
|0.0<br />
|-<br />
|ArmorCompPlusDropRate<br />
|float<br />
|UNUSED<br />
|0.0<br />
|-<br />
|ArmorCompWeaponBrakeRate<br />
|float<br />
|Durability cost multiplier for an unused set bonus<br />
|0.0<br />
|-<br />
|ArmorCompSwordBeamAttackRate<br />
|float<br />
|Power multiplier for the "Master Sword Beam Up" set bonus when shooting beams with the Master Sword<br />
|0.0<br />
|-<br />
|ArmorCompAncientAttackRate<br />
|float<br />
|Power multiplier for the "Ancient Proficiency" set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons<br />
|1.0<br />
|-<br />
|ArmorCompBoneAttackRate<br />
|float<br />
|Power multiplier for the "Bone Atk. Up" set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons<br />
|1.0<br />
|-<br />
|ArmorCompTerrorLevel<br />
|float<br />
|NPC terror level conveyed by wearing the full Dark or Tingle sets<br />
|0.0<br />
|-<br />
|ArmorCompTerrorRadius<br />
|float<br />
|Distance at which NPCs will react to wearing the full Dark or Tingle sets<br />
|0.0<br />
|-<br />
|ArmorCompNakedSwimSpeedRate<br />
|float<br />
|Swim speed multiplier when wearing nothing<br />
|0.0<br />
|-<br />
|ArmorCompNakedSwimAnimeRate<br />
|float<br />
|Swim animation speed multiplier when wearing nothing<br />
|0.0<br />
|-<br />
|ArmorCompNakedSwimEnergyRate<br />
|float<br />
|Stamina cost multiplier for swimming when wearing nothing<br />
|0.0<br />
|-<br />
|ArmorAncientAttackRate<br />
|float<br />
|Power multiplier granted by Midna's Helmet and Diamond Circlet when using Guardian or Ancient weapons<br />
|1.0<br />
|-<br />
|SupportWindNum<br />
|int<br />
|Number of charges at which Revali's Gale starts at<br />
|0<br />
|-<br />
|SupportElectricNum<br />
|int<br />
|Number of charges at which Urbosa's Fury starts at<br />
|0<br />
|-<br />
|SupportElectricEnergy<br />
|float<br />
|Stamina cost threshold required to trigger Urbosa's Fury<br />
|0.0<br />
|-<br />
|SupportFireNum<br />
|int<br />
|Number of charges at which Daruk's Protection starts at<br />
|0<br />
|-<br />
|SupportWaterLifeAdd<br />
|int<br />
|Number of extra health (yellow hearts) granted by Mipha's Grace (4.0 = 1 heart)<br />
|0<br />
|-<br />
|SupportWaterEnergyAdd<br />
|float<br />
|Number of charges at which Mipha's Grace starts at<br />
|0.0<br />
|-<br />
|StickRInputFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DiffAngleFromLookVec<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffset<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookFixAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookContinueTimeToCamera<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|CutKnockBackNoCrrDist<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaitUnsteadyApplyVel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|CurseAddWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoofCrashVel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|CutJumpInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaterDepthInGrudge<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LargeHorseLegBendAngY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LargeHorseLegBendAngX<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LargeHorseLegBendFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NoMaskPauseWaterHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookAtThreshold<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==Camera==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|DefaultConnectScaleAfterEvent<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|LatConnectRateAfterEvent<br />
|float<br />
| -<br />
|1.5<br />
|-<br />
|LngConnectRateAfterEvent<br />
|float<br />
| -<br />
|0.75<br />
|-<br />
|DistConnectRateAfterEvent<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|FovyConnectRateAfterEvent<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ConnectAfterEventMin<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|ConnectAfterEventMax<br />
|float<br />
| -<br />
|1000.0<br />
|-<br />
|RoofGradientNearHighWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoofGradientFarHighWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoofGradientNearLowWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoofGradientFarLowWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==Grab==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Slot0Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot1Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot2Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot3Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot4Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot5Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot0PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot1PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot2PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot3PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot4PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot5PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Armor==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|StarNum<br />
|int<br />
| -<br />
|0<br />
|-<br />
|DefenceAddLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|WindScaleMesh<br />
|str32<br />
| -<br />
|<br />
|-<br />
|WindScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NextRankName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|AffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==ArmorEffect==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EffectType<br />
|str32<br />
| -<br />
|None<br />
|-<br />
|EffectLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|AncientPowUp<br />
|bool<br />
|Provides a 20% damage buff to Ancient weapons.<br />
|False<br />
|-<br />
|EnableClimbWaterfall<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|EnableSpinAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==ArmorHead==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EarRotate<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|MantleType<br />
|int<br />
|0: Nothing<br />
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate <code>_B</code> version (if it exists)<br />
<br />
2: Specifies that this head armor has an alternate <code>_B</code> version, and also applies the same effect as MantleType=1<br />
|0<br />
|-<br />
|MaskType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==ArmorUpper==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsDispOffPorch<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ShiekerStoneTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|ShiekerStoneRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|DisableSelfMantle<br />
|bool<br />
|Whether this upper armor has an alternate <code>_B</code> version or not (e.g. <code>Armor_Head_001_B</code>)<br />
|False<br />
|-<br />
|UseMantleType<br />
|int<br />
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate <code>_A</code> version (if it exists)<br />
1: When this upper-body armor is equipped, the currently equipped head armor will use its alternate <code>_B</code> version (if it exists)<br />
|0<br />
|-<br />
|}<br />
<br />
<br />
==ShiekerStone==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|NodeNameWithWaist<br />
|str32<br />
| -<br />
|Pod_C<br />
|-<br />
|TransOffsetWithWaist<br />
|vec3<br />
| -<br />
|Vec3(x=0.125, y=0.0, z=-0.017000000923871994)<br />
|-<br />
|RotOffsetWithWaist<br />
|vec3<br />
| -<br />
|Vec3(x=2.0, y=184.0, z=-3.0)<br />
|-<br />
|NodeNameWithHand<br />
|str32<br />
| -<br />
|Weapon_L<br />
|-<br />
|TransOffsetWithHand<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RotOffsetWithHand<br />
|vec3<br />
| -<br />
|Vec3(x=180.0, y=180.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==SeriesArmor==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SeriesType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|EnableCompBonus<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==Liftable==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|LiftType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|ThrownMass<br />
|int<br />
| -<br />
|10<br />
|-<br />
|ThrownRotSpd<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|LiftPosOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|LiftRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|LiftRotFrame<br />
|int<br />
| -<br />
|10<br />
|-<br />
|AddLiftRotOffsetList<br />
|str<br />
| -<br />
|<br />
|-<br />
|ChaseLiftRotOffset<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|LiftCenterOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PutPosOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.5)<br />
|-<br />
|PutRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PutRotFrame<br />
|int<br />
| -<br />
|10<br />
|-<br />
|AddPutRotOffsetList<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsUpdateOffsetEachFrame<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsUse2MassConstraintMode<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsSetChemicalParent<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|DisableFreezeLift<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|DisableBurnLift<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ThrowReactionLevel<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|}<br />
<br />
==Item==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PlayerUseItem<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|SellingPrice<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|BuyingPrice<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|CreatingPrice<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|StainColor<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|SaleRevivalCount<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|UseIconActorName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Rupee==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|RupeeValue<br />
|int<br />
| -<br />
|1<br />
|-<br />
|}<br />
<br />
==Arrow==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ArrowNum<br />
|int<br />
| -<br />
|0<br />
|-<br />
|DeleteTime<br />
|int<br />
| -<br />
|0<br />
|-<br />
|DeleteTimeWithChemical<br />
|int<br />
| -<br />
|0<br />
|-<br />
|EnemyShootNumForDelete<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ArrowDeletePer<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ExtraDamage<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==Bullet==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|NoHitParent<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsLimitCount<br />
|bool<br />
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list<br />
|False<br />
|-<br />
|}<br />
<br />
==CureItem==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HitPointRecover<br />
|int<br />
| -<br />
|0<br />
|-<br />
|EffectType<br />
|str32<br />
| -<br />
|None<br />
|-<br />
|EffectLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|EffectiveTime<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==CookSpice==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BoostHitPointRecover<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BoostEffectiveTime<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BoostSuccessRate<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BoostMaxHeartLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BoostStaminaLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==LumberjackTree==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ImpulseThreshold<br />
|float<br />
| -<br />
|100.0<br />
|-<br />
|IsValid<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|StumpName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|TrunkName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|WeaponWoodName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|BranchName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Npc==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsReactNakedPlayer<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|UseAutoLabel<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsOffPodFromWeapon<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsRunRainWhenGoToSleep<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsWalkUnderShelterFromRain<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsSlowWalkOnSandAndSnow<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsAlwaysCounterPlayerAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsNotTurnDetect<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsNotEscapeFromTerror<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|TolerantTime<br />
|int<br />
| -<br />
|20<br />
|-<br />
|TolerantCount<br />
|int<br />
| -<br />
|10<br />
|-<br />
|CounterRate<br />
|int<br />
| -<br />
|30<br />
|-<br />
|ChangeSearchModeFlagName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|OnFlagWhenDelete<br />
|str32<br />
| -<br />
|<br />
|-<br />
|OffFlagWhenDelete<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==NpcEquipment==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsSetWeaponTypeWhenEquip<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|EquipName1<br />
|str64<br />
| -<br />
|<br />
|-<br />
|Scale1<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|HoldTransOffset1<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HoldRotOffset1<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipTransOffset1<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipRotOffset1<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipName2<br />
|str64<br />
| -<br />
|<br />
|-<br />
|Scale2<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|HoldTransOffset2<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HoldRotOffset2<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipTransOffset2<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipRotOffset2<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipName3<br />
|str64<br />
| -<br />
|<br />
|-<br />
|Scale3<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|HoldTransOffset3<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HoldRotOffset3<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipTransOffset3<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipRotOffset3<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipName4<br />
|str64<br />
| -<br />
|<br />
|-<br />
|Scale4<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|HoldTransOffset4<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HoldRotOffset4<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipTransOffset4<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipRotOffset4<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==Zora==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|InWaterDepth<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FloatDepth<br />
|float<br />
| -<br />
|1.35<br />
|-<br />
|FloatRadius<br />
|float<br />
| -<br />
|0.02<br />
|-<br />
|FloatCycleTime<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|ChangeDepthSpeed<br />
|float<br />
| -<br />
|0.066<br />
|-<br />
|}<br />
<br />
==Traveler==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|AppearGameDataName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|DeleteGameDataName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|RouteType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RideHorseName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|IsLeadHorse<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|HorseGearLevel<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|RoutePoint0Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint0to1EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint0to1WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint0to1Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint0to1MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint0to1WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to0EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to0WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint1to0Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to0MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to0WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to2EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to2WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint1to2Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to2MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to2WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to1EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to1WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint2to1Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to1MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to1WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to3EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to3WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint2to3Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to3MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to3WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to2EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to2WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint3to2Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to2MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to2WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to4EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to4WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint3to4Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to4MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to4WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to3EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to3WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint4to3Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to3MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to3WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to5EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to5WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint4to5Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to5MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to5WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to4EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to4WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint5to4Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to4MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to4WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to6EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to6WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint5to6Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to6MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to6WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to5EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to5WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint6to5Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to5MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to5WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to7EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to7WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint6to7Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to7MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to7WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to6EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to6WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint7to6Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to6MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to6WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to8EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to8WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint7to8Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to8MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to8WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to7EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to7WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint8to7Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to7MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to7WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to9EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to9WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint8to9Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to9MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to9WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to8EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to8WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint9to8Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to8MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to8WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to10EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to10WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint9to10Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to10MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to10WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to9EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to9WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint10to9Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to9MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to9WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to11EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to11WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint10to11Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to11MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to11WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to10EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to10WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint11to10Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to10MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to10WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to12EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to12WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint11to12Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to12MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to12WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to11EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to11WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint12to11Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to11MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to11WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint12Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to13EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to13WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint12to13Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to13MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to13WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to12EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to12WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint13to12Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to12MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to12WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to14EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to14WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint13to14Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to14MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to14WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to13EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to13WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint14to13Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to13MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to13WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to15EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to15WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint14to15Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to15MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to15WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to14EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to14WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint15to14Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to14MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to14WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to16EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to16WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint15to16Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to16MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to16WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to15EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to15WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint16to15Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to15MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to15WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to17EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to17WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint16to17Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to17MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to17WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to16EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to16WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint17to16Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to16MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to16WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to18EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to18WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint17to18Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to18MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to18WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to17EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to17WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint18to17Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to17MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to17WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to19EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to19WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint18to19Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to19MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to19WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to18EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to18WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint19to18Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to18MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to18WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to20EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to20WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint19to20Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to20MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to20WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to19EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to19WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint20to19Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to19MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to19WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to21EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to21WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint20to21Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to21MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to21WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to20EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to20WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint21to20Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to20MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to20WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to22EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to22WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint21to22Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to22MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to22WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to21EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to21WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint22to21Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to21MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to21WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to23EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to23WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint22to23Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to23MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to23WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to22EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to22WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint23to22Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to22MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to22WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to24EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to24WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint23to24Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to24MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to24WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to23EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to23WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint24to23Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to23MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to23WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to25EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to25WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint24to25Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to25MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to25WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to24EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to24WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint25to24Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to24MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to24WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to26EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to26WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint25to26Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to26MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to26WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to25EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to25WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint26to25Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to25MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to25WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to27EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to27WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint26to27Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to27MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to27WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to26EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to26WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint27to26Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to26MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to26WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to28EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to28WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint27to28Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to28MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to28WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to27EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to27WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint28to27Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to27MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to27WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to29EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to29WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint28to29Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to29MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to29WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint29to28EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint29to28WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint29to28Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint29to28MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint29to28WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint29Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Prey==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EatActorFindRadius<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|EatActorFindRotDegree<br />
|float<br />
| -<br />
|135.0<br />
|-<br />
|WaitTimeForStartEat<br />
|float<br />
| -<br />
|150.0<br />
|-<br />
|IsEnableGroupEscape<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|AimEscapeOffsetRate<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|}<br />
<br />
==AnimalFollowOffset==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EatLocalOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==ExtendedEntity==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsUsePivotAdjustRange<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|PivotAdjustRange<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|}<br />
<br />
==BindActor==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BindActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsKeepSleep<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==EatTarget==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|FavoriteEatActorNames<br />
|str<br />
| -<br />
|<br />
|-<br />
|FavoriteEatActorTags<br />
|str<br />
| -<br />
|<br />
|-<br />
|EatActorNames<br />
|str<br />
| -<br />
|<br />
|-<br />
|EatActorNames2<br />
|str<br />
| -<br />
|<br />
|-<br />
|EatActorNames3<br />
|str<br />
| -<br />
|<br />
|-<br />
|EatActorTags<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==AnimalUnit==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SpeedActorName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|BasePlayRate<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|GearMaxNum<br />
|int<br />
| -<br />
|4<br />
|-<br />
|IsSetWaitASAtGear0<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|StressFramesMin<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|StressFramesMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SteeringOutputKp<br />
|float<br />
| -<br />
|0.6<br />
|-<br />
|SteeringOutputKi<br />
|float<br />
| -<br />
|0.15<br />
|-<br />
|SteeringOutputKd<br />
|float<br />
| -<br />
|0.002<br />
|-<br />
|SteeringOutputIClamp<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|SteeringOutputIReduceRatio<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SteeringOutputDLerpRatio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|SteeringOutputAvoidanceLerpRatio<br />
|float<br />
| -<br />
|0.08<br />
|-<br />
|SteeringOutputIIRLerpRatio<br />
|float<br />
| -<br />
|0.4<br />
|-<br />
|OverrideSteeringOutputKp<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|OverrideSteeringOutputKi<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|OverrideSteeringOutputKd<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|}<br />
<br />
==Insect==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|FireResistanceLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==Fish==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|RestoreSpeedRate<br />
|float<br />
| -<br />
|0.3<br />
|-<br />
|RestoreSpeedRateAdd<br />
|float<br />
| -<br />
| -0.05<br />
|-<br />
|LimitAngle<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|LimitAngleAdd<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|PrevSpeedRate<br />
|float<br />
| -<br />
|0.3<br />
|-<br />
|}<br />
<br />
==Rope==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsAllowCutting<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsSetupKeyframed<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|BoneEffectiveLength<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|IsInterpolateEdge<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsDeformable<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsOneBoneOneShape<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|SplineOffsetRateA<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SplineOffsetRateB<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SplineOffsetRateC<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MtxEndPosOffsetLength<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==Horse==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsDecoy<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|HasMane<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|ASVariation<br />
|str32<br />
|Speed of the horse. Accepted values are 'Slowest', 'Slow', 'Normal', 'Fast' and 'Fastest'<br />
|Normal<br />
|-<br />
|Nature<br />
|int<br />
| -<br />
|0<br />
|-<br />
|AttackPowerMultiplierGear2<br />
|float<br />
|Trample damage multiplier when trotting {{Check}}<br />
|0.0<br />
|-<br />
|AttackPowerMultiplierGear3<br />
|float<br />
|Trample damage multiplier when cantering {{Check}}<br />
|0.0<br />
|-<br />
|AttackPowerMultiplierGearTop<br />
|float<br />
|Trample damage multiplier when galloping {{Check}}<br />
|6.0<br />
|-<br />
|RunnableFramesAtGearTop<br />
|float<br />
| -<br />
|180.0<br />
|-<br />
|GearTopInterval<br />
|float<br />
| -<br />
|240.0<br />
|-<br />
|GearTopChargeNum<br />
|int<br />
| -<br />
|3<br />
|-<br />
|EatActorNames<br />
|str<br />
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}<br />
|<br />
|-<br />
|EatActorNamesForExtraCharge<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==HorseUnit==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|RiddenAnimalType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|CalmDownNum<br />
|int<br />
| -<br />
|10<br />
|-<br />
|RideonAboveASHeight<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|RideonAboveASRadius<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|}<br />
<br />
==HorseObject==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HideHorseMane<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsHorseClothDisable<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==HorseRider==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|RootNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|SpineNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RotBaseNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RotAxis<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=1.0, z=0.0)<br />
|-<br />
|RotLimit<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WeaponTransOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponTransOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponTransOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|LeftFootNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|LeftFootRotAxis<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RightFootNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RightFootRotAxis<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|FootRotRatio<br />
|float<br />
| -<br />
|0.4<br />
|-<br />
|FootRetRotRatio<br />
|float<br />
| -<br />
|0.8<br />
|-<br />
|FootRotAngleForKuma<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==HorseCreator==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HorseNames<br />
|str<br />
| -<br />
|<br />
|-<br />
|LeaderHorseNames<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GiantArmorSlot==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Slot0Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot0RigidBody<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot0DefaultActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|Slot1Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot1RigidBody<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot1DefaultActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|Slot2Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot2RigidBody<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot2DefaultActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|Slot3Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot3RigidBody<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot3DefaultActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GiantArmor==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|DamageScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==Guardian==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|GuardianModelType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|GuardianControllerType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|HeadLimitMax<br />
|float<br />
| -<br />
|90.0<br />
|-<br />
|HeadLimitMin<br />
|float<br />
| -<br />
| -90.0<br />
|-<br />
|SightLimitMax<br />
|float<br />
| -<br />
|90.0<br />
|-<br />
|SightLimitMin<br />
|float<br />
| -<br />
| -90.0<br />
|-<br />
|MaxSpeed<br />
|float<br />
|Max movement speed, only used for grounded (non-flying) guardians {{Check}}<br />
|25.0<br />
|-<br />
|CannonBoneName<br />
|str<br />
| -<br />
|Eye<br />
|-<br />
|RapidFireDistance<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|}<br />
<br />
==MonsterShop==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BuyMamo<br />
|int<br />
| -<br />
|0<br />
|-<br />
|SellMamo<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==Swarm==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SwarmSubActorNum<br />
|int<br />
| -<br />
|50<br />
|-<br />
|SwarmPattern<br />
|int<br />
| -<br />
|0<br />
|-<br />
|DeadActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GelEnemy==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|MoveBoneName<br />
|str32<br />
| -<br />
|Body_Move<br />
|-<br />
|BodyRadius<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|ClothBoneNumForEyeCalc<br />
|int<br />
| -<br />
|12<br />
|-<br />
|BodyRootBoneName<br />
|str32<br />
| -<br />
|Skl_Root<br />
|-<br />
|LeftEyeBoneName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RightEyeBoneName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|EyeSpaceHalf<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EyeDir<br />
|vec3<br />
| -<br />
|Vec3(x=0.75, y=1.0, z=1.0)<br />
|-<br />
|EyeOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EyeUpMoveRate<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|EyeDownMoveRate<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|IsAverageEyePos<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|EyeDelayAccRate<br />
|float<br />
| -<br />
|0.6<br />
|-<br />
|EyeYMoveTheta<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|EyeYMoveFrequency<br />
|float<br />
| -<br />
|0.033<br />
|-<br />
|}<br />
<br />
==Nest==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|CreateActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Wizzrobe==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|MagicWeatherType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|MagicFallActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|MagicFallIgniteRotSpd<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MagicFallOffsetY<br />
|float<br />
| -<br />
|6.0<br />
|-<br />
|MagicFallCenterOffsetXZ<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|MagicFallRandRadius<br />
|float<br />
| -<br />
|12.0<br />
|-<br />
|MagicFallIntervalMax<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|MagicFallIntervalMin<br />
|float<br />
| -<br />
|15.0<br />
|-<br />
|SummonActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==StalEnemy==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HeadActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|LeftArmActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GuardianMini==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ColorType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BodyMatName<br />
|str<br />
| -<br />
|<br />
|-<br />
|GuardJustActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|BeamName<br />
|str<br />
| -<br />
|<br />
|-<br />
|LineBeamName<br />
|str<br />
| -<br />
|<br />
|-<br />
|FinalBeamName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==ClothReaction==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|AtkCollidableName<br />
|str32<br />
| -<br />
|Collidable_Attack<br />
|-<br />
|AtkCollidableBoneName<br />
|str32<br />
| -<br />
|Attack<br />
|-<br />
|AtkCollidableSpeed<br />
|float<br />
| -<br />
|6.0<br />
|-<br />
|AtkCollidableActiveTime<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|AtkCollidableResetPos<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=2.0)<br />
|-<br />
|GroundCollidableName<br />
|str32<br />
| -<br />
|Collidable_Ground_1<br />
|-<br />
|GroundCollidableBoneName<br />
|str32<br />
| -<br />
|Ground_1<br />
|-<br />
|GroundCollidableOffset<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|UseGroundCollidableResetPos<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|GroundCollidableResetPos<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=-1.0, z=0.0)<br />
|-<br />
|GroundCollidableMoveSpeed<br />
|float<br />
| -<br />
|300.0<br />
|-<br />
|WallCollidableName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|WallCollidableBoneName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|WallCollidableOffset<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|PlayerCollidableName<br />
|str<br />
| -<br />
|<br />
|-<br />
|PlayerCollidableBoneName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Global==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EnemyLifeGageDist<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|EnemyNoSkitDist<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EnemyWeaponPickAllowDist<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|EnemyWeaponPickForbidTime<br />
|int<br />
| -<br />
|30<br />
|-<br />
|EnemyAnimalNoDamageDist<br />
|float<br />
| -<br />
|70.0<br />
|-<br />
|EnemyNearCraeteIDDelay<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|EnemyForceTiredLODCount<br />
|int<br />
| -<br />
|60<br />
|-<br />
|EnemyForceTiredNoSightLODCount<br />
|int<br />
| -<br />
|240<br />
|-<br />
|EnemyForceWarpReturnLODCount<br />
|int<br />
| -<br />
|240<br />
|-<br />
|SilentAttackAng<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SilentAttackRatio<br />
|float<br />
| -<br />
|2.0<br />
|-<br />
|BlownOffPlayerAtkDelay<br />
|int<br />
| -<br />
|30<br />
|-<br />
|JustAvoidAcceptWpRangeSS<br />
|float<br />
| -<br />
|1.6<br />
|-<br />
|JustAvoidAcceptWpRangeLS<br />
|float<br />
| -<br />
|1.8<br />
|-<br />
|JustAvoidAcceptWpRangeSP<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|ForceNoticeEnemyCount<br />
|int<br />
| -<br />
|3<br />
|-<br />
|ForceNoticeEnemyDist<br />
|float<br />
| -<br />
|50.0<br />
|-<br />
|WeaponRickeyLife<br />
|int<br />
| -<br />
|3<br />
|-<br />
|WeaponDropRotSpd<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|ShieldRideBaseFrame<br />
|int<br />
| -<br />
|60<br />
|-<br />
|ShieldRideHitBaseDamage<br />
|int<br />
| -<br />
|1<br />
|-<br />
|ShieldDamageratio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|ShieldSurfMasterFrictionRatio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|LoudNoiseRadius<br />
|float<br />
| -<br />
|80.0<br />
|-<br />
|Impulse2DamageRatio<br />
|float<br />
| -<br />
|0.004<br />
|-<br />
|IceMeltSpeedOnContactFire<br />
|float<br />
| -<br />
|2.0<br />
|-<br />
|CriticalAttackRatio<br />
|float<br />
| -<br />
|4.0<br />
|-<br />
|BooerangAttackRatio<br />
|float<br />
| -<br />
|1.5<br />
|-<br />
|HitImpulseClampMax<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|DropItemVelXZFromBomb<br />
|float<br />
| -<br />
|0.4<br />
|-<br />
|DropItemVelYFromBomb<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemVelRandomFromBomb<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemAngVelFromBomb<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|DropItemAngVelRandomFromBomb<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|DropItemVelXZSmall<br />
|float<br />
| -<br />
|0.075<br />
|-<br />
|DropItemVelYSmall<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemVelRandomSmall<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemAngVelSmall<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|DropItemAngVelRandomSmall<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|DropItemVelXZLarge<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|DropItemVelYLarge<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemVelRandomLarge<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemAngVelLarge<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|DropItemAngVelRandomLarge<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|DropItemVelXZRupeeRabbit<br />
|float<br />
| -<br />
|0.25<br />
|-<br />
|DropItemVelYRupeeRabbit<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemVelRandomRupeeRabbit<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemVelXZItemRupeeOnly<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemVelYItemRupeeOnly<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemVelRandomItemRupeeOnly<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemInvincibleTime<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|TreeWeaponEquipTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|TreeWeaponEquipRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WetRatioToDie<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|EnvWetRatioToDie<br />
|float<br />
| -<br />
|0.95<br />
|-<br />
|NPCTurnAngleDiff<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|NPCWaitFrameAfterEvent<br />
|int<br />
| -<br />
|60<br />
|-<br />
|NPCIgnorePlayerTime<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|NPCCancelIgnorePlayerTime<br />
|float<br />
| -<br />
|1800.0<br />
|-<br />
|NPCOpenDoorDistance<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|NPCWalkRateOnSandAndSnow<br />
|float<br />
| -<br />
|0.8<br />
|-<br />
|NPCDownVerticallyAngle<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|GerudoQueenSafetyAreaRadius<br />
|float<br />
| -<br />
|12.0<br />
|-<br />
|CreateFairyLimitCount<br />
|int<br />
| -<br />
|10<br />
|-<br />
|TerrorRegistSpeed<br />
|float<br />
| -<br />
|190.0<br />
|-<br />
|TerrorUnregistSpeed<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|TerrorRegistTimer<br />
|int<br />
| -<br />
|30<br />
|-<br />
|TerrorRadiusOffset<br />
|float<br />
| -<br />
|1.5<br />
|-<br />
|SpeedTerrorLevel<br />
|int<br />
| -<br />
|2<br />
|-<br />
|SpeedTerrorLevelHuge<br />
|int<br />
| -<br />
|4<br />
|-<br />
|SpeedTerrorLevelCheckRadius<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|AtDirTypeAffectRatio<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|RainyAwnHearingLevel<br />
|float<br />
| -<br />
|0.7<br />
|-<br />
|HorseBindOffsetYOfMaleUMii<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HorseBindOffsetYOfFemaleUMii<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HorseFamiliarityIncreasePerFrame<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HorseFamiliarityIncreaseSootheAtFirstRun<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseSootheAfterRun<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseSootheAfterGearTop<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseSootheAfterJump<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseSootheWhileResisting<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseEat<br />
|vec3<br />
| -<br />
|Vec3(x=0.699999988079071, y=0.20000000298023224, z=0.10000000149011612)<br />
|-<br />
|HorseAlertProbability<br />
|vec3<br />
| -<br />
|Vec3(x=0.0010000000474974513, y=0.003000000026077032, z=0.0010000000474974513)<br />
|-<br />
|HorseAlertFramesMin<br />
|vec3<br />
| -<br />
|Vec3(x=120.0, y=120.0, z=120.0)<br />
|-<br />
|HorseAlertFramesMax<br />
|vec3<br />
| -<br />
|Vec3(x=240.0, y=240.0, z=240.0)<br />
|-<br />
|HorseExtraChargeNum<br />
|int<br />
| -<br />
|3<br />
|-<br />
|PlayerGrabThrowDiffRate<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|}<br />
<br />
==Beam==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BeamLevel<br />
|int<br />
| -<br />
|511<br />
|-<br />
|}<br />
<br />
==AutoGen==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SetName<br />
|str<br />
| -<br />
|<br />
|-<br />
|KeyActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|SetRadius<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==ChemicalType==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ChemicalType<br />
|str32<br />
| -<br />
|Normal<br />
|-<br />
|EmitChemicalActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Golem==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|UpperArmRActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|LowerArmRActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|UpperArmLActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|LowerArmLActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|DefaultWeakPointActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsDefaultChemicalOn<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==HorseTargetedInfo==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HorseMoveRadius<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|HorseAvoidOffset<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|IsCircularMoveAlways<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==WolfLink==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|NeckSpeedWait<br />
|float<br />
| -<br />
|0.025<br />
|-<br />
|NeckRateWait<br />
|float<br />
| -<br />
|0.7<br />
|-<br />
|NeckSpeedShiekSensor<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|NeckRateShiekSensor<br />
|float<br />
| -<br />
|0.45<br />
|-<br />
|NeckSpeedFollow<br />
|float<br />
| -<br />
|0.4<br />
|-<br />
|NeckRateFollow<br />
|float<br />
| -<br />
|0.45<br />
|-<br />
|NeckSpeedBattle<br />
|float<br />
| -<br />
|0.3<br />
|-<br />
|NeckRateBattle<br />
|float<br />
| -<br />
|0.45<br />
|-<br />
|NeckSpeedHeal<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NeckRateHeal<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|BattleRange<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|HealRange<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|HuntRange<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|HowlRange<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|MaxHeightAttackable<br />
|float<br />
| -<br />
|1.6<br />
|-<br />
|MaxHeightHealable<br />
|float<br />
| -<br />
|1.5<br />
|-<br />
|NavMeshSearchRadius<br />
|float<br />
| -<br />
|6.0<br />
|-<br />
|CanReachPlayerNavMeshSearchRadius<br />
|float<br />
| -<br />
|2.0<br />
|-<br />
|SubmergedDepth<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|UtilityLifeToHunt<br />
|float<br />
| -<br />
|0.3<br />
|-<br />
|UtilityDangerDistMin<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|UtilityDangerDistMax<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|UtilityConstant<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|ChainAttackChargeMin<br />
|float<br />
| -<br />
|7.0<br />
|-<br />
|ChainAttackChargeMax<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|LookAtCooldownWait<br />
|float<br />
| -<br />
|150.0<br />
|-<br />
|LookAtCooldownWaitRand<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|LookAtCounterWait<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|LookAtCounterWaitRand<br />
|float<br />
| -<br />
|40.0<br />
|-<br />
|LookAtCooldownRun<br />
|float<br />
| -<br />
|150.0<br />
|-<br />
|LookAtCooldownRunRand<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|LookAtCounterRun<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|LookAtCounterRunRand<br />
|float<br />
| -<br />
|40.0<br />
|-<br />
|AttackCounterLength<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|AttackCounterRand<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|HowlCooldownCounterLength<br />
|float<br />
| -<br />
|1600.0<br />
|-<br />
|HowlCooldownCounterRand<br />
|float<br />
| -<br />
|600.0<br />
|-<br />
|HealCooldownCounterLength<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HealCooldownCounterRand<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|FailPathCooldownCounterLength<br />
|float<br />
| -<br />
|120.0<br />
|-<br />
|FailPathCooldownCounterRand<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RetargetCooldownCounterLength<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|RetargetCooldownCounterRand<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AfterTargetDeathCounterLength<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|AfterTargetDeathCounterRand<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|LostTargetCounterLength<br />
|float<br />
| -<br />
|25.0<br />
|-<br />
|LostTargetCounterRand<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|InvinceableCounterLength<br />
|float<br />
| -<br />
|90.0<br />
|-<br />
|InvinceableCounterRand<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|CallDelayMinLength<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|CallOverrideCounterLength<br />
|float<br />
| -<br />
|900.0<br />
|-<br />
|GiveUpShiekSensorLength<br />
|float<br />
| -<br />
|300.0<br />
|-<br />
|RetryShiekSensorLength<br />
|float<br />
| -<br />
|900.0<br />
|-<br />
|BattleWallHitLength<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|FollowRetryLength<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|PowerUpFoodLength<br />
|float<br />
| -<br />
|3600.0<br />
|-<br />
|SafePosFailCounter<br />
|float<br />
| -<br />
|3600.0<br />
|-<br />
|RestrictedTargetTimeNormal<br />
|float<br />
| -<br />
|300.0<br />
|-<br />
|RestrictedTargetTimeSpecial<br />
|float<br />
| -<br />
|500.0<br />
|-<br />
|PowerUpFoodAttackMod<br />
|int<br />
| -<br />
|5<br />
|-<br />
|PowerUpFoodChainAttackCharge<br />
|float<br />
| -<br />
|25.0<br />
|-<br />
|VSStalfosCritChance<br />
|int<br />
| -<br />
|10<br />
|-<br />
|AttackBase<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|AttackHeartMod<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|DefenseBase<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|DefenseHeartMod<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|}<br />
<br />
==Event==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|VisibleOffActor1<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor2<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor3<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor4<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor5<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor6<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor7<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor8<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GolemIK==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|FootRayCheckDist<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|FootDownRatio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|FootUpRatio<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|KneeExtendL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|KneeShrinkL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FootExtendL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FootShrinkL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|KneeExtendR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|KneeShrinkR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FootExtendR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FootShrinkR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ArmRayCheckDist<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|ArmDownRatio<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|ArmUpRatio<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|ElbowExtendL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ElbowShrinkL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WristExtendL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WristShrinkL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ElbowExtendR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ElbowShrinkR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WristExtendR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WristShrinkR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WaistRotateRatio<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WaistMorphRatio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|WaistResetMorphRatio<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|}<br />
<br />
==PictureBook==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|LiveSpot1<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|LiveSpot2<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|SpecialDrop<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|}<br />
<br />
==AirWall==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Layer<br />
|str32<br />
| -<br />
|AirWall<br />
|-<br />
|}<br />
<br />
==Motorcycle==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PitchDampingCoefficient<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|DriftAllowSpeedKPH<br />
|float<br />
| -<br />
|45.0<br />
|-<br />
|DriftAbortSpeedKPH<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|DriftAllowSteerRate<br />
|float<br />
| -<br />
|0.6<br />
|-<br />
|DriftAbortSteerRate<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DriftRearAngleRate<br />
|float<br />
| -<br />
| -2.5<br />
|-<br />
|DriftSpeedRate<br />
|float<br />
| -<br />
|0.75<br />
|-<br />
|ManualWheelieAllowAngleFront<br />
|float<br />
| -<br />
|15.0<br />
|-<br />
|ManualWheelieAllowAngleRear<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|ManualWheelieLastSec<br />
|float<br />
| -<br />
|2.5<br />
|-<br />
|WheelieLastSecInMidAir<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ManualControlProhibitSecAfterWheelie<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WheelieRevertPower<br />
|float<br />
| -<br />
|4.0<br />
|-<br />
|WheelieRevertPowerSec<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ManualWheelieRiseDegDelta<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|WheelieLaunchRiseDegDelta<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|EngineBrakeMaxPower<br />
|float<br />
| -<br />
|100.0<br />
|-<br />
|BackwardEngineBrakePower<br />
|float<br />
| -<br />
|400.0<br />
|-<br />
|SlipStartAngle<br />
|float<br />
| -<br />
|50.0<br />
|-<br />
|SlipThresholdPower<br />
|float<br />
| -<br />
|2500.0<br />
|-<br />
|SlipPowerMax<br />
|float<br />
| -<br />
|1800.0<br />
|-<br />
|WristBindRotation<br />
|vec3<br />
| -<br />
|Vec3(x=-1.7200000286102295, y=-1.8399999141693115, z=-2.9000000953674316)<br />
|-<br />
|WristBindTranslation<br />
|vec3<br />
| -<br />
|Vec3(x=0.35499998927116394, y=0.07999999821186066, z=-0.14499999582767487)<br />
|-<br />
|PostureLimitAngle<br />
|float<br />
| -<br />
|90.0<br />
|-<br />
|InvalidPostureLimitSec<br />
|float<br />
| -<br />
|0.6<br />
|-<br />
|FallOverThresholdAngle<br />
|float<br />
| -<br />
|75.0<br />
|-<br />
|JumpIntervalSec<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|FullEnergyLastSec<br />
|float<br />
| -<br />
|240.0<br />
|-<br />
|WheelieLaunchJumpProhibitSec<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|SlowModeTargetSpeedKPH2<br />
|float<br />
| -<br />
|400.0<br />
|-<br />
|SlowDriftTargetSpeedKPH2<br />
|float<br />
| -<br />
|3200.0<br />
|-<br />
|SlowModeTransitionSec<br />
|float<br />
| -<br />
|2.0<br />
|-<br />
|SlowSlipThresholdKPH<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|SlowSlipThresholdPower<br />
|float<br />
| -<br />
|1200.0<br />
|-<br />
|SlowSlipThresholdSec<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|JumpRearWheelRotateRadPerSec<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponThrowModeSpeedKPH2<br />
|float<br />
| -<br />
|800.0<br />
|-<br />
|}<br />
<br />
=Parameter lists=<br />
{{No AAMP param}}<br />
<br />
==References==<br />
<references /><br />
[[Category:File extensions]]<br />
[[Category:File extensions (AAMP)]]<br />
[[Category:Actor parameter files]]</div>
BravelyPeculiar
https://zeldamods.org/w_botw/index.php?title=Bgparamlist&diff=10993
Bgparamlist
2021-05-26T18:24:47Z
<p>BravelyPeculiar: /* General */ Add ChangeDropTableName description</p>
<hr />
<div>{{stub|what=The list of objects/parameters is complete, but parameter descriptions are missing.}}<br />
{{lowercase}}<br />
<onlyinclude><br />
{{Parameter archive infobox|param_type=bgparamlist|version=0|type=xml}}<br />
'''GeneralParamList''' (''bgparamlist'') configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.<br />
</onlyinclude><br />
<br />
=Parameter objects=<br />
{{AampNameWarning}}<br />
<br />
==System==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SameGroupActorName<br />
|str64<br />
|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)<br />
|<br />
|-<br />
|IsGetItemSelf<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==General==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Speed<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|Life<br />
|int<br />
|Initial and maximum HP (for characters) or durability (for items)<br />
|100<br />
|-<br />
|IsLifeInfinite<br />
|bool<br />
|Prevent HP/durability from changing<br />
|False<br />
|-<br />
|ElectricalDischarge<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|IsBurnOutBorn<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|BurnOutBornName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|IsBurnOutBornIdent<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ChangeDropTableName<br />
|str<br />
|The drop table used when an Octorok inhales this item<br />
|<br />
|-<br />
|}<br />
<br />
==Enemy==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Rank<br />
|int<br />
|Affects how NPCs react to enemies (confront or flee)<ref>See callers of function <code>ActorInfoData::getEnemyRank</code> @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}</ref><br />
|0<br />
|-<br />
|Power<br />
|int<br />
|Base (unarmed) strength of this enemy's attacks.<br />
|0<br />
|-<br />
|DropLife<br />
|int<br />
| -<br />
|100<br />
|-<br />
|DyingLife<br />
|int<br />
| -<br />
|20<br />
|-<br />
|LostDist<br />
|float<br />
| -<br />
|100.0<br />
|-<br />
|LostHeightMax<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|LostHeightMin<br />
|float<br />
| -<br />
| -30.0<br />
|-<br />
|LostRayLength<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|LODLostDist<br />
|float<br />
| -<br />
|40.0<br />
|-<br />
|LODLostHeightMax<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|LODLostHeightMin<br />
|float<br />
| -<br />
| -30.0<br />
|-<br />
|IntelligenceLevel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EmotionalLevel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HeroismLevel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|PartActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsMindFriend<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|StatusChangeFlag<br />
|str<br />
|Name of the flag to check for ChangeLife<br />
|<br />
|-<br />
|ChangeLife<br />
|float<br />
|HP/Life value to use if StatusChangeFlag is non empty and if the flag is set<br />
| -1.0<br />
|-<br />
|}<br />
<br />
==EnemyLevel==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsAvoidDanger<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsGuardArrow<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsHideArrowAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsSwiftAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsBackSwiftAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsCounterAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsEscapeBomb<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsKickBomb<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsShootBomb<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsThrowWeapon<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|GuardPer<br />
|int<br />
| -<br />
|0<br />
|-<br />
|IsJustGuard<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==EnemyRace==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EquipableWeapon<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsFitGroundByAnimalUnit<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsUpdateSupportNormalInAir<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|BowAttackRangeRatio<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponScaleSmallSword<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponScaleLargeSword<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponScaleSpear<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponScaleBow<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponScaleShield<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|IsUseTargetTag<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|TargetActorType<br />
|str<br />
|Actor types that the actor will target and attack<br />
|Player<br />
|-<br />
|EscapeAttackedActorType<br />
|str<br />
| -<br />
|<br />
|-<br />
|ReactionBalloon<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|SmallRagdollTime<br />
|int<br />
| -<br />
|8<br />
|-<br />
|SmallRagdollRecoverTime<br />
|int<br />
| -<br />
|15<br />
|-<br />
|SmallLargeRagdollTime<br />
|int<br />
| -<br />
|60<br />
|-<br />
|SmallLargeRagdollRecoverTime<br />
|int<br />
| -<br />
|20<br />
|-<br />
|}<br />
<br />
==AttackInterval==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ShortAttackTimeMin<br />
|int<br />
| -<br />
|10<br />
|-<br />
|ShortAttackTimeMax<br />
|int<br />
| -<br />
|30<br />
|-<br />
|MiddleAttackTimeMin<br />
|int<br />
| -<br />
|40<br />
|-<br />
|MiddleAttackTimeMax<br />
|int<br />
| -<br />
|60<br />
|-<br />
|LongAttackTimeMin<br />
|int<br />
| -<br />
|80<br />
|-<br />
|LongAttackTimeMax<br />
|int<br />
| -<br />
|110<br />
|-<br />
|}<br />
<br />
==EnemyShown==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsHappy<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsCasebyCase<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsSit<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsNoise<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==BindBone==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BoneName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|BoneOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|BoneRotate<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==Attack==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Power<br />
|int<br />
|Base strength value for the standard attack {{check}}<br />
|0<br />
|-<br />
|Impulse<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ImpulseLarge<br />
|int<br />
| -<br />
|0<br />
|-<br />
|Range<br />
|float<br />
|For weapons, the range of its melee attack {{Check}}. For bows, the distance its arrows travel in a straight line before being affected by gravity.<br />
|0.0<br />
|-<br />
|GuardBreakPower<br />
|int<br />
| -<br />
|0<br />
|-<br />
|SpHitActor<br />
|str<br />
|A comma-separated (no spaces) list of Actor names to be affected by SpHitRatio.<br />
|<br />
|-<br />
|SpHitTag<br />
|str<br />
| -<br />
|<br />
|-<br />
|SpHitRatio<br />
|float<br />
|Multiplies attack power against any Actor listed in SpHitActor<br />
|2.0<br />
|-<br />
|SpWeakHitActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|PowerForPlayer<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|}<br />
<br />
==WeaponCommon==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PlayerEqScale<br />
|float<br />
|Amount to scale the model by when equipped by the player<br />
|1.0<br />
|-<br />
|EnemyEqScale<br />
|float<br />
|Amount to scale the model by when equipped by any enemy<br />
|1.0<br />
|-<br />
|GuardPower<br />
|int<br />
|Only used for shields. Higher values reduce the durability damage recieved when blocking incoming attacks.<br />
|0<br />
|-<br />
|Rank<br />
|int<br />
| -<br />
|0<br />
|-<br />
|IsHammer<br />
|bool<br />
|If true, gives hammer behavior (instantly breaks ore deposits when struck) {{Check}}<br />
|False<br />
|-<br />
|IsWeakBreaker<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsBoomerang<br />
|bool<br />
|If true, gives boomerang behavior (returns when thrown) {{Check}}<br />
|False<br />
|-<br />
|IsBlunt<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsLuckyWeapon<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsPikohan<br />
|bool<br />
|If true, gives Power Hammer behavior (sends enemies flying when struck) {{check}}<br />
|False<br />
|-<br />
|IsThrowingWeapon<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsThrowingBreakWeapon<br />
|bool<br />
|If true, breaks instantly when it collides with something solid after being thrown {{Check}}<br />
|True<br />
|-<br />
|ThrowRange<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|DreadActor<br />
|str<br />
|A comma-separated (no spaces) list of Actor names who will run/cower in fear when this weapon is wielded nearby {{Check}}<br />
|<br />
|-<br />
|ThroughActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|NPCWeaponType<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsNotOnTerrorHold<br />
|bool<br />
|If true, NPCs will shake in fear when you wield this weapon near them {{Check}}<br />
|False<br />
|-<br />
|IsAsOffUnEquiped<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ChemicalEnergyMax<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ChemicalEnergyAmountUsed<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ChemicalEnergyRecoverRate<br />
|float<br />
| -<br />
|90<br />
|-<br />
|ChemicalEnergyRecoverInterval<br />
|int<br />
| -<br />
|60<br />
|-<br />
|StickDamage<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ShootBeam<br />
|str<br />
| -<br />
|<br />
|-<br />
|DropFromPorchRot<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SharpWeaponPer<br />
|float<br />
|Probability for a blue modifier to appear (if applicable; see [[Difficulty scaling]] for more details)<br />
|10.0<br />
|-<br />
|SharpWeaponAddAtkMin<br />
|int<br />
|[Blue modifier] Min attack bonus<br />
|0<br />
|-<br />
|SharpWeaponAddAtkMax<br />
|int<br />
|[Blue modifier] Max attack bonus<br />
|0<br />
|-<br />
|SharpWeaponAddLifeMin<br />
|int<br />
|[Blue modifier] Min durability bonus<br />
|0<br />
|-<br />
|SharpWeaponAddLifeMax<br />
|int<br />
|[Blue modifier] Max durability bonus<br />
|0<br />
|-<br />
|SharpWeaponAddCrit<br />
|bool<br />
|[Blue modifier] Enable critical hit bonus<br />
|False<br />
|-<br />
|SharpWeaponAddGuardMin<br />
|int<br />
|[Blue modifier] Min guard bonus (for shields)<br />
|0<br />
|-<br />
|SharpWeaponAddGuardMax<br />
|int<br />
|[Blue modifier] Max guard bonus (for shields)<br />
|0<br />
|-<br />
|PoweredSharpAddAtkMin<br />
|int<br />
|[Yellow modifier] Min attack bonus<br />
|0<br />
|-<br />
|PoweredSharpAddAtkMax<br />
|int<br />
|[Yellow modifier] Max attack bonus<br />
|0<br />
|-<br />
|PoweredSharpAddLifeMin<br />
|int<br />
|[Yellow modifier] Min durability bonus<br />
|0<br />
|-<br />
|PoweredSharpAddLifeMax<br />
|int<br />
|[Yellow modifier] Max durability bonus<br />
|0<br />
|-<br />
|PoweredSharpWeaponAddGuardMin<br />
|int<br />
|[Yellow modifier] Min guard bonus (for shields)<br />
|0<br />
|-<br />
|PoweredSharpWeaponAddGuardMax<br />
|int<br />
|[Yellow modifier] Max guard bonus (for shields)<br />
|0<br />
|-<br />
|PoweredSharpAddThrowMin<br />
|float<br />
|[Yellow modifier] Min throw distance multiplier bonus<br />
|1.0<br />
|-<br />
|PoweredSharpAddThrowMax<br />
|float<br />
|[Yellow modifier] Max throw distance multiplier bonus<br />
|1.0<br />
|-<br />
|PoweredSharpAddSpreadFire<br />
|bool<br />
|[Yellow modifier] Enable five-shot burst (for bows)<br />
|False<br />
|-<br />
|PoweredSharpAddZoomRapid<br />
|bool<br />
|[Yellow modifier] Enable quick zoom (for bows)<br />
|False<br />
|-<br />
|PoweredSharpAddRapidFireMin<br />
|float<br />
|[Yellow modifier] Min quick shot time multiplier (for bows)<br />
|1.0<br />
|-<br />
|PoweredSharpAddRapidFireMax<br />
|float<br />
|[Yellow modifier] Max quick shot time multiplier (for bows)<br />
|1.0<br />
|-<br />
|PoweredSharpAddSurfMaster<br />
|bool<br />
|[Yellow modifier] Enable Shield Surf Up<br />
|False<br />
|-<br />
|}<br />
<br />
==WeaponThrow==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ThrowSpeed<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|ThrowRotSpeed<br />
|float<br />
| -<br />
|50.0<br />
|-<br />
|ThrowDist<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|ThrowRigidBodyBaseAxis<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=1.0)<br />
|-<br />
|}<br />
<br />
==Sandworm==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SandWidth<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SandLength<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SandHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SandCombSpan<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SandCombHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SnakeModelOffsetZ<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SnakeBaseNode<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode1<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode2<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode3<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode4<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode5<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode6<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode7<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode8<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode9<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode10<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode11<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode12<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNodeRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SnakeNodeChaseInterval<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ShowLifeGageDist<br />
|float<br />
| -<br />
|150.0<br />
|-<br />
|ShowLifeGageOffset<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|}<br />
<br />
==SmallSword==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PodName<br />
|str32<br />
|The name of the sheath actor<br />
|<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back.<br />
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.<br />
|Vec3(x=16.0, y=-60.0, z=-18.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while astride a horse.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while astride a horse.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Rod==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|MagicName<br />
|str32<br />
|Name of the actor to spawn<br />
|<br />
|-<br />
|ChargeMagicNum<br />
|int<br />
|Number of actor spawns before the rod will stop spawning actors until recharged<br />
|4<br />
|-<br />
|ChargeMagicInterval<br />
|int<br />
|Amount of time (in seconds) for the rod to recharge to full power<br />
|5<br />
|-<br />
|MagicPower<br />
|int<br />
| -<br />
|0<br />
|-<br />
|MagicSpeed<br />
|float<br />
|Multiplier applied to the base speed of a spawned actor {{check}}<br />
|0.0<br />
|-<br />
|MagicSpeedByThrow<br />
|float<br />
|Multiplier applied to the base speed of a spawned actor {{check}} when cast using the R button<br />
|0.0<br />
|-<br />
|MagicGravity<br />
|float<br />
|Multiplier applied to the gravity applied to a spawned actor. x < 0 makes it float upward. 0 < x < 1 makes it float down slower. 1 < x makes it float down faster.<br />
|0.0<br />
|-<br />
|MagicRadius<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ScaleTime<br />
|int<br />
| -<br />
|0<br />
|-<br />
|MagicRange<br />
|float<br />
|Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor {{check}}<br />
|0.0<br />
|-<br />
|MagicSpeedByEnemy<br />
|float<br />
|Multiplier applied to the base speed of a spawned actor {{check}} when cast by an enemy<br />
|0.0<br />
|-<br />
|MagicGravityByEnemy<br />
|float<br />
|Multiplier applied to the gravity applied to a spawned actor when cast by an enemy<br />
|0.0<br />
|-<br />
|MagicRadiusByEnemy<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ScaleTimeByEnemy<br />
|int<br />
| -<br />
|0<br />
|-<br />
|MagicRangeByEnemy<br />
|float<br />
|Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor {{check}}<br />
|0.0<br />
|-<br />
|}<br />
<br />
==LargeSword==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PodName<br />
|str32<br />
|The name of the sheath actor<br />
|<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back.<br />
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.<br />
|Vec3(x=16.0, y=-60.0, z=-18.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Spear==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PodName<br />
|str32<br />
|The name of the sheath actor<br />
|<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back.<br />
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.<br />
|Vec3(x=0.0, y=-120.0, z=-180.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|GrabPlayerHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=-0.8700000047683716, y=-0.17000000178813934, z=-0.3400000035762787)<br />
|-<br />
|GrabPlayerHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=-60.0, y=-20.0, z=-90.0)<br />
|-<br />
|GrabAffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=-0.029999999329447746, z=0.0)<br />
|-<br />
|GrabAffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=-5.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Shield==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the shield when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the shield when stowed on Link's back.<br />
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.<br />
|Vec3(x=8.0, y=120.0, z=5.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the shield when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the shield when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the shield when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the shield when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the shield when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the shield when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the shield when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the shield when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the shield when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the shield when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the shield when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the shield when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideBreakRatio<br />
|float<br />
|Multiplier affecting shield durability degradation from shield surfing. 0.0 disables degradation completely.<br />
|1.0<br />
|-<br />
|MirrorLevel<br />
|int<br />
|0 = No automatic projectile reflection, 1 = Automatically Reflect Guardian scout projectiles, 2 = Reflect Guardian lasers {{check}}<br />
|0<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|SurfingFriction<br />
|float<br />
|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}}<br />
|1.0<br />
|-<br />
|}<br />
<br />
==Bow==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|QuiverName<br />
|str32<br />
|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.<br />
|<br />
|-<br />
|ArrowName<br />
|str32<br />
|If specified, the player's chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost.<br />
|<br />
|-<br />
|IsGuardPierce<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ExtraDamageRatio<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|BaseAttackPowerRatio<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|IsLeadShot<br />
|bool<br />
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain. {{Check}}<br />
|False<br />
|-<br />
|LeadShotNum<br />
|int<br />
|Number of arrows to fire for a lead shot.<br />
|0<br />
|-<br />
|LeadShotAng<br />
|float<br />
|Angle in degrees of the lead shot spread to each side of the aimed point. The total spread angle will be 2*LeadShotAng.<br />
|45.0<br />
|-<br />
|LeadShotInterval<br />
|int<br />
|Amount of delay between each shot fired in a lead shot.<br />
|0<br />
|-<br />
|IsRapidFire<br />
|bool<br />
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Unlike lead shots, rapidfire shots leave one arrow pickup when impacting terrain.<br />
|False<br />
|-<br />
|RapidFireNum<br />
|int<br />
|Number of arrows to fire for a rapidfire shot.<br />
|0<br />
|-<br />
|RapidFireInterval<br />
|int<br />
|Amount of delay between each shot fired in a rapidfire shot.<br />
|0<br />
|-<br />
|IsLongRange<br />
|bool<br />
|If true, the camera will zoom in further than usual while the aiming crosshair is visible.<br />
|False<br />
|-<br />
|ArrowFirstSpeed<br />
|float<br />
|Initial forward speed of arrows when they leave the bow. Negative values are treated as 0.<br />
|4.5<br />
|-<br />
|ArrowAcceleration<br />
|float<br />
|Rate that arrows' forward speed decreases during straight-line flight. Positive values are treated as 0.<br />
| -0.1<br />
|-<br />
|ArrowStabilitySpeed<br />
|float<br />
|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.<br />
|3.0<br />
|-<br />
|ArrowFallAcceleration<br />
|float<br />
|Rate that arrows' forward speed decreases during freefall. Positive values are treated as 0.<br />
| -0.2<br />
|-<br />
|ArrowFallStabilitySpeed<br />
|float<br />
|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.<br />
|1.0<br />
|-<br />
|ArrowGravity<br />
|float<br />
|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}}<br />
| -9.8<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back.<br />
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.<br />
|Vec3(x=12.0, y=-60.0, z=-22.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|ArrowChargeRate<br />
|float<br />
|Multiplier affecting how quickly Link charges a shot after he has fully lifted his bow. Higher values charge shots more quickly.<br />
|1.0<br />
|-<br />
|ArrowReloadRate<br />
|float<br />
|Multiplier affecting the cooldown duration between firing arrows, which cannot be cancelled even if a different bow is equipped. Higher values ''increase'' the cooldown duration.<br />
|1.0<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==WeaponOption==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=-0.019999999552965164, y=-0.009999999776482582, z=0.11999999731779099)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=-8.0, y=-5.0, z=75.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==MasterSword==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsMasterSword<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|TrueFormAttackPower<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|TrueFormMagicPower<br />
|int<br />
|Base attack strength of the magic projectile that can be fired at full health<br />
| -1<br />
|-<br />
|TrueFormBreakRatio<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|SearchEvilDist<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|RecoverTime<br />
|int<br />
| -<br />
|30<br />
|-<br />
|SleepActorName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|TrueFormActorName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GuardianMiniWeapon==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BindMyNodeName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|VisibleMatNameR<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleMatNameL<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleMatNameB<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffMatName<br />
|str<br />
| -<br />
|Mt_Arm<br />
|-<br />
|}<br />
<br />
==Player==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BombReloadTime1<br />
|float<br />
|Remote Bomb recharge duration (in seconds)<br />
|0.0<br />
|-<br />
|BombReloadTime2<br />
|float<br />
|Remote Bomb+ recharge duration (in seconds)<br />
|0.0<br />
|-<br />
|StopTimerReloadTime<br />
|float<br />
|Stasis recharge duration (in frames)<br />
|0.0<br />
|-<br />
|StopTimerBlowAngle<br />
|float<br />
|Stasis launch angle (in degrees, 0 is flat and 90 is vertical)<br />
|0.0<br />
|-<br />
|StopTimerBlowSpeedLimit<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|StopTimerImpluseMaxCountSmallSword<br />
|int<br />
|Stasis damage from a sword (1/x is the damage)<br />
|16<br />
|-<br />
|StopTimerImpluseMaxCountLargeSword<br />
|int<br />
|Stasis damage from a claymore (1/x is the damage)<br />
|8<br />
|-<br />
|StopTimerImpluseMaxCountSpear<br />
|int<br />
|Stasis damage from a spear (1/x is the damage)<br />
|20<br />
|-<br />
|StopTimerCancelDeleteWaitTime<br />
|float<br />
|UNUSED Stasis recharge duration after cancelling (in frames)<br />
|0.0<br />
|-<br />
|StopTimerLongTime<br />
|float<br />
|Stasis+ duration on an actor that has the StopTimerLong tag (in frames)<br />
|0.0<br />
|-<br />
|StopTimerMiddleTime<br />
|float<br />
|Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames)<br />
|0.0<br />
|-<br />
|StopTimerShortTime<br />
|float<br />
|Stasis+ duration on an actor that has the StopTimerShort tag (in frames)<br />
|0.0<br />
|-<br />
|EnergyTiredValue<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EnergyBowSlow<br />
|float<br />
|Stamina cost rate when Bow Rush is activated<br />
|0.0<br />
|-<br />
|EnergyPush<br />
|float<br />
|Stamina cost rate when pushing things<br />
|0.0<br />
|-<br />
|EnergyCharge<br />
|float<br />
|Stamina consumption rate when charging an attack (small swords and spears) or doing a spin attack (large swords)<br />
|0.0<br />
|-<br />
|EnergyAutoRecover<br />
|float<br />
|Stamina recovery rate (in frames)<br />
|0.0<br />
|-<br />
|EnergyAutoRecoverInAir<br />
|float<br />
|Stamina recovery rate during freefall<br />
|0.0<br />
|-<br />
|EnergyAutoRecoverInvalidTime1<br />
|float<br />
|Stamina recovery initial delay (in frames)<br />
|0.0<br />
|-<br />
|EnergyAutoRecoverInvalidTime2<br />
|float<br />
|Stamina recovery initial delay when tired (in frames)<br />
|0.0<br />
|-<br />
|ColdTempDamageAdd<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HotTempDamageAdd<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TempDamage<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TempEnergyDecDiamAdd<br />
|float<br />
|UNUSED Stamina cost multiplier in cold/hot weather<br />
|0.0<br />
|-<br />
|TempEnergyDecDegAdd<br />
|float<br />
|UNUSED Stamina cost from being in cold/hot weather<br />
|0.0<br />
|-<br />
|VelDiamSand<br />
|float<br />
|Movement speed multiplier in sand or snow<br />
|0.0<br />
|-<br />
|VelDiamTired<br />
|float<br />
|Movement speed multiplier when tired<br />
|0.0<br />
|-<br />
|StickDiamTired<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoRecoverNum<br />
|float<br />
|UNUSED Health recovery rate<br />
|0.0<br />
|-<br />
|AutoRecoverIntervalMin<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoRecoverIntervalMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoRecoverInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSubjectContTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LNGStickScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LATStickScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LNGGyroScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LATGyroScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowShootNum<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BowSlowRateDiam<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|BowSlowMaxTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DiveBowSlowMaxTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowInvalidHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowInvalidHeightOnShield<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowInvalidHeightWeaponChange<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|GuardJustForceSlowTime<br />
|float<br />
|Slow time duration after successfully parrying with a shield (in seconds)<br />
|0.0<br />
|-<br />
|MoveMaxDecRateByWater<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MoveIgnoreWaterHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MoveDecRateByBog<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MoveDecRateMaxHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MaxForce<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MinForce<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AddForce<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SnowBallAddForce<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LogPushF<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RockPushF<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RockPushSpeed<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaistAngleUpperMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaistAngleLowerMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaistAngleSideMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NoSquatWaterHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|InvalidReloadTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WeaponThrowSpeedY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WeaponThrowSpeedF<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WeaponThrowSpeedFSquat<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DashUpEnableAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ShockTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|IceInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MaxSpeedInAir<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TurnEnableSpeed<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TurnEnableStickSub<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TurnEnableDirSub<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ShortDashImpulse<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ShortDashDamage<br />
|int<br />
| -<br />
|0<br />
|-<br />
|SwordTerrorScope<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ArrowTerrorScope<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TorchTerrorScope<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TorchTerrorOffsetY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TorchTerrorOffsetZ<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DashNoise<br />
|float<br />
|Noise made by sprinting<br />
|0.0<br />
|-<br />
|WhistleNoise<br />
|float<br />
|Noise made by whistling<br />
|0.0<br />
|-<br />
|ClimbEnableAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ClimbEnableSpeedMinAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ClimbEnableSpeedMaxAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SlipEnableSpeed<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SlipSpeedAddMin<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SlipSpeedAddMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SlipSpeedAddDiamByRain<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MagnetAim2DPosOffsetY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetXZ<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetYSquat<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetYSwim<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetYHorse<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookEnableAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitSlowTimeS<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitSlowTimeM<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitSlowTimeL<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitSlowRate<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitStopTimeS<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitStopTimeL<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitStopRate<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AtnPosInterPolationRate<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AtnPosInterPolationMin<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AtnPosInterPolationMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|PredictDiffAngleMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DashToRunStickValueDec<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WindSupportReuseTime<br />
|float<br />
|Revali's Gale cooldown timer (in seconds)<br />
|0.0<br />
|-<br />
|FireSupportReuseTime<br />
|float<br />
|Daruk's Protection cooldown timer (in seconds)<br />
|0.0<br />
|-<br />
|ElectricSupportReuseTime<br />
|float<br />
|Urbosa's Fury cooldown timer (in seconds)<br />
|0.0<br />
|-<br />
|WaterSupportReuseTime<br />
|float<br />
|Mipha's Grace cooldown timer (in seconds)<br />
|0.0<br />
|-<br />
|WindSupportTimerRate<br />
|float<br />
|Revali's Gale cooldown timer tick multiplier in Hyrule Castle. ''Note: this is ignored for Revali's Gale+.'' Example: if set to 3.0, the timer will be decremented by 3 every second.<br />
|0.0<br />
|-<br />
|FireSupportTimerRate<br />
|float<br />
|Daruk's Protection cooldown timer tick multiplier in Hyrule Castle<br />
|0.0<br />
|-<br />
|ElectricSupportTimerRate<br />
|float<br />
|Urbosa's Fury cooldown timer tick multiplier in Hyrule Castle<br />
|0.0<br />
|-<br />
|WaterSupportTimerRate<br />
|float<br />
|Mipha's Grace cooldown timer tick multiplier in Hyrule Castle<br />
|0.0<br />
|-<br />
|ChemicalInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoDashUpTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoDashUpAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ClimbRestartHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ClimbRestartTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|PushNoticeLookTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EnergyUseSmall<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EnergyUseLarge<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NoEnergyDashInterval<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|GuardableAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|StickMaxInStore<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookContinueTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|PostureContinueTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ItemUseModelAlpha<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LadderCheckSide<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LadderCheckDist<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NoDeathDamageBase<br />
|int<br />
|[[No death damage]] base value<br />
|0<br />
|-<br />
|NoDeathDamageAdd<br />
|int<br />
|Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the [[No death damage]] value<br />
|0<br />
|-<br />
|ArmorCompSwimEnergyRate<br />
|float<br />
|Stamina cost multiplier for the "Swim Dash Stamina Up" set bonus<br />
|0.0<br />
|-<br />
|ArmorCompRegistElecFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ArmorCompNightSpeedRate<br />
|float<br />
|Movement speed multiplier for the "Night Speed Up" set bonus<br />
|0.0<br />
|-<br />
|ArmorCompClimbJumpEnergyRate<br />
|float<br />
|Stamina cost multiplier for the "Climb Jump Stamina Up" set bonus<br />
|0.0<br />
|-<br />
|ArmorCompPlusDropRate<br />
|float<br />
|UNUSED<br />
|0.0<br />
|-<br />
|ArmorCompWeaponBrakeRate<br />
|float<br />
|Durability cost multiplier for an unused set bonus<br />
|0.0<br />
|-<br />
|ArmorCompSwordBeamAttackRate<br />
|float<br />
|Power multiplier for the "Master Sword Beam Up" set bonus when shooting beams with the Master Sword<br />
|0.0<br />
|-<br />
|ArmorCompAncientAttackRate<br />
|float<br />
|Power multiplier for the "Ancient Proficiency" set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons<br />
|1.0<br />
|-<br />
|ArmorCompBoneAttackRate<br />
|float<br />
|Power multiplier for the "Bone Atk. Up" set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons<br />
|1.0<br />
|-<br />
|ArmorCompTerrorLevel<br />
|float<br />
|NPC terror level conveyed by wearing the full Dark or Tingle sets<br />
|0.0<br />
|-<br />
|ArmorCompTerrorRadius<br />
|float<br />
|Distance at which NPCs will react to wearing the full Dark or Tingle sets<br />
|0.0<br />
|-<br />
|ArmorCompNakedSwimSpeedRate<br />
|float<br />
|Swim speed multiplier when wearing nothing<br />
|0.0<br />
|-<br />
|ArmorCompNakedSwimAnimeRate<br />
|float<br />
|Swim animation speed multiplier when wearing nothing<br />
|0.0<br />
|-<br />
|ArmorCompNakedSwimEnergyRate<br />
|float<br />
|Stamina cost multiplier for swimming when wearing nothing<br />
|0.0<br />
|-<br />
|ArmorAncientAttackRate<br />
|float<br />
|Power multiplier granted by Midna's Helmet and Diamond Circlet when using Guardian or Ancient weapons<br />
|1.0<br />
|-<br />
|SupportWindNum<br />
|int<br />
|Number of charges at which Revali's Gale starts at<br />
|0<br />
|-<br />
|SupportElectricNum<br />
|int<br />
|Number of charges at which Urbosa's Fury starts at<br />
|0<br />
|-<br />
|SupportElectricEnergy<br />
|float<br />
|Stamina cost threshold required to trigger Urbosa's Fury<br />
|0.0<br />
|-<br />
|SupportFireNum<br />
|int<br />
|Number of charges at which Daruk's Protection starts at<br />
|0<br />
|-<br />
|SupportWaterLifeAdd<br />
|int<br />
|Number of extra health (yellow hearts) granted by Mipha's Grace (4.0 = 1 heart)<br />
|0<br />
|-<br />
|SupportWaterEnergyAdd<br />
|float<br />
|Number of charges at which Mipha's Grace starts at<br />
|0.0<br />
|-<br />
|StickRInputFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DiffAngleFromLookVec<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffset<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookFixAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookContinueTimeToCamera<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|CutKnockBackNoCrrDist<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaitUnsteadyApplyVel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|CurseAddWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoofCrashVel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|CutJumpInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaterDepthInGrudge<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LargeHorseLegBendAngY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LargeHorseLegBendAngX<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LargeHorseLegBendFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NoMaskPauseWaterHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookAtThreshold<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==Camera==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|DefaultConnectScaleAfterEvent<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|LatConnectRateAfterEvent<br />
|float<br />
| -<br />
|1.5<br />
|-<br />
|LngConnectRateAfterEvent<br />
|float<br />
| -<br />
|0.75<br />
|-<br />
|DistConnectRateAfterEvent<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|FovyConnectRateAfterEvent<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ConnectAfterEventMin<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|ConnectAfterEventMax<br />
|float<br />
| -<br />
|1000.0<br />
|-<br />
|RoofGradientNearHighWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoofGradientFarHighWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoofGradientNearLowWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoofGradientFarLowWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==Grab==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Slot0Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot1Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot2Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot3Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot4Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot5Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot0PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot1PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot2PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot3PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot4PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot5PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Armor==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|StarNum<br />
|int<br />
| -<br />
|0<br />
|-<br />
|DefenceAddLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|WindScaleMesh<br />
|str32<br />
| -<br />
|<br />
|-<br />
|WindScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NextRankName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|AffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==ArmorEffect==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EffectType<br />
|str32<br />
| -<br />
|None<br />
|-<br />
|EffectLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|AncientPowUp<br />
|bool<br />
|Provides a 20% damage buff to Ancient weapons.<br />
|False<br />
|-<br />
|EnableClimbWaterfall<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|EnableSpinAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==ArmorHead==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EarRotate<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|MantleType<br />
|int<br />
|0: Nothing<br />
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate <code>_B</code> version (if it exists)<br />
<br />
2: Specifies that this head armor has an alternate <code>_B</code> version, and also applies the same effect as MantleType=1<br />
|0<br />
|-<br />
|MaskType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==ArmorUpper==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsDispOffPorch<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ShiekerStoneTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|ShiekerStoneRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|DisableSelfMantle<br />
|bool<br />
|Whether this upper armor has an alternate <code>_B</code> version or not (e.g. <code>Armor_Head_001_B</code>)<br />
|False<br />
|-<br />
|UseMantleType<br />
|int<br />
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate <code>_A</code> version (if it exists)<br />
0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate <code>_B</code> version (if it exists)<br />
|0<br />
|-<br />
|}<br />
<br />
==ShiekerStone==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|NodeNameWithWaist<br />
|str32<br />
| -<br />
|Pod_C<br />
|-<br />
|TransOffsetWithWaist<br />
|vec3<br />
| -<br />
|Vec3(x=0.125, y=0.0, z=-0.017000000923871994)<br />
|-<br />
|RotOffsetWithWaist<br />
|vec3<br />
| -<br />
|Vec3(x=2.0, y=184.0, z=-3.0)<br />
|-<br />
|NodeNameWithHand<br />
|str32<br />
| -<br />
|Weapon_L<br />
|-<br />
|TransOffsetWithHand<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RotOffsetWithHand<br />
|vec3<br />
| -<br />
|Vec3(x=180.0, y=180.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==SeriesArmor==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SeriesType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|EnableCompBonus<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==Liftable==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|LiftType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|ThrownMass<br />
|int<br />
| -<br />
|10<br />
|-<br />
|ThrownRotSpd<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|LiftPosOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|LiftRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|LiftRotFrame<br />
|int<br />
| -<br />
|10<br />
|-<br />
|AddLiftRotOffsetList<br />
|str<br />
| -<br />
|<br />
|-<br />
|ChaseLiftRotOffset<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|LiftCenterOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PutPosOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.5)<br />
|-<br />
|PutRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PutRotFrame<br />
|int<br />
| -<br />
|10<br />
|-<br />
|AddPutRotOffsetList<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsUpdateOffsetEachFrame<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsUse2MassConstraintMode<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsSetChemicalParent<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|DisableFreezeLift<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|DisableBurnLift<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ThrowReactionLevel<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|}<br />
<br />
==Item==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PlayerUseItem<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|SellingPrice<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|BuyingPrice<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|CreatingPrice<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|StainColor<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|SaleRevivalCount<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|UseIconActorName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Rupee==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|RupeeValue<br />
|int<br />
| -<br />
|1<br />
|-<br />
|}<br />
<br />
==Arrow==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ArrowNum<br />
|int<br />
| -<br />
|0<br />
|-<br />
|DeleteTime<br />
|int<br />
| -<br />
|0<br />
|-<br />
|DeleteTimeWithChemical<br />
|int<br />
| -<br />
|0<br />
|-<br />
|EnemyShootNumForDelete<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ArrowDeletePer<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ExtraDamage<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==Bullet==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|NoHitParent<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsLimitCount<br />
|bool<br />
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list<br />
|False<br />
|-<br />
|}<br />
<br />
==CureItem==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HitPointRecover<br />
|int<br />
| -<br />
|0<br />
|-<br />
|EffectType<br />
|str32<br />
| -<br />
|None<br />
|-<br />
|EffectLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|EffectiveTime<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==CookSpice==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BoostHitPointRecover<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BoostEffectiveTime<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BoostSuccessRate<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BoostMaxHeartLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BoostStaminaLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==LumberjackTree==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ImpulseThreshold<br />
|float<br />
| -<br />
|100.0<br />
|-<br />
|IsValid<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|StumpName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|TrunkName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|WeaponWoodName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|BranchName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Npc==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsReactNakedPlayer<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|UseAutoLabel<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsOffPodFromWeapon<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsRunRainWhenGoToSleep<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsWalkUnderShelterFromRain<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsSlowWalkOnSandAndSnow<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsAlwaysCounterPlayerAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsNotTurnDetect<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsNotEscapeFromTerror<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|TolerantTime<br />
|int<br />
| -<br />
|20<br />
|-<br />
|TolerantCount<br />
|int<br />
| -<br />
|10<br />
|-<br />
|CounterRate<br />
|int<br />
| -<br />
|30<br />
|-<br />
|ChangeSearchModeFlagName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|OnFlagWhenDelete<br />
|str32<br />
| -<br />
|<br />
|-<br />
|OffFlagWhenDelete<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==NpcEquipment==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsSetWeaponTypeWhenEquip<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|EquipName1<br />
|str64<br />
| -<br />
|<br />
|-<br />
|Scale1<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|HoldTransOffset1<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HoldRotOffset1<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipTransOffset1<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipRotOffset1<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipName2<br />
|str64<br />
| -<br />
|<br />
|-<br />
|Scale2<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|HoldTransOffset2<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HoldRotOffset2<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipTransOffset2<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipRotOffset2<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipName3<br />
|str64<br />
| -<br />
|<br />
|-<br />
|Scale3<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|HoldTransOffset3<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HoldRotOffset3<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipTransOffset3<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipRotOffset3<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipName4<br />
|str64<br />
| -<br />
|<br />
|-<br />
|Scale4<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|HoldTransOffset4<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HoldRotOffset4<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipTransOffset4<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipRotOffset4<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==Zora==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|InWaterDepth<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FloatDepth<br />
|float<br />
| -<br />
|1.35<br />
|-<br />
|FloatRadius<br />
|float<br />
| -<br />
|0.02<br />
|-<br />
|FloatCycleTime<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|ChangeDepthSpeed<br />
|float<br />
| -<br />
|0.066<br />
|-<br />
|}<br />
<br />
==Traveler==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|AppearGameDataName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|DeleteGameDataName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|RouteType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RideHorseName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|IsLeadHorse<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|HorseGearLevel<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|RoutePoint0Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint0to1EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint0to1WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint0to1Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint0to1MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint0to1WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to0EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to0WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint1to0Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to0MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to0WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to2EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to2WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint1to2Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to2MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to2WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to1EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to1WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint2to1Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to1MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to1WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to3EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to3WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint2to3Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to3MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to3WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to2EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to2WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint3to2Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to2MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to2WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to4EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to4WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint3to4Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to4MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to4WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to3EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to3WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint4to3Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to3MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to3WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to5EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to5WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint4to5Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to5MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to5WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to4EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to4WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint5to4Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to4MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to4WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to6EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to6WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint5to6Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to6MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to6WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to5EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to5WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint6to5Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to5MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to5WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to7EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to7WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint6to7Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to7MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to7WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to6EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to6WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint7to6Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to6MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to6WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to8EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to8WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint7to8Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to8MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to8WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to7EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to7WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint8to7Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to7MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to7WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to9EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to9WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint8to9Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to9MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint8to9WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to8EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to8WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint9to8Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to8MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to8WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to10EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to10WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint9to10Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to10MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint9to10WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to9EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to9WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint10to9Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to9MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to9WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to11EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to11WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint10to11Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to11MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint10to11WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to10EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to10WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint11to10Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to10MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to10WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to12EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to12WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint11to12Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to12MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint11to12WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to11EntryPoint<br />
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| -<br />
|<br />
|-<br />
|RoutePoint12to11WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint12to11Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to11MoveAS<br />
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| -<br />
|<br />
|-<br />
|RoutePoint12to11WaitAS<br />
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| -<br />
|<br />
|-<br />
|RoutePoint12Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to13EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to13WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint12to13Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to13MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint12to13WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to12EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to12WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint13to12Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to12MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to12WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to14EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to14WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint13to14Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to14MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint13to14WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to13EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to13WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint14to13Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to13MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to13WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to15EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to15WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint14to15Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to15MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint14to15WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to14EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to14WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint15to14Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to14MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to14WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to16EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to16WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint15to16Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to16MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint15to16WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to15EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to15WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint16to15Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to15MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to15WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to17EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to17WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint16to17Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to17MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint16to17WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to16EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to16WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint17to16Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to16MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to16WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to18EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to18WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint17to18Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to18MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint17to18WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to17EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to17WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint18to17Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to17MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to17WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to19EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to19WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint18to19Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to19MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint18to19WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to18EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to18WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint19to18Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to18MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to18WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to20EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to20WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint19to20Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to20MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint19to20WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to19EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to19WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint20to19Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to19MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to19WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to21EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to21WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint20to21Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to21MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint20to21WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to20EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to20WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint21to20Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to20MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to20WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to22EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to22WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint21to22Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to22MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint21to22WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to21EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to21WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint22to21Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to21MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to21WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to23EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to23WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint22to23Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to23MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint22to23WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to22EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to22WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint23to22Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to22MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to22WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to24EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to24WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint23to24Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to24MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint23to24WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to23EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to23WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint24to23Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to23MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to23WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to25EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to25WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint24to25Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to25MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint24to25WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to24EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to24WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint25to24Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to24MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to24WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to26EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to26WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint25to26Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to26MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint25to26WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to25EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to25WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint26to25Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to25MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to25WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to27EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to27WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint26to27Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to27MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to27WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to26EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to26WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint27to26Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to26MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to26WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to28EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to28WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint27to28Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to28MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to28WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to27EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to27WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint28to27Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to27MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to27WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to29EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to29WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint28to29Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to29MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to29WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint29to28EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint29to28WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint29to28Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint29to28MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint29to28WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint29Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Prey==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EatActorFindRadius<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|EatActorFindRotDegree<br />
|float<br />
| -<br />
|135.0<br />
|-<br />
|WaitTimeForStartEat<br />
|float<br />
| -<br />
|150.0<br />
|-<br />
|IsEnableGroupEscape<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|AimEscapeOffsetRate<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|}<br />
<br />
==AnimalFollowOffset==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EatLocalOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==ExtendedEntity==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsUsePivotAdjustRange<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|PivotAdjustRange<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|}<br />
<br />
==BindActor==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BindActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsKeepSleep<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==EatTarget==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|FavoriteEatActorNames<br />
|str<br />
| -<br />
|<br />
|-<br />
|FavoriteEatActorTags<br />
|str<br />
| -<br />
|<br />
|-<br />
|EatActorNames<br />
|str<br />
| -<br />
|<br />
|-<br />
|EatActorNames2<br />
|str<br />
| -<br />
|<br />
|-<br />
|EatActorNames3<br />
|str<br />
| -<br />
|<br />
|-<br />
|EatActorTags<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==AnimalUnit==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SpeedActorName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|BasePlayRate<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|GearMaxNum<br />
|int<br />
| -<br />
|4<br />
|-<br />
|IsSetWaitASAtGear0<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|StressFramesMin<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|StressFramesMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SteeringOutputKp<br />
|float<br />
| -<br />
|0.6<br />
|-<br />
|SteeringOutputKi<br />
|float<br />
| -<br />
|0.15<br />
|-<br />
|SteeringOutputKd<br />
|float<br />
| -<br />
|0.002<br />
|-<br />
|SteeringOutputIClamp<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|SteeringOutputIReduceRatio<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SteeringOutputDLerpRatio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|SteeringOutputAvoidanceLerpRatio<br />
|float<br />
| -<br />
|0.08<br />
|-<br />
|SteeringOutputIIRLerpRatio<br />
|float<br />
| -<br />
|0.4<br />
|-<br />
|OverrideSteeringOutputKp<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|OverrideSteeringOutputKi<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|OverrideSteeringOutputKd<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|}<br />
<br />
==Insect==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|FireResistanceLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==Fish==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|RestoreSpeedRate<br />
|float<br />
| -<br />
|0.3<br />
|-<br />
|RestoreSpeedRateAdd<br />
|float<br />
| -<br />
| -0.05<br />
|-<br />
|LimitAngle<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|LimitAngleAdd<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|PrevSpeedRate<br />
|float<br />
| -<br />
|0.3<br />
|-<br />
|}<br />
<br />
==Rope==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsAllowCutting<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsSetupKeyframed<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|BoneEffectiveLength<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|IsInterpolateEdge<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsDeformable<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsOneBoneOneShape<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|SplineOffsetRateA<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SplineOffsetRateB<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SplineOffsetRateC<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MtxEndPosOffsetLength<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==Horse==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsDecoy<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|HasMane<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|ASVariation<br />
|str32<br />
|Speed of the horse. Accepted values are 'Slowest', 'Slow', 'Normal', 'Fast' and 'Fastest'<br />
|Normal<br />
|-<br />
|Nature<br />
|int<br />
| -<br />
|0<br />
|-<br />
|AttackPowerMultiplierGear2<br />
|float<br />
|Trample damage multiplier when trotting {{Check}}<br />
|0.0<br />
|-<br />
|AttackPowerMultiplierGear3<br />
|float<br />
|Trample damage multiplier when cantering {{Check}}<br />
|0.0<br />
|-<br />
|AttackPowerMultiplierGearTop<br />
|float<br />
|Trample damage multiplier when galloping {{Check}}<br />
|6.0<br />
|-<br />
|RunnableFramesAtGearTop<br />
|float<br />
| -<br />
|180.0<br />
|-<br />
|GearTopInterval<br />
|float<br />
| -<br />
|240.0<br />
|-<br />
|GearTopChargeNum<br />
|int<br />
| -<br />
|3<br />
|-<br />
|EatActorNames<br />
|str<br />
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}<br />
|<br />
|-<br />
|EatActorNamesForExtraCharge<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==HorseUnit==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|RiddenAnimalType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|CalmDownNum<br />
|int<br />
| -<br />
|10<br />
|-<br />
|RideonAboveASHeight<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|RideonAboveASRadius<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|}<br />
<br />
==HorseObject==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HideHorseMane<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsHorseClothDisable<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==HorseRider==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|RootNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|SpineNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RotBaseNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RotAxis<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=1.0, z=0.0)<br />
|-<br />
|RotLimit<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WeaponTransOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponTransOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponTransOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|LeftFootNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|LeftFootRotAxis<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RightFootNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RightFootRotAxis<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|FootRotRatio<br />
|float<br />
| -<br />
|0.4<br />
|-<br />
|FootRetRotRatio<br />
|float<br />
| -<br />
|0.8<br />
|-<br />
|FootRotAngleForKuma<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==HorseCreator==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HorseNames<br />
|str<br />
| -<br />
|<br />
|-<br />
|LeaderHorseNames<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GiantArmorSlot==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Slot0Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot0RigidBody<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot0DefaultActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|Slot1Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot1RigidBody<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot1DefaultActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|Slot2Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot2RigidBody<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot2DefaultActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|Slot3Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot3RigidBody<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot3DefaultActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GiantArmor==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|DamageScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==Guardian==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|GuardianModelType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|GuardianControllerType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|HeadLimitMax<br />
|float<br />
| -<br />
|90.0<br />
|-<br />
|HeadLimitMin<br />
|float<br />
| -<br />
| -90.0<br />
|-<br />
|SightLimitMax<br />
|float<br />
| -<br />
|90.0<br />
|-<br />
|SightLimitMin<br />
|float<br />
| -<br />
| -90.0<br />
|-<br />
|MaxSpeed<br />
|float<br />
|Max movement speed, only used for grounded (non-flying) guardians {{Check}}<br />
|25.0<br />
|-<br />
|CannonBoneName<br />
|str<br />
| -<br />
|Eye<br />
|-<br />
|RapidFireDistance<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|}<br />
<br />
==MonsterShop==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BuyMamo<br />
|int<br />
| -<br />
|0<br />
|-<br />
|SellMamo<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==Swarm==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SwarmSubActorNum<br />
|int<br />
| -<br />
|50<br />
|-<br />
|SwarmPattern<br />
|int<br />
| -<br />
|0<br />
|-<br />
|DeadActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GelEnemy==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|MoveBoneName<br />
|str32<br />
| -<br />
|Body_Move<br />
|-<br />
|BodyRadius<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|ClothBoneNumForEyeCalc<br />
|int<br />
| -<br />
|12<br />
|-<br />
|BodyRootBoneName<br />
|str32<br />
| -<br />
|Skl_Root<br />
|-<br />
|LeftEyeBoneName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RightEyeBoneName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|EyeSpaceHalf<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EyeDir<br />
|vec3<br />
| -<br />
|Vec3(x=0.75, y=1.0, z=1.0)<br />
|-<br />
|EyeOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EyeUpMoveRate<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|EyeDownMoveRate<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|IsAverageEyePos<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|EyeDelayAccRate<br />
|float<br />
| -<br />
|0.6<br />
|-<br />
|EyeYMoveTheta<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|EyeYMoveFrequency<br />
|float<br />
| -<br />
|0.033<br />
|-<br />
|}<br />
<br />
==Nest==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|CreateActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Wizzrobe==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|MagicWeatherType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|MagicFallActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|MagicFallIgniteRotSpd<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MagicFallOffsetY<br />
|float<br />
| -<br />
|6.0<br />
|-<br />
|MagicFallCenterOffsetXZ<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|MagicFallRandRadius<br />
|float<br />
| -<br />
|12.0<br />
|-<br />
|MagicFallIntervalMax<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|MagicFallIntervalMin<br />
|float<br />
| -<br />
|15.0<br />
|-<br />
|SummonActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==StalEnemy==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HeadActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|LeftArmActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GuardianMini==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ColorType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BodyMatName<br />
|str<br />
| -<br />
|<br />
|-<br />
|GuardJustActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|BeamName<br />
|str<br />
| -<br />
|<br />
|-<br />
|LineBeamName<br />
|str<br />
| -<br />
|<br />
|-<br />
|FinalBeamName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==ClothReaction==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|AtkCollidableName<br />
|str32<br />
| -<br />
|Collidable_Attack<br />
|-<br />
|AtkCollidableBoneName<br />
|str32<br />
| -<br />
|Attack<br />
|-<br />
|AtkCollidableSpeed<br />
|float<br />
| -<br />
|6.0<br />
|-<br />
|AtkCollidableActiveTime<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|AtkCollidableResetPos<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=2.0)<br />
|-<br />
|GroundCollidableName<br />
|str32<br />
| -<br />
|Collidable_Ground_1<br />
|-<br />
|GroundCollidableBoneName<br />
|str32<br />
| -<br />
|Ground_1<br />
|-<br />
|GroundCollidableOffset<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|UseGroundCollidableResetPos<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|GroundCollidableResetPos<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=-1.0, z=0.0)<br />
|-<br />
|GroundCollidableMoveSpeed<br />
|float<br />
| -<br />
|300.0<br />
|-<br />
|WallCollidableName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|WallCollidableBoneName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|WallCollidableOffset<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|PlayerCollidableName<br />
|str<br />
| -<br />
|<br />
|-<br />
|PlayerCollidableBoneName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Global==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EnemyLifeGageDist<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|EnemyNoSkitDist<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EnemyWeaponPickAllowDist<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|EnemyWeaponPickForbidTime<br />
|int<br />
| -<br />
|30<br />
|-<br />
|EnemyAnimalNoDamageDist<br />
|float<br />
| -<br />
|70.0<br />
|-<br />
|EnemyNearCraeteIDDelay<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|EnemyForceTiredLODCount<br />
|int<br />
| -<br />
|60<br />
|-<br />
|EnemyForceTiredNoSightLODCount<br />
|int<br />
| -<br />
|240<br />
|-<br />
|EnemyForceWarpReturnLODCount<br />
|int<br />
| -<br />
|240<br />
|-<br />
|SilentAttackAng<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SilentAttackRatio<br />
|float<br />
| -<br />
|2.0<br />
|-<br />
|BlownOffPlayerAtkDelay<br />
|int<br />
| -<br />
|30<br />
|-<br />
|JustAvoidAcceptWpRangeSS<br />
|float<br />
| -<br />
|1.6<br />
|-<br />
|JustAvoidAcceptWpRangeLS<br />
|float<br />
| -<br />
|1.8<br />
|-<br />
|JustAvoidAcceptWpRangeSP<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|ForceNoticeEnemyCount<br />
|int<br />
| -<br />
|3<br />
|-<br />
|ForceNoticeEnemyDist<br />
|float<br />
| -<br />
|50.0<br />
|-<br />
|WeaponRickeyLife<br />
|int<br />
| -<br />
|3<br />
|-<br />
|WeaponDropRotSpd<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|ShieldRideBaseFrame<br />
|int<br />
| -<br />
|60<br />
|-<br />
|ShieldRideHitBaseDamage<br />
|int<br />
| -<br />
|1<br />
|-<br />
|ShieldDamageratio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|ShieldSurfMasterFrictionRatio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|LoudNoiseRadius<br />
|float<br />
| -<br />
|80.0<br />
|-<br />
|Impulse2DamageRatio<br />
|float<br />
| -<br />
|0.004<br />
|-<br />
|IceMeltSpeedOnContactFire<br />
|float<br />
| -<br />
|2.0<br />
|-<br />
|CriticalAttackRatio<br />
|float<br />
| -<br />
|4.0<br />
|-<br />
|BooerangAttackRatio<br />
|float<br />
| -<br />
|1.5<br />
|-<br />
|HitImpulseClampMax<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|DropItemVelXZFromBomb<br />
|float<br />
| -<br />
|0.4<br />
|-<br />
|DropItemVelYFromBomb<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemVelRandomFromBomb<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemAngVelFromBomb<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|DropItemAngVelRandomFromBomb<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|DropItemVelXZSmall<br />
|float<br />
| -<br />
|0.075<br />
|-<br />
|DropItemVelYSmall<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemVelRandomSmall<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemAngVelSmall<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|DropItemAngVelRandomSmall<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|DropItemVelXZLarge<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|DropItemVelYLarge<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemVelRandomLarge<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemAngVelLarge<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|DropItemAngVelRandomLarge<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|DropItemVelXZRupeeRabbit<br />
|float<br />
| -<br />
|0.25<br />
|-<br />
|DropItemVelYRupeeRabbit<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemVelRandomRupeeRabbit<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemVelXZItemRupeeOnly<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemVelYItemRupeeOnly<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemVelRandomItemRupeeOnly<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemInvincibleTime<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|TreeWeaponEquipTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|TreeWeaponEquipRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WetRatioToDie<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|EnvWetRatioToDie<br />
|float<br />
| -<br />
|0.95<br />
|-<br />
|NPCTurnAngleDiff<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|NPCWaitFrameAfterEvent<br />
|int<br />
| -<br />
|60<br />
|-<br />
|NPCIgnorePlayerTime<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|NPCCancelIgnorePlayerTime<br />
|float<br />
| -<br />
|1800.0<br />
|-<br />
|NPCOpenDoorDistance<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|NPCWalkRateOnSandAndSnow<br />
|float<br />
| -<br />
|0.8<br />
|-<br />
|NPCDownVerticallyAngle<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|GerudoQueenSafetyAreaRadius<br />
|float<br />
| -<br />
|12.0<br />
|-<br />
|CreateFairyLimitCount<br />
|int<br />
| -<br />
|10<br />
|-<br />
|TerrorRegistSpeed<br />
|float<br />
| -<br />
|190.0<br />
|-<br />
|TerrorUnregistSpeed<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|TerrorRegistTimer<br />
|int<br />
| -<br />
|30<br />
|-<br />
|TerrorRadiusOffset<br />
|float<br />
| -<br />
|1.5<br />
|-<br />
|SpeedTerrorLevel<br />
|int<br />
| -<br />
|2<br />
|-<br />
|SpeedTerrorLevelHuge<br />
|int<br />
| -<br />
|4<br />
|-<br />
|SpeedTerrorLevelCheckRadius<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|AtDirTypeAffectRatio<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|RainyAwnHearingLevel<br />
|float<br />
| -<br />
|0.7<br />
|-<br />
|HorseBindOffsetYOfMaleUMii<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HorseBindOffsetYOfFemaleUMii<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HorseFamiliarityIncreasePerFrame<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HorseFamiliarityIncreaseSootheAtFirstRun<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseSootheAfterRun<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseSootheAfterGearTop<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseSootheAfterJump<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseSootheWhileResisting<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseEat<br />
|vec3<br />
| -<br />
|Vec3(x=0.699999988079071, y=0.20000000298023224, z=0.10000000149011612)<br />
|-<br />
|HorseAlertProbability<br />
|vec3<br />
| -<br />
|Vec3(x=0.0010000000474974513, y=0.003000000026077032, z=0.0010000000474974513)<br />
|-<br />
|HorseAlertFramesMin<br />
|vec3<br />
| -<br />
|Vec3(x=120.0, y=120.0, z=120.0)<br />
|-<br />
|HorseAlertFramesMax<br />
|vec3<br />
| -<br />
|Vec3(x=240.0, y=240.0, z=240.0)<br />
|-<br />
|HorseExtraChargeNum<br />
|int<br />
| -<br />
|3<br />
|-<br />
|PlayerGrabThrowDiffRate<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|}<br />
<br />
==Beam==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BeamLevel<br />
|int<br />
| -<br />
|511<br />
|-<br />
|}<br />
<br />
==AutoGen==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SetName<br />
|str<br />
| -<br />
|<br />
|-<br />
|KeyActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|SetRadius<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==ChemicalType==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ChemicalType<br />
|str32<br />
| -<br />
|Normal<br />
|-<br />
|EmitChemicalActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Golem==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|UpperArmRActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|LowerArmRActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|UpperArmLActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|LowerArmLActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|DefaultWeakPointActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsDefaultChemicalOn<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==HorseTargetedInfo==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HorseMoveRadius<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|HorseAvoidOffset<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|IsCircularMoveAlways<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==WolfLink==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|NeckSpeedWait<br />
|float<br />
| -<br />
|0.025<br />
|-<br />
|NeckRateWait<br />
|float<br />
| -<br />
|0.7<br />
|-<br />
|NeckSpeedShiekSensor<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|NeckRateShiekSensor<br />
|float<br />
| -<br />
|0.45<br />
|-<br />
|NeckSpeedFollow<br />
|float<br />
| -<br />
|0.4<br />
|-<br />
|NeckRateFollow<br />
|float<br />
| -<br />
|0.45<br />
|-<br />
|NeckSpeedBattle<br />
|float<br />
| -<br />
|0.3<br />
|-<br />
|NeckRateBattle<br />
|float<br />
| -<br />
|0.45<br />
|-<br />
|NeckSpeedHeal<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NeckRateHeal<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|BattleRange<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|HealRange<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|HuntRange<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|HowlRange<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|MaxHeightAttackable<br />
|float<br />
| -<br />
|1.6<br />
|-<br />
|MaxHeightHealable<br />
|float<br />
| -<br />
|1.5<br />
|-<br />
|NavMeshSearchRadius<br />
|float<br />
| -<br />
|6.0<br />
|-<br />
|CanReachPlayerNavMeshSearchRadius<br />
|float<br />
| -<br />
|2.0<br />
|-<br />
|SubmergedDepth<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|UtilityLifeToHunt<br />
|float<br />
| -<br />
|0.3<br />
|-<br />
|UtilityDangerDistMin<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|UtilityDangerDistMax<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|UtilityConstant<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|ChainAttackChargeMin<br />
|float<br />
| -<br />
|7.0<br />
|-<br />
|ChainAttackChargeMax<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|LookAtCooldownWait<br />
|float<br />
| -<br />
|150.0<br />
|-<br />
|LookAtCooldownWaitRand<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|LookAtCounterWait<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|LookAtCounterWaitRand<br />
|float<br />
| -<br />
|40.0<br />
|-<br />
|LookAtCooldownRun<br />
|float<br />
| -<br />
|150.0<br />
|-<br />
|LookAtCooldownRunRand<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|LookAtCounterRun<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|LookAtCounterRunRand<br />
|float<br />
| -<br />
|40.0<br />
|-<br />
|AttackCounterLength<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|AttackCounterRand<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|HowlCooldownCounterLength<br />
|float<br />
| -<br />
|1600.0<br />
|-<br />
|HowlCooldownCounterRand<br />
|float<br />
| -<br />
|600.0<br />
|-<br />
|HealCooldownCounterLength<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HealCooldownCounterRand<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|FailPathCooldownCounterLength<br />
|float<br />
| -<br />
|120.0<br />
|-<br />
|FailPathCooldownCounterRand<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RetargetCooldownCounterLength<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|RetargetCooldownCounterRand<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AfterTargetDeathCounterLength<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|AfterTargetDeathCounterRand<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|LostTargetCounterLength<br />
|float<br />
| -<br />
|25.0<br />
|-<br />
|LostTargetCounterRand<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|InvinceableCounterLength<br />
|float<br />
| -<br />
|90.0<br />
|-<br />
|InvinceableCounterRand<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|CallDelayMinLength<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|CallOverrideCounterLength<br />
|float<br />
| -<br />
|900.0<br />
|-<br />
|GiveUpShiekSensorLength<br />
|float<br />
| -<br />
|300.0<br />
|-<br />
|RetryShiekSensorLength<br />
|float<br />
| -<br />
|900.0<br />
|-<br />
|BattleWallHitLength<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|FollowRetryLength<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|PowerUpFoodLength<br />
|float<br />
| -<br />
|3600.0<br />
|-<br />
|SafePosFailCounter<br />
|float<br />
| -<br />
|3600.0<br />
|-<br />
|RestrictedTargetTimeNormal<br />
|float<br />
| -<br />
|300.0<br />
|-<br />
|RestrictedTargetTimeSpecial<br />
|float<br />
| -<br />
|500.0<br />
|-<br />
|PowerUpFoodAttackMod<br />
|int<br />
| -<br />
|5<br />
|-<br />
|PowerUpFoodChainAttackCharge<br />
|float<br />
| -<br />
|25.0<br />
|-<br />
|VSStalfosCritChance<br />
|int<br />
| -<br />
|10<br />
|-<br />
|AttackBase<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|AttackHeartMod<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|DefenseBase<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|DefenseHeartMod<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|}<br />
<br />
==Event==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|VisibleOffActor1<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor2<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor3<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor4<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor5<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor6<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor7<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor8<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GolemIK==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|FootRayCheckDist<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|FootDownRatio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|FootUpRatio<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|KneeExtendL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|KneeShrinkL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FootExtendL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FootShrinkL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|KneeExtendR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|KneeShrinkR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FootExtendR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FootShrinkR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ArmRayCheckDist<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|ArmDownRatio<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|ArmUpRatio<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|ElbowExtendL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ElbowShrinkL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WristExtendL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WristShrinkL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ElbowExtendR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ElbowShrinkR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WristExtendR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WristShrinkR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WaistRotateRatio<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WaistMorphRatio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|WaistResetMorphRatio<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|}<br />
<br />
==PictureBook==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|LiveSpot1<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|LiveSpot2<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|SpecialDrop<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|}<br />
<br />
==AirWall==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Layer<br />
|str32<br />
| -<br />
|AirWall<br />
|-<br />
|}<br />
<br />
==Motorcycle==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PitchDampingCoefficient<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|DriftAllowSpeedKPH<br />
|float<br />
| -<br />
|45.0<br />
|-<br />
|DriftAbortSpeedKPH<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|DriftAllowSteerRate<br />
|float<br />
| -<br />
|0.6<br />
|-<br />
|DriftAbortSteerRate<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DriftRearAngleRate<br />
|float<br />
| -<br />
| -2.5<br />
|-<br />
|DriftSpeedRate<br />
|float<br />
| -<br />
|0.75<br />
|-<br />
|ManualWheelieAllowAngleFront<br />
|float<br />
| -<br />
|15.0<br />
|-<br />
|ManualWheelieAllowAngleRear<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|ManualWheelieLastSec<br />
|float<br />
| -<br />
|2.5<br />
|-<br />
|WheelieLastSecInMidAir<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ManualControlProhibitSecAfterWheelie<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WheelieRevertPower<br />
|float<br />
| -<br />
|4.0<br />
|-<br />
|WheelieRevertPowerSec<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ManualWheelieRiseDegDelta<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|WheelieLaunchRiseDegDelta<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|EngineBrakeMaxPower<br />
|float<br />
| -<br />
|100.0<br />
|-<br />
|BackwardEngineBrakePower<br />
|float<br />
| -<br />
|400.0<br />
|-<br />
|SlipStartAngle<br />
|float<br />
| -<br />
|50.0<br />
|-<br />
|SlipThresholdPower<br />
|float<br />
| -<br />
|2500.0<br />
|-<br />
|SlipPowerMax<br />
|float<br />
| -<br />
|1800.0<br />
|-<br />
|WristBindRotation<br />
|vec3<br />
| -<br />
|Vec3(x=-1.7200000286102295, y=-1.8399999141693115, z=-2.9000000953674316)<br />
|-<br />
|WristBindTranslation<br />
|vec3<br />
| -<br />
|Vec3(x=0.35499998927116394, y=0.07999999821186066, z=-0.14499999582767487)<br />
|-<br />
|PostureLimitAngle<br />
|float<br />
| -<br />
|90.0<br />
|-<br />
|InvalidPostureLimitSec<br />
|float<br />
| -<br />
|0.6<br />
|-<br />
|FallOverThresholdAngle<br />
|float<br />
| -<br />
|75.0<br />
|-<br />
|JumpIntervalSec<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|FullEnergyLastSec<br />
|float<br />
| -<br />
|240.0<br />
|-<br />
|WheelieLaunchJumpProhibitSec<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|SlowModeTargetSpeedKPH2<br />
|float<br />
| -<br />
|400.0<br />
|-<br />
|SlowDriftTargetSpeedKPH2<br />
|float<br />
| -<br />
|3200.0<br />
|-<br />
|SlowModeTransitionSec<br />
|float<br />
| -<br />
|2.0<br />
|-<br />
|SlowSlipThresholdKPH<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|SlowSlipThresholdPower<br />
|float<br />
| -<br />
|1200.0<br />
|-<br />
|SlowSlipThresholdSec<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|JumpRearWheelRotateRadPerSec<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponThrowModeSpeedKPH2<br />
|float<br />
| -<br />
|800.0<br />
|-<br />
|}<br />
<br />
=Parameter lists=<br />
{{No AAMP param}}<br />
<br />
==References==<br />
<references /><br />
[[Category:File extensions]]<br />
[[Category:File extensions (AAMP)]]<br />
[[Category:Actor parameter files]]</div>
BravelyPeculiar
https://zeldamods.org/w_botw/index.php?title=Bgparamlist&diff=10987
Bgparamlist
2021-05-10T01:23:37Z
<p>BravelyPeculiar: ArmorHead and ArmorUpper mantle params</p>
<hr />
<div>{{stub|what=The list of objects/parameters is complete, but parameter descriptions are missing.}}<br />
{{lowercase}}<br />
<onlyinclude><br />
{{Parameter archive infobox|param_type=bgparamlist|version=0|type=xml}}<br />
'''GeneralParamList''' (''bgparamlist'') configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.<br />
</onlyinclude><br />
<br />
=Parameter objects=<br />
{{AampNameWarning}}<br />
<br />
==System==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SameGroupActorName<br />
|str64<br />
|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)<br />
|<br />
|-<br />
|IsGetItemSelf<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==General==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Speed<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|Life<br />
|int<br />
|Initial and maximum HP (for characters) or durability (for items)<br />
|100<br />
|-<br />
|IsLifeInfinite<br />
|bool<br />
|Prevent HP/durability from changing<br />
|False<br />
|-<br />
|ElectricalDischarge<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|IsBurnOutBorn<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|BurnOutBornName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|IsBurnOutBornIdent<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ChangeDropTableName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Enemy==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Rank<br />
|int<br />
|Affects how NPCs react to enemies (confront or flee)<ref>See callers of function <code>ActorInfoData::getEnemyRank</code> @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}</ref><br />
|0<br />
|-<br />
|Power<br />
|int<br />
|Base (unarmed) strength of this enemy's attacks.<br />
|0<br />
|-<br />
|DropLife<br />
|int<br />
| -<br />
|100<br />
|-<br />
|DyingLife<br />
|int<br />
| -<br />
|20<br />
|-<br />
|LostDist<br />
|float<br />
| -<br />
|100.0<br />
|-<br />
|LostHeightMax<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|LostHeightMin<br />
|float<br />
| -<br />
| -30.0<br />
|-<br />
|LostRayLength<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|LODLostDist<br />
|float<br />
| -<br />
|40.0<br />
|-<br />
|LODLostHeightMax<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|LODLostHeightMin<br />
|float<br />
| -<br />
| -30.0<br />
|-<br />
|IntelligenceLevel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EmotionalLevel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HeroismLevel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|PartActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsMindFriend<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|StatusChangeFlag<br />
|str<br />
|Name of the flag to check for ChangeLife<br />
|<br />
|-<br />
|ChangeLife<br />
|float<br />
|HP/Life value to use if StatusChangeFlag is non empty and if the flag is set<br />
| -1.0<br />
|-<br />
|}<br />
<br />
==EnemyLevel==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsAvoidDanger<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsGuardArrow<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsHideArrowAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsSwiftAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsBackSwiftAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsCounterAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsEscapeBomb<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsKickBomb<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsShootBomb<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsThrowWeapon<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|GuardPer<br />
|int<br />
| -<br />
|0<br />
|-<br />
|IsJustGuard<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==EnemyRace==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EquipableWeapon<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsFitGroundByAnimalUnit<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsUpdateSupportNormalInAir<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|BowAttackRangeRatio<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponScaleSmallSword<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponScaleLargeSword<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponScaleSpear<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponScaleBow<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponScaleShield<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponHoldRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|IsUseTargetTag<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|TargetActorType<br />
|str<br />
|Actor types that the actor will target and attack<br />
|Player<br />
|-<br />
|EscapeAttackedActorType<br />
|str<br />
| -<br />
|<br />
|-<br />
|ReactionBalloon<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|SmallRagdollTime<br />
|int<br />
| -<br />
|8<br />
|-<br />
|SmallRagdollRecoverTime<br />
|int<br />
| -<br />
|15<br />
|-<br />
|SmallLargeRagdollTime<br />
|int<br />
| -<br />
|60<br />
|-<br />
|SmallLargeRagdollRecoverTime<br />
|int<br />
| -<br />
|20<br />
|-<br />
|}<br />
<br />
==AttackInterval==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ShortAttackTimeMin<br />
|int<br />
| -<br />
|10<br />
|-<br />
|ShortAttackTimeMax<br />
|int<br />
| -<br />
|30<br />
|-<br />
|MiddleAttackTimeMin<br />
|int<br />
| -<br />
|40<br />
|-<br />
|MiddleAttackTimeMax<br />
|int<br />
| -<br />
|60<br />
|-<br />
|LongAttackTimeMin<br />
|int<br />
| -<br />
|80<br />
|-<br />
|LongAttackTimeMax<br />
|int<br />
| -<br />
|110<br />
|-<br />
|}<br />
<br />
==EnemyShown==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsHappy<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsCasebyCase<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsSit<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsNoise<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==BindBone==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BoneName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|BoneOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|BoneRotate<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==Attack==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Power<br />
|int<br />
|Base strength value for the standard attack {{check}}<br />
|0<br />
|-<br />
|Impulse<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ImpulseLarge<br />
|int<br />
| -<br />
|0<br />
|-<br />
|Range<br />
|float<br />
|For weapons, the range of its melee attack {{Check}}. For bows, the distance its arrows travel in a straight line before being affected by gravity.<br />
|0.0<br />
|-<br />
|GuardBreakPower<br />
|int<br />
| -<br />
|0<br />
|-<br />
|SpHitActor<br />
|str<br />
|A comma-separated (no spaces) list of Actor names to be affected by SpHitRatio.<br />
|<br />
|-<br />
|SpHitTag<br />
|str<br />
| -<br />
|<br />
|-<br />
|SpHitRatio<br />
|float<br />
|Multiplies attack power against any Actor listed in SpHitActor<br />
|2.0<br />
|-<br />
|SpWeakHitActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|PowerForPlayer<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|}<br />
<br />
==WeaponCommon==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PlayerEqScale<br />
|float<br />
|Amount to scale the model by when equipped by the player<br />
|1.0<br />
|-<br />
|EnemyEqScale<br />
|float<br />
|Amount to scale the model by when equipped by any enemy<br />
|1.0<br />
|-<br />
|GuardPower<br />
|int<br />
|Only used for shields. Higher values reduce the durability damage recieved when blocking incoming attacks.<br />
|0<br />
|-<br />
|Rank<br />
|int<br />
| -<br />
|0<br />
|-<br />
|IsHammer<br />
|bool<br />
|If true, gives hammer behavior (instantly breaks ore deposits when struck) {{Check}}<br />
|False<br />
|-<br />
|IsWeakBreaker<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsBoomerang<br />
|bool<br />
|If true, gives boomerang behavior (returns when thrown) {{Check}}<br />
|False<br />
|-<br />
|IsBlunt<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsLuckyWeapon<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsPikohan<br />
|bool<br />
|If true, gives Power Hammer behavior (sends enemies flying when struck) {{check}}<br />
|False<br />
|-<br />
|IsThrowingWeapon<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsThrowingBreakWeapon<br />
|bool<br />
|If true, breaks instantly when it collides with something solid after being thrown {{Check}}<br />
|True<br />
|-<br />
|ThrowRange<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|DreadActor<br />
|str<br />
|A comma-separated (no spaces) list of Actor names who will run/cower in fear when this weapon is wielded nearby {{Check}}<br />
|<br />
|-<br />
|ThroughActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|NPCWeaponType<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsNotOnTerrorHold<br />
|bool<br />
|If true, NPCs will shake in fear when you wield this weapon near them {{Check}}<br />
|False<br />
|-<br />
|IsAsOffUnEquiped<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ChemicalEnergyMax<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ChemicalEnergyAmountUsed<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ChemicalEnergyRecoverRate<br />
|float<br />
| -<br />
|90<br />
|-<br />
|ChemicalEnergyRecoverInterval<br />
|int<br />
| -<br />
|60<br />
|-<br />
|StickDamage<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ShootBeam<br />
|str<br />
| -<br />
|<br />
|-<br />
|DropFromPorchRot<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SharpWeaponPer<br />
|float<br />
|Probability for a blue modifier to appear (if applicable; see [[Difficulty scaling]] for more details)<br />
|10.0<br />
|-<br />
|SharpWeaponAddAtkMin<br />
|int<br />
|[Blue modifier] Min attack bonus<br />
|0<br />
|-<br />
|SharpWeaponAddAtkMax<br />
|int<br />
|[Blue modifier] Max attack bonus<br />
|0<br />
|-<br />
|SharpWeaponAddLifeMin<br />
|int<br />
|[Blue modifier] Min durability bonus<br />
|0<br />
|-<br />
|SharpWeaponAddLifeMax<br />
|int<br />
|[Blue modifier] Max durability bonus<br />
|0<br />
|-<br />
|SharpWeaponAddCrit<br />
|bool<br />
|[Blue modifier] Enable critical hit bonus<br />
|False<br />
|-<br />
|SharpWeaponAddGuardMin<br />
|int<br />
|[Blue modifier] Min guard bonus (for shields)<br />
|0<br />
|-<br />
|SharpWeaponAddGuardMax<br />
|int<br />
|[Blue modifier] Max guard bonus (for shields)<br />
|0<br />
|-<br />
|PoweredSharpAddAtkMin<br />
|int<br />
|[Yellow modifier] Min attack bonus<br />
|0<br />
|-<br />
|PoweredSharpAddAtkMax<br />
|int<br />
|[Yellow modifier] Max attack bonus<br />
|0<br />
|-<br />
|PoweredSharpAddLifeMin<br />
|int<br />
|[Yellow modifier] Min durability bonus<br />
|0<br />
|-<br />
|PoweredSharpAddLifeMax<br />
|int<br />
|[Yellow modifier] Max durability bonus<br />
|0<br />
|-<br />
|PoweredSharpWeaponAddGuardMin<br />
|int<br />
|[Yellow modifier] Min guard bonus (for shields)<br />
|0<br />
|-<br />
|PoweredSharpWeaponAddGuardMax<br />
|int<br />
|[Yellow modifier] Max guard bonus (for shields)<br />
|0<br />
|-<br />
|PoweredSharpAddThrowMin<br />
|float<br />
|[Yellow modifier] Min throw distance multiplier bonus<br />
|1.0<br />
|-<br />
|PoweredSharpAddThrowMax<br />
|float<br />
|[Yellow modifier] Max throw distance multiplier bonus<br />
|1.0<br />
|-<br />
|PoweredSharpAddSpreadFire<br />
|bool<br />
|[Yellow modifier] Enable five-shot burst (for bows)<br />
|False<br />
|-<br />
|PoweredSharpAddZoomRapid<br />
|bool<br />
|[Yellow modifier] Enable quick zoom (for bows)<br />
|False<br />
|-<br />
|PoweredSharpAddRapidFireMin<br />
|float<br />
|[Yellow modifier] Min quick shot time multiplier (for bows)<br />
|1.0<br />
|-<br />
|PoweredSharpAddRapidFireMax<br />
|float<br />
|[Yellow modifier] Max quick shot time multiplier (for bows)<br />
|1.0<br />
|-<br />
|PoweredSharpAddSurfMaster<br />
|bool<br />
|[Yellow modifier] Enable Shield Surf Up<br />
|False<br />
|-<br />
|}<br />
<br />
==WeaponThrow==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ThrowSpeed<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|ThrowRotSpeed<br />
|float<br />
| -<br />
|50.0<br />
|-<br />
|ThrowDist<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|ThrowRigidBodyBaseAxis<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=1.0)<br />
|-<br />
|}<br />
<br />
==Sandworm==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SandWidth<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SandLength<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SandHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SandCombSpan<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SandCombHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SnakeModelOffsetZ<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SnakeBaseNode<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode1<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode2<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode3<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode4<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode5<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode6<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode7<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode8<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode9<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode10<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode11<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNode12<br />
|str<br />
| -<br />
|<br />
|-<br />
|SnakeNodeRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SnakeNodeChaseInterval<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ShowLifeGageDist<br />
|float<br />
| -<br />
|150.0<br />
|-<br />
|ShowLifeGageOffset<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|}<br />
<br />
==SmallSword==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PodName<br />
|str32<br />
|The name of the sheath actor<br />
|<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back.<br />
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.<br />
|Vec3(x=16.0, y=-60.0, z=-18.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while astride a horse.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while astride a horse.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Rod==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|MagicName<br />
|str32<br />
|Name of the actor to spawn<br />
|<br />
|-<br />
|ChargeMagicNum<br />
|int<br />
|Number of actor spawns before the rod will stop spawning actors until recharged<br />
|4<br />
|-<br />
|ChargeMagicInterval<br />
|int<br />
|Amount of time (in seconds) for the rod to recharge to full power<br />
|5<br />
|-<br />
|MagicPower<br />
|int<br />
| -<br />
|0<br />
|-<br />
|MagicSpeed<br />
|float<br />
|Multiplier applied to the base speed of a spawned actor {{check}}<br />
|0.0<br />
|-<br />
|MagicSpeedByThrow<br />
|float<br />
|Multiplier applied to the base speed of a spawned actor {{check}} when cast using the R button<br />
|0.0<br />
|-<br />
|MagicGravity<br />
|float<br />
|Multiplier applied to the gravity applied to a spawned actor. x < 0 makes it float upward. 0 < x < 1 makes it float down slower. 1 < x makes it float down faster.<br />
|0.0<br />
|-<br />
|MagicRadius<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ScaleTime<br />
|int<br />
| -<br />
|0<br />
|-<br />
|MagicRange<br />
|float<br />
|Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor {{check}}<br />
|0.0<br />
|-<br />
|MagicSpeedByEnemy<br />
|float<br />
|Multiplier applied to the base speed of a spawned actor {{check}} when cast by an enemy<br />
|0.0<br />
|-<br />
|MagicGravityByEnemy<br />
|float<br />
|Multiplier applied to the gravity applied to a spawned actor when cast by an enemy<br />
|0.0<br />
|-<br />
|MagicRadiusByEnemy<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ScaleTimeByEnemy<br />
|int<br />
| -<br />
|0<br />
|-<br />
|MagicRangeByEnemy<br />
|float<br />
|Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor {{check}}<br />
|0.0<br />
|-<br />
|}<br />
<br />
==LargeSword==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PodName<br />
|str32<br />
|The name of the sheath actor<br />
|<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back.<br />
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.<br />
|Vec3(x=16.0, y=-60.0, z=-18.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Spear==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PodName<br />
|str32<br />
|The name of the sheath actor<br />
|<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back.<br />
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.<br />
|Vec3(x=0.0, y=-120.0, z=-180.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideHorsePlayerHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|GrabPlayerHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=-0.8700000047683716, y=-0.17000000178813934, z=-0.3400000035762787)<br />
|-<br />
|GrabPlayerHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=-60.0, y=-20.0, z=-90.0)<br />
|-<br />
|GrabAffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=-0.029999999329447746, z=0.0)<br />
|-<br />
|GrabAffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=-5.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Shield==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the shield when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the shield when stowed on Link's back.<br />
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.<br />
|Vec3(x=8.0, y=120.0, z=5.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the shield when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the shield when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the shield when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the shield when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the shield when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the shield when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the shield when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the shield when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the shield when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the shield when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the shield when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the shield when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RideBreakRatio<br />
|float<br />
|Multiplier affecting shield durability degradation from shield surfing. 0.0 disables degradation completely.<br />
|1.0<br />
|-<br />
|MirrorLevel<br />
|int<br />
|0 = No automatic projectile reflection, 1 = Automatically Reflect Guardian scout projectiles, 2 = Reflect Guardian lasers {{check}}<br />
|0<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|SurfingFriction<br />
|float<br />
|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}}<br />
|1.0<br />
|-<br />
|}<br />
<br />
==Bow==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|QuiverName<br />
|str32<br />
|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.<br />
|<br />
|-<br />
|ArrowName<br />
|str32<br />
|If specified, the player's chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost.<br />
|<br />
|-<br />
|IsGuardPierce<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ExtraDamageRatio<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|BaseAttackPowerRatio<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|IsLeadShot<br />
|bool<br />
|If true, LeadShowNum arrows will be fired in a horizontal spread extending LeadShotAng degrees to each side of the aimed point. Lead shots never leave arrow pickups when impacting terrain. {{Check}}<br />
|False<br />
|-<br />
|LeadShotNum<br />
|int<br />
|Number of arrows to fire for a lead shot.<br />
|0<br />
|-<br />
|LeadShotAng<br />
|float<br />
|Angle in degrees of the lead shot spread to each side of the aimed point. The total spread angle will be 2*LeadShotAng.<br />
|45.0<br />
|-<br />
|LeadShotInterval<br />
|int<br />
|Amount of delay between each shot fired in a lead shot.<br />
|0<br />
|-<br />
|IsRapidFire<br />
|bool<br />
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Unlike lead shots, rapidfire shots leave one arrow pickup when impacting terrain.<br />
|False<br />
|-<br />
|RapidFireNum<br />
|int<br />
|Number of arrows to fire for a rapidfire shot.<br />
|0<br />
|-<br />
|RapidFireInterval<br />
|int<br />
|Amount of delay between each shot fired in a rapidfire shot.<br />
|0<br />
|-<br />
|IsLongRange<br />
|bool<br />
|If true, the camera will zoom in further than usual while the aiming crosshair is visible.<br />
|False<br />
|-<br />
|ArrowFirstSpeed<br />
|float<br />
|Initial forward speed of arrows when they leave the bow. Negative values are treated as 0.<br />
|4.5<br />
|-<br />
|ArrowAcceleration<br />
|float<br />
|Rate that arrows' forward speed decreases during straight-line flight. Positive values are treated as 0.<br />
| -0.1<br />
|-<br />
|ArrowStabilitySpeed<br />
|float<br />
|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.<br />
|3.0<br />
|-<br />
|ArrowFallAcceleration<br />
|float<br />
|Rate that arrows' forward speed decreases during freefall. Positive values are treated as 0.<br />
| -0.2<br />
|-<br />
|ArrowFallStabilitySpeed<br />
|float<br />
|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.<br />
|1.0<br />
|-<br />
|ArrowGravity<br />
|float<br />
|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}}<br />
| -9.8<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back.<br />
Positive X values move toward Link's right hand.<br />
<br />
Positive Y values move upward.<br />
<br />
Positive Z values move behind Link.{{check}}<br />
|Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back.<br />
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.<br />
|Vec3(x=12.0, y=-60.0, z=-22.0)<br />
|-<br />
|PlayerEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PlayerEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in Link's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldTransAddOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|SquatPlayerHoldRotAddOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on Link's back while crouching.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on an NPC.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an NPC's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EnemyEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when held in an enemy's hand.<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipTransOffset<br />
|vec3<br />
|The translation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|StandEquipRotOffset<br />
|vec3<br />
|The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house)<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|ArrowChargeRate<br />
|float<br />
|Multiplier affecting how quickly Link charges a shot after he has fully lifted his bow. Higher values charge shots more quickly.<br />
|1.0<br />
|-<br />
|ArrowReloadRate<br />
|float<br />
|Multiplier affecting the cooldown duration between firing arrows, which cannot be cancelled even if a different bow is equipped. Higher values ''increase'' the cooldown duration.<br />
|1.0<br />
|-<br />
|WeaponSubType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==WeaponOption==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PlayerHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=-0.019999999552965164, y=-0.009999999776482582, z=0.11999999731779099)<br />
|-<br />
|PlayerHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=-8.0, y=-5.0, z=75.0)<br />
|-<br />
|NPCHoldTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCHoldRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|NPCEquipRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==MasterSword==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsMasterSword<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|TrueFormAttackPower<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|TrueFormMagicPower<br />
|int<br />
|Base attack strength of the magic projectile that can be fired at full health<br />
| -1<br />
|-<br />
|TrueFormBreakRatio<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|SearchEvilDist<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|RecoverTime<br />
|int<br />
| -<br />
|30<br />
|-<br />
|SleepActorName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|TrueFormActorName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GuardianMiniWeapon==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BindMyNodeName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|VisibleMatNameR<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleMatNameL<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleMatNameB<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffMatName<br />
|str<br />
| -<br />
|Mt_Arm<br />
|-<br />
|}<br />
<br />
==Player==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BombReloadTime1<br />
|float<br />
|Remote Bomb recharge duration (in seconds)<br />
|0.0<br />
|-<br />
|BombReloadTime2<br />
|float<br />
|Remote Bomb+ recharge duration (in seconds)<br />
|0.0<br />
|-<br />
|StopTimerReloadTime<br />
|float<br />
|Stasis recharge duration (in frames)<br />
|0.0<br />
|-<br />
|StopTimerBlowAngle<br />
|float<br />
|Stasis launch angle (in degrees, 0 is flat and 90 is vertical)<br />
|0.0<br />
|-<br />
|StopTimerBlowSpeedLimit<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|StopTimerImpluseMaxCountSmallSword<br />
|int<br />
|Stasis damage from a sword (1/x is the damage)<br />
|16<br />
|-<br />
|StopTimerImpluseMaxCountLargeSword<br />
|int<br />
|Stasis damage from a claymore (1/x is the damage)<br />
|8<br />
|-<br />
|StopTimerImpluseMaxCountSpear<br />
|int<br />
|Stasis damage from a spear (1/x is the damage)<br />
|20<br />
|-<br />
|StopTimerCancelDeleteWaitTime<br />
|float<br />
|UNUSED Stasis recharge duration after cancelling (in frames)<br />
|0.0<br />
|-<br />
|StopTimerLongTime<br />
|float<br />
|Stasis+ duration on an actor that has the StopTimerLong tag (in frames)<br />
|0.0<br />
|-<br />
|StopTimerMiddleTime<br />
|float<br />
|Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames)<br />
|0.0<br />
|-<br />
|StopTimerShortTime<br />
|float<br />
|Stasis+ duration on an actor that has the StopTimerShort tag (in frames)<br />
|0.0<br />
|-<br />
|EnergyTiredValue<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EnergyBowSlow<br />
|float<br />
|Stamina cost rate when Bow Rush is activated<br />
|0.0<br />
|-<br />
|EnergyPush<br />
|float<br />
|Stamina cost rate when pushing things<br />
|0.0<br />
|-<br />
|EnergyCharge<br />
|float<br />
|Stamina consumption rate when charging an attack (small swords and spears) or doing a spin attack (large swords)<br />
|0.0<br />
|-<br />
|EnergyAutoRecover<br />
|float<br />
|Stamina recovery rate (in frames)<br />
|0.0<br />
|-<br />
|EnergyAutoRecoverInAir<br />
|float<br />
|Stamina recovery rate during freefall<br />
|0.0<br />
|-<br />
|EnergyAutoRecoverInvalidTime1<br />
|float<br />
|Stamina recovery initial delay (in frames)<br />
|0.0<br />
|-<br />
|EnergyAutoRecoverInvalidTime2<br />
|float<br />
|Stamina recovery initial delay when tired (in frames)<br />
|0.0<br />
|-<br />
|ColdTempDamageAdd<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HotTempDamageAdd<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TempDamage<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TempEnergyDecDiamAdd<br />
|float<br />
|UNUSED Stamina cost multiplier in cold/hot weather<br />
|0.0<br />
|-<br />
|TempEnergyDecDegAdd<br />
|float<br />
|UNUSED Stamina cost from being in cold/hot weather<br />
|0.0<br />
|-<br />
|VelDiamSand<br />
|float<br />
|Movement speed multiplier in sand or snow<br />
|0.0<br />
|-<br />
|VelDiamTired<br />
|float<br />
|Movement speed multiplier when tired<br />
|0.0<br />
|-<br />
|StickDiamTired<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoRecoverNum<br />
|float<br />
|UNUSED Health recovery rate<br />
|0.0<br />
|-<br />
|AutoRecoverIntervalMin<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoRecoverIntervalMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoRecoverInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSubjectContTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LNGStickScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LATStickScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LNGGyroScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LATGyroScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowShootNum<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BowSlowRateDiam<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|BowSlowMaxTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DiveBowSlowMaxTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowInvalidHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowInvalidHeightOnShield<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|BowSlowInvalidHeightWeaponChange<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|GuardJustForceSlowTime<br />
|float<br />
|Slow time duration after successfully parrying with a shield (in seconds)<br />
|0.0<br />
|-<br />
|MoveMaxDecRateByWater<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MoveIgnoreWaterHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MoveDecRateByBog<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MoveDecRateMaxHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MaxForce<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MinForce<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AddForce<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SnowBallAddForce<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LogPushF<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RockPushF<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RockPushSpeed<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaistAngleUpperMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaistAngleLowerMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaistAngleSideMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NoSquatWaterHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|InvalidReloadTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WeaponThrowSpeedY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WeaponThrowSpeedF<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WeaponThrowSpeedFSquat<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DashUpEnableAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ShockTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|IceInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MaxSpeedInAir<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TurnEnableSpeed<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TurnEnableStickSub<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TurnEnableDirSub<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ShortDashImpulse<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ShortDashDamage<br />
|int<br />
| -<br />
|0<br />
|-<br />
|SwordTerrorScope<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ArrowTerrorScope<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TorchTerrorScope<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TorchTerrorOffsetY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|TorchTerrorOffsetZ<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DashNoise<br />
|float<br />
|Noise made by sprinting<br />
|0.0<br />
|-<br />
|WhistleNoise<br />
|float<br />
|Noise made by whistling<br />
|0.0<br />
|-<br />
|ClimbEnableAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ClimbEnableSpeedMinAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ClimbEnableSpeedMaxAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SlipEnableSpeed<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SlipSpeedAddMin<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SlipSpeedAddMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SlipSpeedAddDiamByRain<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MagnetAim2DPosOffsetY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetXZ<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetYSquat<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetYSwim<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffsetYHorse<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookEnableAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitSlowTimeS<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitSlowTimeM<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitSlowTimeL<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitSlowRate<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitStopTimeS<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitStopTimeL<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HitStopRate<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AtnPosInterPolationRate<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AtnPosInterPolationMin<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AtnPosInterPolationMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|PredictDiffAngleMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DashToRunStickValueDec<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WindSupportReuseTime<br />
|float<br />
|Revali's Gale cooldown timer (in seconds)<br />
|0.0<br />
|-<br />
|FireSupportReuseTime<br />
|float<br />
|Daruk's Protection cooldown timer (in seconds)<br />
|0.0<br />
|-<br />
|ElectricSupportReuseTime<br />
|float<br />
|Urbosa's Fury cooldown timer (in seconds)<br />
|0.0<br />
|-<br />
|WaterSupportReuseTime<br />
|float<br />
|Mipha's Grace cooldown timer (in seconds)<br />
|0.0<br />
|-<br />
|WindSupportTimerRate<br />
|float<br />
|Revali's Gale cooldown timer tick multiplier in Hyrule Castle. ''Note: this is ignored for Revali's Gale+.'' Example: if set to 3.0, the timer will be decremented by 3 every second.<br />
|0.0<br />
|-<br />
|FireSupportTimerRate<br />
|float<br />
|Daruk's Protection cooldown timer tick multiplier in Hyrule Castle<br />
|0.0<br />
|-<br />
|ElectricSupportTimerRate<br />
|float<br />
|Urbosa's Fury cooldown timer tick multiplier in Hyrule Castle<br />
|0.0<br />
|-<br />
|WaterSupportTimerRate<br />
|float<br />
|Mipha's Grace cooldown timer tick multiplier in Hyrule Castle<br />
|0.0<br />
|-<br />
|ChemicalInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoDashUpTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AutoDashUpAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ClimbRestartHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ClimbRestartTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|PushNoticeLookTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EnergyUseSmall<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EnergyUseLarge<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NoEnergyDashInterval<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|GuardableAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|StickMaxInStore<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookContinueTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|PostureContinueTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ItemUseModelAlpha<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LadderCheckSide<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LadderCheckDist<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NoDeathDamageBase<br />
|int<br />
|[[No death damage]] base value<br />
|0<br />
|-<br />
|NoDeathDamageAdd<br />
|int<br />
|Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the [[No death damage]] value<br />
|0<br />
|-<br />
|ArmorCompSwimEnergyRate<br />
|float<br />
|Stamina cost multiplier for the "Swim Dash Stamina Up" set bonus<br />
|0.0<br />
|-<br />
|ArmorCompRegistElecFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ArmorCompNightSpeedRate<br />
|float<br />
|Movement speed multiplier for the "Night Speed Up" set bonus<br />
|0.0<br />
|-<br />
|ArmorCompClimbJumpEnergyRate<br />
|float<br />
|Stamina cost multiplier for the "Climb Jump Stamina Up" set bonus<br />
|0.0<br />
|-<br />
|ArmorCompPlusDropRate<br />
|float<br />
|UNUSED<br />
|0.0<br />
|-<br />
|ArmorCompWeaponBrakeRate<br />
|float<br />
|Durability cost multiplier for an unused set bonus<br />
|0.0<br />
|-<br />
|ArmorCompSwordBeamAttackRate<br />
|float<br />
|Power multiplier for the "Master Sword Beam Up" set bonus when shooting beams with the Master Sword<br />
|0.0<br />
|-<br />
|ArmorCompAncientAttackRate<br />
|float<br />
|Power multiplier for the "Ancient Proficiency" set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons<br />
|1.0<br />
|-<br />
|ArmorCompBoneAttackRate<br />
|float<br />
|Power multiplier for the "Bone Atk. Up" set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons<br />
|1.0<br />
|-<br />
|ArmorCompTerrorLevel<br />
|float<br />
|NPC terror level conveyed by wearing the full Dark or Tingle sets<br />
|0.0<br />
|-<br />
|ArmorCompTerrorRadius<br />
|float<br />
|Distance at which NPCs will react to wearing the full Dark or Tingle sets<br />
|0.0<br />
|-<br />
|ArmorCompNakedSwimSpeedRate<br />
|float<br />
|Swim speed multiplier when wearing nothing<br />
|0.0<br />
|-<br />
|ArmorCompNakedSwimAnimeRate<br />
|float<br />
|Swim animation speed multiplier when wearing nothing<br />
|0.0<br />
|-<br />
|ArmorCompNakedSwimEnergyRate<br />
|float<br />
|Stamina cost multiplier for swimming when wearing nothing<br />
|0.0<br />
|-<br />
|ArmorAncientAttackRate<br />
|float<br />
|Power multiplier granted by Midna's Helmet and Diamond Circlet when using Guardian or Ancient weapons<br />
|1.0<br />
|-<br />
|SupportWindNum<br />
|int<br />
|Number of charges at which Revali's Gale starts at<br />
|0<br />
|-<br />
|SupportElectricNum<br />
|int<br />
|Number of charges at which Urbosa's Fury starts at<br />
|0<br />
|-<br />
|SupportElectricEnergy<br />
|float<br />
|Stamina cost threshold required to trigger Urbosa's Fury<br />
|0.0<br />
|-<br />
|SupportFireNum<br />
|int<br />
|Number of charges at which Daruk's Protection starts at<br />
|0<br />
|-<br />
|SupportWaterLifeAdd<br />
|int<br />
|Number of extra health (yellow hearts) granted by Mipha's Grace (4.0 = 1 heart)<br />
|0<br />
|-<br />
|SupportWaterEnergyAdd<br />
|float<br />
|Number of charges at which Mipha's Grace starts at<br />
|0.0<br />
|-<br />
|StickRInputFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|DiffAngleFromLookVec<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookPosOffset<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookFixAngle<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookContinueTimeToCamera<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|CutKnockBackNoCrrDist<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaitUnsteadyApplyVel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|CurseAddWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoofCrashVel<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|CutJumpInvalidTime<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WaterDepthInGrudge<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LargeHorseLegBendAngY<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LargeHorseLegBendAngX<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LargeHorseLegBendFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NoMaskPauseWaterHeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|LookAtThreshold<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==Camera==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|DefaultConnectScaleAfterEvent<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|LatConnectRateAfterEvent<br />
|float<br />
| -<br />
|1.5<br />
|-<br />
|LngConnectRateAfterEvent<br />
|float<br />
| -<br />
|0.75<br />
|-<br />
|DistConnectRateAfterEvent<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|FovyConnectRateAfterEvent<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|ConnectAfterEventMin<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|ConnectAfterEventMax<br />
|float<br />
| -<br />
|1000.0<br />
|-<br />
|RoofGradientNearHighWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoofGradientFarHighWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoofGradientNearLowWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoofGradientFarLowWeight<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==Grab==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Slot0Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot1Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot2Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot3Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot4Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot5Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot0PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot1PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot2PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot3PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot4PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot5PodNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Armor==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|StarNum<br />
|int<br />
| -<br />
|0<br />
|-<br />
|DefenceAddLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|WindScaleMesh<br />
|str32<br />
| -<br />
|<br />
|-<br />
|WindScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NextRankName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|AffectTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|AffectRotOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==ArmorEffect==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EffectType<br />
|str32<br />
| -<br />
|None<br />
|-<br />
|EffectLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|AncientPowUp<br />
|bool<br />
|Provides a 20% damage buff to Ancient weapons.<br />
|False<br />
|-<br />
|EnableClimbWaterfall<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|EnableSpinAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==ArmorHead==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EarRotate<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|MantleType<br />
|int<br />
|0: Nothing<br />
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate <code>_B</code> version (if it exists)<br />
<br />
2: Specifies that this head armor has an alternate <code>_B</code> version, and also applies the same effect as MantleType=1<br />
|0<br />
|-<br />
|MaskType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==ArmorUpper==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsDispOffPorch<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ShiekerStoneTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|ShiekerStoneRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|DisableSelfMantle<br />
|bool<br />
|Whether this upper armor has an alternate <code>_B</code> version or not (e.g. <code>Armor_Head_001_B</code>)<br />
|False<br />
|-<br />
|UseMantleType<br />
|int<br />
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate <code>_A</code> version (if it exists)<br />
0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate <code>_B</code> version (if it exists)<br />
|0<br />
|-<br />
|}<br />
<br />
==ShiekerStone==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|NodeNameWithWaist<br />
|str32<br />
| -<br />
|Pod_C<br />
|-<br />
|TransOffsetWithWaist<br />
|vec3<br />
| -<br />
|Vec3(x=0.125, y=0.0, z=-0.017000000923871994)<br />
|-<br />
|RotOffsetWithWaist<br />
|vec3<br />
| -<br />
|Vec3(x=2.0, y=184.0, z=-3.0)<br />
|-<br />
|NodeNameWithHand<br />
|str32<br />
| -<br />
|Weapon_L<br />
|-<br />
|TransOffsetWithHand<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RotOffsetWithHand<br />
|vec3<br />
| -<br />
|Vec3(x=180.0, y=180.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==SeriesArmor==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SeriesType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|EnableCompBonus<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==Liftable==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|LiftType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|ThrownMass<br />
|int<br />
| -<br />
|10<br />
|-<br />
|ThrownRotSpd<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|LiftPosOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|LiftRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|LiftRotFrame<br />
|int<br />
| -<br />
|10<br />
|-<br />
|AddLiftRotOffsetList<br />
|str<br />
| -<br />
|<br />
|-<br />
|ChaseLiftRotOffset<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|LiftCenterOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PutPosOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.5)<br />
|-<br />
|PutRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|PutRotFrame<br />
|int<br />
| -<br />
|10<br />
|-<br />
|AddPutRotOffsetList<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsUpdateOffsetEachFrame<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsUse2MassConstraintMode<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsSetChemicalParent<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|DisableFreezeLift<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|DisableBurnLift<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|ThrowReactionLevel<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|}<br />
<br />
==Item==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PlayerUseItem<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|SellingPrice<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|BuyingPrice<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|CreatingPrice<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|StainColor<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|SaleRevivalCount<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|UseIconActorName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Rupee==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|RupeeValue<br />
|int<br />
| -<br />
|1<br />
|-<br />
|}<br />
<br />
==Arrow==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ArrowNum<br />
|int<br />
| -<br />
|0<br />
|-<br />
|DeleteTime<br />
|int<br />
| -<br />
|0<br />
|-<br />
|DeleteTimeWithChemical<br />
|int<br />
| -<br />
|0<br />
|-<br />
|EnemyShootNumForDelete<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ArrowDeletePer<br />
|int<br />
| -<br />
|0<br />
|-<br />
|ExtraDamage<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==Bullet==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|NoHitParent<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsLimitCount<br />
|bool<br />
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list<br />
|False<br />
|-<br />
|}<br />
<br />
==CureItem==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HitPointRecover<br />
|int<br />
| -<br />
|0<br />
|-<br />
|EffectType<br />
|str32<br />
| -<br />
|None<br />
|-<br />
|EffectLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|EffectiveTime<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==CookSpice==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BoostHitPointRecover<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BoostEffectiveTime<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BoostSuccessRate<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BoostMaxHeartLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BoostStaminaLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==LumberjackTree==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ImpulseThreshold<br />
|float<br />
| -<br />
|100.0<br />
|-<br />
|IsValid<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|StumpName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|TrunkName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|WeaponWoodName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|BranchName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Npc==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsReactNakedPlayer<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|UseAutoLabel<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsOffPodFromWeapon<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsRunRainWhenGoToSleep<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsWalkUnderShelterFromRain<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsSlowWalkOnSandAndSnow<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsAlwaysCounterPlayerAttack<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsNotTurnDetect<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsNotEscapeFromTerror<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|TolerantTime<br />
|int<br />
| -<br />
|20<br />
|-<br />
|TolerantCount<br />
|int<br />
| -<br />
|10<br />
|-<br />
|CounterRate<br />
|int<br />
| -<br />
|30<br />
|-<br />
|ChangeSearchModeFlagName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|OnFlagWhenDelete<br />
|str32<br />
| -<br />
|<br />
|-<br />
|OffFlagWhenDelete<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==NpcEquipment==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsSetWeaponTypeWhenEquip<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|EquipName1<br />
|str64<br />
| -<br />
|<br />
|-<br />
|Scale1<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|HoldTransOffset1<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HoldRotOffset1<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipTransOffset1<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipRotOffset1<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipName2<br />
|str64<br />
| -<br />
|<br />
|-<br />
|Scale2<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|HoldTransOffset2<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HoldRotOffset2<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipTransOffset2<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipRotOffset2<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipName3<br />
|str64<br />
| -<br />
|<br />
|-<br />
|Scale3<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|HoldTransOffset3<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HoldRotOffset3<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipTransOffset3<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipRotOffset3<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipName4<br />
|str64<br />
| -<br />
|<br />
|-<br />
|Scale4<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|HoldTransOffset4<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HoldRotOffset4<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipTransOffset4<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EquipRotOffset4<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==Zora==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|InWaterDepth<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FloatDepth<br />
|float<br />
| -<br />
|1.35<br />
|-<br />
|FloatRadius<br />
|float<br />
| -<br />
|0.02<br />
|-<br />
|FloatCycleTime<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|ChangeDepthSpeed<br />
|float<br />
| -<br />
|0.066<br />
|-<br />
|}<br />
<br />
==Traveler==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|AppearGameDataName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|DeleteGameDataName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|RouteType<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RideHorseName<br />
|str64<br />
| -<br />
|<br />
|-<br />
|IsLeadHorse<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|HorseGearLevel<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|RoutePoint0Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint0to1EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint0to1WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint0to1Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint0to1MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint0to1WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to0EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to0WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint1to0Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to0MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to0WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to2EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to2WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint1to2Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to2MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint1to2WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to1EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to1WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint2to1Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to1MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to1WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to3EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to3WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint2to3Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to3MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint2to3WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to2EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to2WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint3to2Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to2MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to2WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to4EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to4WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint3to4Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to4MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint3to4WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to3EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to3WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint4to3Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to3MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to3WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to5EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to5WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint4to5Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to5MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint4to5WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to4EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to4WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint5to4Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to4MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to4WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to6EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to6WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint5to6Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to6MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint5to6WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to5EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to5WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint6to5Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to5MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to5WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to7EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to7WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint6to7Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to7MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint6to7WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to6EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to6WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint7to6Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to6MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to6WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to8EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint7to8WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint7to8Schedule<br />
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|-<br />
|RoutePoint26to27Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to27MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint26to27WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to26EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to26WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint27to26Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to26MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to26WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to28EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to28WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint27to28Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to28MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint27to28WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to27EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to27WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint28to27Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to27MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to27WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to29EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to29WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint28to29Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to29MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint28to29WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint29to28EntryPoint<br />
|str256<br />
| -<br />
|<br />
|-<br />
|RoutePoint29to28WaitFrame<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RoutePoint29to28Schedule<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint29to28MoveAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint29to28WaitAS<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RoutePoint29Name<br />
|str32<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Prey==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EatActorFindRadius<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|EatActorFindRotDegree<br />
|float<br />
| -<br />
|135.0<br />
|-<br />
|WaitTimeForStartEat<br />
|float<br />
| -<br />
|150.0<br />
|-<br />
|IsEnableGroupEscape<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|AimEscapeOffsetRate<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|}<br />
<br />
==AnimalFollowOffset==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EatLocalOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==ExtendedEntity==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsUsePivotAdjustRange<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|PivotAdjustRange<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|}<br />
<br />
==BindActor==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BindActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsKeepSleep<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==EatTarget==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|FavoriteEatActorNames<br />
|str<br />
| -<br />
|<br />
|-<br />
|FavoriteEatActorTags<br />
|str<br />
| -<br />
|<br />
|-<br />
|EatActorNames<br />
|str<br />
| -<br />
|<br />
|-<br />
|EatActorNames2<br />
|str<br />
| -<br />
|<br />
|-<br />
|EatActorNames3<br />
|str<br />
| -<br />
|<br />
|-<br />
|EatActorTags<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==AnimalUnit==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SpeedActorName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|BasePlayRate<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|GearMaxNum<br />
|int<br />
| -<br />
|4<br />
|-<br />
|IsSetWaitASAtGear0<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|StressFramesMin<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|StressFramesMax<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SteeringOutputKp<br />
|float<br />
| -<br />
|0.6<br />
|-<br />
|SteeringOutputKi<br />
|float<br />
| -<br />
|0.15<br />
|-<br />
|SteeringOutputKd<br />
|float<br />
| -<br />
|0.002<br />
|-<br />
|SteeringOutputIClamp<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|SteeringOutputIReduceRatio<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SteeringOutputDLerpRatio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|SteeringOutputAvoidanceLerpRatio<br />
|float<br />
| -<br />
|0.08<br />
|-<br />
|SteeringOutputIIRLerpRatio<br />
|float<br />
| -<br />
|0.4<br />
|-<br />
|OverrideSteeringOutputKp<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|OverrideSteeringOutputKi<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|OverrideSteeringOutputKd<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|}<br />
<br />
==Insect==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|FireResistanceLevel<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==Fish==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|RestoreSpeedRate<br />
|float<br />
| -<br />
|0.3<br />
|-<br />
|RestoreSpeedRateAdd<br />
|float<br />
| -<br />
| -0.05<br />
|-<br />
|LimitAngle<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|LimitAngleAdd<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|PrevSpeedRate<br />
|float<br />
| -<br />
|0.3<br />
|-<br />
|}<br />
<br />
==Rope==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsAllowCutting<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsSetupKeyframed<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|BoneEffectiveLength<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|IsInterpolateEdge<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsDeformable<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|IsOneBoneOneShape<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|SplineOffsetRateA<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SplineOffsetRateB<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SplineOffsetRateC<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MtxEndPosOffsetLength<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==Horse==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|IsDecoy<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|HasMane<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|ASVariation<br />
|str32<br />
|Speed of the horse. Accepted values are 'Slowest', 'Slow', 'Normal', 'Fast' and 'Fastest'<br />
|Normal<br />
|-<br />
|Nature<br />
|int<br />
| -<br />
|0<br />
|-<br />
|AttackPowerMultiplierGear2<br />
|float<br />
|Trample damage multiplier when trotting {{Check}}<br />
|0.0<br />
|-<br />
|AttackPowerMultiplierGear3<br />
|float<br />
|Trample damage multiplier when cantering {{Check}}<br />
|0.0<br />
|-<br />
|AttackPowerMultiplierGearTop<br />
|float<br />
|Trample damage multiplier when galloping {{Check}}<br />
|6.0<br />
|-<br />
|RunnableFramesAtGearTop<br />
|float<br />
| -<br />
|180.0<br />
|-<br />
|GearTopInterval<br />
|float<br />
| -<br />
|240.0<br />
|-<br />
|GearTopChargeNum<br />
|int<br />
| -<br />
|3<br />
|-<br />
|EatActorNames<br />
|str<br />
|A comma-separated (no spaces) list of Actor names that the horse will try to eat {{Check}}<br />
|<br />
|-<br />
|EatActorNamesForExtraCharge<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==HorseUnit==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|RiddenAnimalType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|CalmDownNum<br />
|int<br />
| -<br />
|10<br />
|-<br />
|RideonAboveASHeight<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|RideonAboveASRadius<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|}<br />
<br />
==HorseObject==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HideHorseMane<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|IsHorseClothDisable<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==HorseRider==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|RootNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|SpineNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RotBaseNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RotAxis<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=1.0, z=0.0)<br />
|-<br />
|RotLimit<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|WeaponTransOffsetSmallSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponTransOffsetLargeSword<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponTransOffsetSpear<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponTransOffsetBow<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WeaponTransOffsetShield<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|LeftFootNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|LeftFootRotAxis<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|RightFootNode<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RightFootRotAxis<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|FootRotRatio<br />
|float<br />
| -<br />
|0.4<br />
|-<br />
|FootRetRotRatio<br />
|float<br />
| -<br />
|0.8<br />
|-<br />
|FootRotAngleForKuma<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==HorseCreator==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HorseNames<br />
|str<br />
| -<br />
|<br />
|-<br />
|LeaderHorseNames<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GiantArmorSlot==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Slot0Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot0RigidBody<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot0DefaultActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|Slot1Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot1RigidBody<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot1DefaultActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|Slot2Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot2RigidBody<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot2DefaultActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|Slot3Node<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot3RigidBody<br />
|str32<br />
| -<br />
|<br />
|-<br />
|Slot3DefaultActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GiantArmor==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|DamageScale<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|}<br />
<br />
==Guardian==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|GuardianModelType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|GuardianControllerType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|HeadLimitMax<br />
|float<br />
| -<br />
|90.0<br />
|-<br />
|HeadLimitMin<br />
|float<br />
| -<br />
| -90.0<br />
|-<br />
|SightLimitMax<br />
|float<br />
| -<br />
|90.0<br />
|-<br />
|SightLimitMin<br />
|float<br />
| -<br />
| -90.0<br />
|-<br />
|MaxSpeed<br />
|float<br />
|Max movement speed, only used for grounded (non-flying) guardians {{Check}}<br />
|25.0<br />
|-<br />
|CannonBoneName<br />
|str<br />
| -<br />
|Eye<br />
|-<br />
|RapidFireDistance<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|}<br />
<br />
==MonsterShop==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BuyMamo<br />
|int<br />
| -<br />
|0<br />
|-<br />
|SellMamo<br />
|int<br />
| -<br />
|0<br />
|-<br />
|}<br />
<br />
==Swarm==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SwarmSubActorNum<br />
|int<br />
| -<br />
|50<br />
|-<br />
|SwarmPattern<br />
|int<br />
| -<br />
|0<br />
|-<br />
|DeadActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GelEnemy==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|MoveBoneName<br />
|str32<br />
| -<br />
|Body_Move<br />
|-<br />
|BodyRadius<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|ClothBoneNumForEyeCalc<br />
|int<br />
| -<br />
|12<br />
|-<br />
|BodyRootBoneName<br />
|str32<br />
| -<br />
|Skl_Root<br />
|-<br />
|LeftEyeBoneName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|RightEyeBoneName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|EyeSpaceHalf<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EyeDir<br />
|vec3<br />
| -<br />
|Vec3(x=0.75, y=1.0, z=1.0)<br />
|-<br />
|EyeOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|EyeUpMoveRate<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|EyeDownMoveRate<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|IsAverageEyePos<br />
|bool<br />
| -<br />
|True<br />
|-<br />
|EyeDelayAccRate<br />
|float<br />
| -<br />
|0.6<br />
|-<br />
|EyeYMoveTheta<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|EyeYMoveFrequency<br />
|float<br />
| -<br />
|0.033<br />
|-<br />
|}<br />
<br />
==Nest==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|CreateActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Wizzrobe==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|MagicWeatherType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|MagicFallActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|MagicFallIgniteRotSpd<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|MagicFallOffsetY<br />
|float<br />
| -<br />
|6.0<br />
|-<br />
|MagicFallCenterOffsetXZ<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|MagicFallRandRadius<br />
|float<br />
| -<br />
|12.0<br />
|-<br />
|MagicFallIntervalMax<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|MagicFallIntervalMin<br />
|float<br />
| -<br />
|15.0<br />
|-<br />
|SummonActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==StalEnemy==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HeadActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|LeftArmActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GuardianMini==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ColorType<br />
|int<br />
| -<br />
|0<br />
|-<br />
|BodyMatName<br />
|str<br />
| -<br />
|<br />
|-<br />
|GuardJustActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|BeamName<br />
|str<br />
| -<br />
|<br />
|-<br />
|LineBeamName<br />
|str<br />
| -<br />
|<br />
|-<br />
|FinalBeamName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==ClothReaction==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|AtkCollidableName<br />
|str32<br />
| -<br />
|Collidable_Attack<br />
|-<br />
|AtkCollidableBoneName<br />
|str32<br />
| -<br />
|Attack<br />
|-<br />
|AtkCollidableSpeed<br />
|float<br />
| -<br />
|6.0<br />
|-<br />
|AtkCollidableActiveTime<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|AtkCollidableResetPos<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=2.0)<br />
|-<br />
|GroundCollidableName<br />
|str32<br />
| -<br />
|Collidable_Ground_1<br />
|-<br />
|GroundCollidableBoneName<br />
|str32<br />
| -<br />
|Ground_1<br />
|-<br />
|GroundCollidableOffset<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|UseGroundCollidableResetPos<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|GroundCollidableResetPos<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=-1.0, z=0.0)<br />
|-<br />
|GroundCollidableMoveSpeed<br />
|float<br />
| -<br />
|300.0<br />
|-<br />
|WallCollidableName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|WallCollidableBoneName<br />
|str32<br />
| -<br />
|<br />
|-<br />
|WallCollidableOffset<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|PlayerCollidableName<br />
|str<br />
| -<br />
|<br />
|-<br />
|PlayerCollidableBoneName<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Global==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|EnemyLifeGageDist<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|EnemyNoSkitDist<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|EnemyWeaponPickAllowDist<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|EnemyWeaponPickForbidTime<br />
|int<br />
| -<br />
|30<br />
|-<br />
|EnemyAnimalNoDamageDist<br />
|float<br />
| -<br />
|70.0<br />
|-<br />
|EnemyNearCraeteIDDelay<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|EnemyForceTiredLODCount<br />
|int<br />
| -<br />
|60<br />
|-<br />
|EnemyForceTiredNoSightLODCount<br />
|int<br />
| -<br />
|240<br />
|-<br />
|EnemyForceWarpReturnLODCount<br />
|int<br />
| -<br />
|240<br />
|-<br />
|SilentAttackAng<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|SilentAttackRatio<br />
|float<br />
| -<br />
|2.0<br />
|-<br />
|BlownOffPlayerAtkDelay<br />
|int<br />
| -<br />
|30<br />
|-<br />
|JustAvoidAcceptWpRangeSS<br />
|float<br />
| -<br />
|1.6<br />
|-<br />
|JustAvoidAcceptWpRangeLS<br />
|float<br />
| -<br />
|1.8<br />
|-<br />
|JustAvoidAcceptWpRangeSP<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|ForceNoticeEnemyCount<br />
|int<br />
| -<br />
|3<br />
|-<br />
|ForceNoticeEnemyDist<br />
|float<br />
| -<br />
|50.0<br />
|-<br />
|WeaponRickeyLife<br />
|int<br />
| -<br />
|3<br />
|-<br />
|WeaponDropRotSpd<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|ShieldRideBaseFrame<br />
|int<br />
| -<br />
|60<br />
|-<br />
|ShieldRideHitBaseDamage<br />
|int<br />
| -<br />
|1<br />
|-<br />
|ShieldDamageratio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|ShieldSurfMasterFrictionRatio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|LoudNoiseRadius<br />
|float<br />
| -<br />
|80.0<br />
|-<br />
|Impulse2DamageRatio<br />
|float<br />
| -<br />
|0.004<br />
|-<br />
|IceMeltSpeedOnContactFire<br />
|float<br />
| -<br />
|2.0<br />
|-<br />
|CriticalAttackRatio<br />
|float<br />
| -<br />
|4.0<br />
|-<br />
|BooerangAttackRatio<br />
|float<br />
| -<br />
|1.5<br />
|-<br />
|HitImpulseClampMax<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|DropItemVelXZFromBomb<br />
|float<br />
| -<br />
|0.4<br />
|-<br />
|DropItemVelYFromBomb<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemVelRandomFromBomb<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemAngVelFromBomb<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|DropItemAngVelRandomFromBomb<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|DropItemVelXZSmall<br />
|float<br />
| -<br />
|0.075<br />
|-<br />
|DropItemVelYSmall<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemVelRandomSmall<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemAngVelSmall<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|DropItemAngVelRandomSmall<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|DropItemVelXZLarge<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|DropItemVelYLarge<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemVelRandomLarge<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemAngVelLarge<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|DropItemAngVelRandomLarge<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|DropItemVelXZRupeeRabbit<br />
|float<br />
| -<br />
|0.25<br />
|-<br />
|DropItemVelYRupeeRabbit<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemVelRandomRupeeRabbit<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemVelXZItemRupeeOnly<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemVelYItemRupeeOnly<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DropItemVelRandomItemRupeeOnly<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|DropItemInvincibleTime<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|TreeWeaponEquipTransOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|TreeWeaponEquipRotOffset<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|WetRatioToDie<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|EnvWetRatioToDie<br />
|float<br />
| -<br />
|0.95<br />
|-<br />
|NPCTurnAngleDiff<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|NPCWaitFrameAfterEvent<br />
|int<br />
| -<br />
|60<br />
|-<br />
|NPCIgnorePlayerTime<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|NPCCancelIgnorePlayerTime<br />
|float<br />
| -<br />
|1800.0<br />
|-<br />
|NPCOpenDoorDistance<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|NPCWalkRateOnSandAndSnow<br />
|float<br />
| -<br />
|0.8<br />
|-<br />
|NPCDownVerticallyAngle<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|GerudoQueenSafetyAreaRadius<br />
|float<br />
| -<br />
|12.0<br />
|-<br />
|CreateFairyLimitCount<br />
|int<br />
| -<br />
|10<br />
|-<br />
|TerrorRegistSpeed<br />
|float<br />
| -<br />
|190.0<br />
|-<br />
|TerrorUnregistSpeed<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|TerrorRegistTimer<br />
|int<br />
| -<br />
|30<br />
|-<br />
|TerrorRadiusOffset<br />
|float<br />
| -<br />
|1.5<br />
|-<br />
|SpeedTerrorLevel<br />
|int<br />
| -<br />
|2<br />
|-<br />
|SpeedTerrorLevelHuge<br />
|int<br />
| -<br />
|4<br />
|-<br />
|SpeedTerrorLevelCheckRadius<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|AtDirTypeAffectRatio<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|RainyAwnHearingLevel<br />
|float<br />
| -<br />
|0.7<br />
|-<br />
|HorseBindOffsetYOfMaleUMii<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HorseBindOffsetYOfFemaleUMii<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HorseFamiliarityIncreasePerFrame<br />
|vec3<br />
| -<br />
|Vec3(x=0.0, y=0.0, z=0.0)<br />
|-<br />
|HorseFamiliarityIncreaseSootheAtFirstRun<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseSootheAfterRun<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseSootheAfterGearTop<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseSootheAfterJump<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseSootheWhileResisting<br />
|vec3<br />
| -<br />
|Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549)<br />
|-<br />
|HorseFamiliarityIncreaseEat<br />
|vec3<br />
| -<br />
|Vec3(x=0.699999988079071, y=0.20000000298023224, z=0.10000000149011612)<br />
|-<br />
|HorseAlertProbability<br />
|vec3<br />
| -<br />
|Vec3(x=0.0010000000474974513, y=0.003000000026077032, z=0.0010000000474974513)<br />
|-<br />
|HorseAlertFramesMin<br />
|vec3<br />
| -<br />
|Vec3(x=120.0, y=120.0, z=120.0)<br />
|-<br />
|HorseAlertFramesMax<br />
|vec3<br />
| -<br />
|Vec3(x=240.0, y=240.0, z=240.0)<br />
|-<br />
|HorseExtraChargeNum<br />
|int<br />
| -<br />
|3<br />
|-<br />
|PlayerGrabThrowDiffRate<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|}<br />
<br />
==Beam==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|BeamLevel<br />
|int<br />
| -<br />
|511<br />
|-<br />
|}<br />
<br />
==AutoGen==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|SetName<br />
|str<br />
| -<br />
|<br />
|-<br />
|KeyActorName<br />
|str<br />
| -<br />
|<br />
|-<br />
|SetRadius<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|}<br />
<br />
==ChemicalType==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|ChemicalType<br />
|str32<br />
| -<br />
|Normal<br />
|-<br />
|EmitChemicalActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==Golem==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|UpperArmRActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|LowerArmRActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|UpperArmLActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|LowerArmLActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|DefaultWeakPointActor<br />
|str<br />
| -<br />
|<br />
|-<br />
|IsDefaultChemicalOn<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==HorseTargetedInfo==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|HorseMoveRadius<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|HorseAvoidOffset<br />
|float<br />
| -<br />
| -1.0<br />
|-<br />
|IsCircularMoveAlways<br />
|bool<br />
| -<br />
|False<br />
|-<br />
|}<br />
<br />
==WolfLink==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|NeckSpeedWait<br />
|float<br />
| -<br />
|0.025<br />
|-<br />
|NeckRateWait<br />
|float<br />
| -<br />
|0.7<br />
|-<br />
|NeckSpeedShiekSensor<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|NeckRateShiekSensor<br />
|float<br />
| -<br />
|0.45<br />
|-<br />
|NeckSpeedFollow<br />
|float<br />
| -<br />
|0.4<br />
|-<br />
|NeckRateFollow<br />
|float<br />
| -<br />
|0.45<br />
|-<br />
|NeckSpeedBattle<br />
|float<br />
| -<br />
|0.3<br />
|-<br />
|NeckRateBattle<br />
|float<br />
| -<br />
|0.45<br />
|-<br />
|NeckSpeedHeal<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|NeckRateHeal<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|BattleRange<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|HealRange<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|HuntRange<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|HowlRange<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|MaxHeightAttackable<br />
|float<br />
| -<br />
|1.6<br />
|-<br />
|MaxHeightHealable<br />
|float<br />
| -<br />
|1.5<br />
|-<br />
|NavMeshSearchRadius<br />
|float<br />
| -<br />
|6.0<br />
|-<br />
|CanReachPlayerNavMeshSearchRadius<br />
|float<br />
| -<br />
|2.0<br />
|-<br />
|SubmergedDepth<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|UtilityLifeToHunt<br />
|float<br />
| -<br />
|0.3<br />
|-<br />
|UtilityDangerDistMin<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|UtilityDangerDistMax<br />
|float<br />
| -<br />
|20.0<br />
|-<br />
|UtilityConstant<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|ChainAttackChargeMin<br />
|float<br />
| -<br />
|7.0<br />
|-<br />
|ChainAttackChargeMax<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|LookAtCooldownWait<br />
|float<br />
| -<br />
|150.0<br />
|-<br />
|LookAtCooldownWaitRand<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|LookAtCounterWait<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|LookAtCounterWaitRand<br />
|float<br />
| -<br />
|40.0<br />
|-<br />
|LookAtCooldownRun<br />
|float<br />
| -<br />
|150.0<br />
|-<br />
|LookAtCooldownRunRand<br />
|float<br />
| -<br />
|60.0<br />
|-<br />
|LookAtCounterRun<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|LookAtCounterRunRand<br />
|float<br />
| -<br />
|40.0<br />
|-<br />
|AttackCounterLength<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|AttackCounterRand<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|HowlCooldownCounterLength<br />
|float<br />
| -<br />
|1600.0<br />
|-<br />
|HowlCooldownCounterRand<br />
|float<br />
| -<br />
|600.0<br />
|-<br />
|HealCooldownCounterLength<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|HealCooldownCounterRand<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|FailPathCooldownCounterLength<br />
|float<br />
| -<br />
|120.0<br />
|-<br />
|FailPathCooldownCounterRand<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|RetargetCooldownCounterLength<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|RetargetCooldownCounterRand<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|AfterTargetDeathCounterLength<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|AfterTargetDeathCounterRand<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|LostTargetCounterLength<br />
|float<br />
| -<br />
|25.0<br />
|-<br />
|LostTargetCounterRand<br />
|float<br />
| -<br />
|0.0<br />
|-<br />
|InvinceableCounterLength<br />
|float<br />
| -<br />
|90.0<br />
|-<br />
|InvinceableCounterRand<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|CallDelayMinLength<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|CallOverrideCounterLength<br />
|float<br />
| -<br />
|900.0<br />
|-<br />
|GiveUpShiekSensorLength<br />
|float<br />
| -<br />
|300.0<br />
|-<br />
|RetryShiekSensorLength<br />
|float<br />
| -<br />
|900.0<br />
|-<br />
|BattleWallHitLength<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|FollowRetryLength<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|PowerUpFoodLength<br />
|float<br />
| -<br />
|3600.0<br />
|-<br />
|SafePosFailCounter<br />
|float<br />
| -<br />
|3600.0<br />
|-<br />
|RestrictedTargetTimeNormal<br />
|float<br />
| -<br />
|300.0<br />
|-<br />
|RestrictedTargetTimeSpecial<br />
|float<br />
| -<br />
|500.0<br />
|-<br />
|PowerUpFoodAttackMod<br />
|int<br />
| -<br />
|5<br />
|-<br />
|PowerUpFoodChainAttackCharge<br />
|float<br />
| -<br />
|25.0<br />
|-<br />
|VSStalfosCritChance<br />
|int<br />
| -<br />
|10<br />
|-<br />
|AttackBase<br />
|float<br />
| -<br />
|10.0<br />
|-<br />
|AttackHeartMod<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|DefenseBase<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|DefenseHeartMod<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|}<br />
<br />
==Event==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|VisibleOffActor1<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor2<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor3<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor4<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor5<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor6<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor7<br />
|str<br />
| -<br />
|<br />
|-<br />
|VisibleOffActor8<br />
|str<br />
| -<br />
|<br />
|-<br />
|}<br />
<br />
==GolemIK==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|FootRayCheckDist<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|FootDownRatio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|FootUpRatio<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|KneeExtendL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|KneeShrinkL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FootExtendL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FootShrinkL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|KneeExtendR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|KneeShrinkR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FootExtendR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|FootShrinkR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ArmRayCheckDist<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|ArmDownRatio<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|ArmUpRatio<br />
|float<br />
| -<br />
|0.05<br />
|-<br />
|ElbowExtendL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ElbowShrinkL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WristExtendL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WristShrinkL<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ElbowExtendR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ElbowShrinkR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WristExtendR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WristShrinkR<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WaistRotateRatio<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|WaistMorphRatio<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|WaistResetMorphRatio<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|}<br />
<br />
==PictureBook==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|LiveSpot1<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|LiveSpot2<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|SpecialDrop<br />
|int<br />
| -<br />
| -1<br />
|-<br />
|}<br />
<br />
==AirWall==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|Layer<br />
|str32<br />
| -<br />
|AirWall<br />
|-<br />
|}<br />
<br />
==Motorcycle==<br />
{| class="wikitable"<br />
!Key<br />
!Type<br />
!Description<br />
!Default value<br />
|-<br />
|PitchDampingCoefficient<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|DriftAllowSpeedKPH<br />
|float<br />
| -<br />
|45.0<br />
|-<br />
|DriftAbortSpeedKPH<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|DriftAllowSteerRate<br />
|float<br />
| -<br />
|0.6<br />
|-<br />
|DriftAbortSteerRate<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|DriftRearAngleRate<br />
|float<br />
| -<br />
| -2.5<br />
|-<br />
|DriftSpeedRate<br />
|float<br />
| -<br />
|0.75<br />
|-<br />
|ManualWheelieAllowAngleFront<br />
|float<br />
| -<br />
|15.0<br />
|-<br />
|ManualWheelieAllowAngleRear<br />
|float<br />
| -<br />
|30.0<br />
|-<br />
|ManualWheelieLastSec<br />
|float<br />
| -<br />
|2.5<br />
|-<br />
|WheelieLastSecInMidAir<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ManualControlProhibitSecAfterWheelie<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WheelieRevertPower<br />
|float<br />
| -<br />
|4.0<br />
|-<br />
|WheelieRevertPowerSec<br />
|float<br />
| -<br />
|0.5<br />
|-<br />
|ManualWheelieRiseDegDelta<br />
|float<br />
| -<br />
|3.0<br />
|-<br />
|WheelieLaunchRiseDegDelta<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|EngineBrakeMaxPower<br />
|float<br />
| -<br />
|100.0<br />
|-<br />
|BackwardEngineBrakePower<br />
|float<br />
| -<br />
|400.0<br />
|-<br />
|SlipStartAngle<br />
|float<br />
| -<br />
|50.0<br />
|-<br />
|SlipThresholdPower<br />
|float<br />
| -<br />
|2500.0<br />
|-<br />
|SlipPowerMax<br />
|float<br />
| -<br />
|1800.0<br />
|-<br />
|WristBindRotation<br />
|vec3<br />
| -<br />
|Vec3(x=-1.7200000286102295, y=-1.8399999141693115, z=-2.9000000953674316)<br />
|-<br />
|WristBindTranslation<br />
|vec3<br />
| -<br />
|Vec3(x=0.35499998927116394, y=0.07999999821186066, z=-0.14499999582767487)<br />
|-<br />
|PostureLimitAngle<br />
|float<br />
| -<br />
|90.0<br />
|-<br />
|InvalidPostureLimitSec<br />
|float<br />
| -<br />
|0.6<br />
|-<br />
|FallOverThresholdAngle<br />
|float<br />
| -<br />
|75.0<br />
|-<br />
|JumpIntervalSec<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|FullEnergyLastSec<br />
|float<br />
| -<br />
|240.0<br />
|-<br />
|WheelieLaunchJumpProhibitSec<br />
|float<br />
| -<br />
|0.1<br />
|-<br />
|SlowModeTargetSpeedKPH2<br />
|float<br />
| -<br />
|400.0<br />
|-<br />
|SlowDriftTargetSpeedKPH2<br />
|float<br />
| -<br />
|3200.0<br />
|-<br />
|SlowModeTransitionSec<br />
|float<br />
| -<br />
|2.0<br />
|-<br />
|SlowSlipThresholdKPH<br />
|float<br />
| -<br />
|5.0<br />
|-<br />
|SlowSlipThresholdPower<br />
|float<br />
| -<br />
|1200.0<br />
|-<br />
|SlowSlipThresholdSec<br />
|float<br />
| -<br />
|0.2<br />
|-<br />
|JumpRearWheelRotateRadPerSec<br />
|float<br />
| -<br />
|1.0<br />
|-<br />
|WeaponThrowModeSpeedKPH2<br />
|float<br />
| -<br />
|800.0<br />
|-<br />
|}<br />
<br />
=Parameter lists=<br />
{{No AAMP param}}<br />
<br />
==References==<br />
<references /><br />
[[Category:File extensions]]<br />
[[Category:File extensions (AAMP)]]<br />
[[Category:Actor parameter files]]</div>
BravelyPeculiar