Bgparamlist: Difference between revisions
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|Range | |Range | ||
|float | |float | ||
| | |For bows, the distance its arrows travel in a straight line before being affected by gravity. For weapons, the value does not affect reach, even when set to 0. The value is instead used on Enemy Actors to determine the distance from the Player (or another Actor) at which the Enemy Actor starts attacking. | ||
|0.0 | |0.0 | ||
|- | |- | ||
Line 570: | Line 570: | ||
|SpHitTag | |SpHitTag | ||
|str | |str | ||
| - | |A comma-separated (no spaces) list of Actor tags to be affected by SpHitRatio. | ||
| | | | ||
|- | |- | ||
|SpHitRatio | |SpHitRatio | ||
|float | |float | ||
|Multiplies attack power against any Actor listed in SpHitActor | |Multiplies attack power against any Actor listed in SpHitActor or possessing a SpHitTag. Attack power is only multiplied once, even if the Actor matches multiple criteria. Affected Actor can further modify the damage through SpAffectRatio and SpAffectDamage DamageParams. | ||
|2.0 | |2.0 | ||
|- | |- | ||
Line 659: | Line 659: | ||
|ThrowRange | |ThrowRange | ||
|float | |float | ||
| | |When throwing weapons, specifies straight line flight distance during which the weapon isn't affected by gravity | ||
|20.0 | |20.0 | ||
|- | |- | ||
Line 838: | Line 838: | ||
|ThrowSpeed | |ThrowSpeed | ||
|float | |float | ||
| | |Weapon speed during the throw. Affects the distance a weapon can stay airborne for after ThrowRange. | ||
|1.0 | |1.0 | ||
|- | |- | ||
|ThrowRotSpeed | |ThrowRotSpeed | ||
|float | |float | ||
|Rotation speed of the thrown weapon | |Rotation speed of the thrown weapon. May ''very slightly'' affect throwing distance {{Check}} | ||
|50.0 | |50.0 | ||
|- | |- | ||
Line 1,032: | Line 1,032: | ||
|AffectTransOffsetShield | |AffectTransOffsetShield | ||
|vec3 | |vec3 | ||
| | |The translation offset of the shield when the weapon is stowed on Link's back | ||
|Vec3(x=0.0, y=0.0, z=0.0) | |Vec3(x=0.0, y=0.0, z=0.0) | ||
|- | |- | ||
|AffectRotOffsetShield | |AffectRotOffsetShield | ||
|vec3 | |vec3 | ||
| | |The rotation offset of the shield when the weapon is stowed on Link's back | ||
|Vec3(x=0.0, y=0.0, z=0.0) | |Vec3(x=0.0, y=0.0, z=0.0) | ||
|- | |- | ||
|AffectTransOffsetBow | |AffectTransOffsetBow | ||
|vec3 | |vec3 | ||
| | |The translation offset of the bow when the weapon is stowed on Link's back | ||
|Vec3(x=0.0, y=0.0, z=0.0) | |Vec3(x=0.0, y=0.0, z=0.0) | ||
|- | |- | ||
|AffectRotOffsetBow | |AffectRotOffsetBow | ||
|vec3 | |vec3 | ||
| | |The rotation offset of the bow when the weapon is stowed on Link's back | ||
|Vec3(x=0.0, y=0.0, z=0.0) | |Vec3(x=0.0, y=0.0, z=0.0) | ||
|- | |- | ||
Line 1,102: | Line 1,102: | ||
|WeaponSubType | |WeaponSubType | ||
|str32 | |str32 | ||
| - | |A weapon's sub-type. Only currently-known purpose is for control routing in [[Bas|.bas files]], for both player and enemies. May also affect enemy [[Baiprog|AI behavior]].{{Check}} | ||
| | | | ||
|- | |- | ||
Line 1,311: | Line 1,311: | ||
|WeaponSubType | |WeaponSubType | ||
|str32 | |str32 | ||
| - | |Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]]. The following values affect only LargeSword's in vanilla, due to there being a weapon Profile check prior to the WeaponSubType check: Fan (changes Link's charged attack animation to a charged vertical attack), Katana (changes Link's charged attack animation to a charged horizontal swipe). | ||
| | | | ||
|- | |- | ||
Line 1,456: | Line 1,456: | ||
|WeaponSubType | |WeaponSubType | ||
|str32 | |str32 | ||
| - | |Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]]. | ||
| | | | ||
|- | |- | ||
Line 1,556: | Line 1,556: | ||
|WeaponSubType | |WeaponSubType | ||
|str32 | |str32 | ||
| - | |Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]]. | ||
| | | | ||
|- | |- | ||
Line 1,585: | Line 1,585: | ||
|IsGuardPierce | |IsGuardPierce | ||
|bool | |bool | ||
| | |If true, arrows fired from the bow ignore all shields. | ||
|False | |False | ||
|- | |- | ||
|ExtraDamageRatio | |ExtraDamageRatio | ||
|float | |float | ||
| | |Affects the ExtraDamage of arrows fired from the bow. No arrows in the base game have more than 0 ExtraDamage. | ||
|1.0 | |1.0 | ||
|- | |- | ||
|BaseAttackPowerRatio | |BaseAttackPowerRatio | ||
|float | |float | ||
| | |Affects the base damage (Attack) of arrows fired from the bow. The only arrows in the base game with functioning Base Damage are Bomb Arrows. | ||
|1.0 | |1.0 | ||
|- | |- | ||
|IsLeadShot | |IsLeadShot | ||
|bool | |bool | ||
|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. | |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. | ||
|False | |False | ||
|- | |- | ||
Line 1,620: | Line 1,620: | ||
|IsRapidFire | |IsRapidFire | ||
|bool | |bool | ||
|If true, RapidFireNum arrows will be fired exactly at the point Link aims at. | |If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Rapidfire shots never leave arrow pickups when impacting terrain. | ||
|False | |False | ||
|- | |- | ||
Line 1,630: | Line 1,630: | ||
|RapidFireInterval | |RapidFireInterval | ||
|int | |int | ||
|Amount of delay between each shot fired in a rapidfire shot. | |Amount of delay between each shot fired in a rapidfire shot. Effectively limits RapidFireNum, as higher RapidFireInterval settings prevent extra arrows from spawning. E.g: RapidfireNum 5 at RapidFireInterval 1 spawns 5 arrows, but RapidFireNum 5 at RapidFireInterval 2 spawns only 4 arrows. Needs further investigation.{{Check}} | ||
|0 | |0 | ||
|- | |- | ||
Line 1,756: | Line 1,756: | ||
|WeaponSubType | |WeaponSubType | ||
|str32 | |str32 | ||
| - | |Weapon sub-type. See [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]]. | ||
| | | | ||
|- | |- | ||
Line 2,547: | Line 2,547: | ||
|NoDeathDamageBase | |NoDeathDamageBase | ||
|int | |int | ||
|[[No death damage]] base value | |[[No death damage]] (One Hit-Kill Protection) base value | ||
|0 | |0 | ||
|- | |- | ||
Line 2,592: | Line 2,592: | ||
|ArmorCompAncientAttackRate | |ArmorCompAncientAttackRate | ||
|float | |float | ||
|Power multiplier for the "Ancient Proficiency" set bonus when using [Guardian/Guardian+/Guardian++/Ancient] weapons | |Power multiplier for the "Ancient Proficiency" set bonus when using weapons with the AncientWeapon Tag ([Guardian/Guardian+/Guardian++/Ancient] weapons in the base game) | ||
|1.0 | |1.0 | ||
|- | |- | ||
|ArmorCompBoneAttackRate | |ArmorCompBoneAttackRate | ||
|float | |float | ||
|Power multiplier for the "Bone Atk. Up" set bonus when using [Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons | |Power multiplier for the "Bone Atk. Up" set bonus when using weapons with the BoneWeapon Tag ([Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons in the base game) | ||
|1.0 | |1.0 | ||
|- | |- | ||
Line 2,884: | Line 2,884: | ||
|StarNum | |StarNum | ||
|int | |int | ||
| | |Number of stars to display in the UI, minus 1. 1 Corresponds to 0 stars, 5 corresponds to 4 stars. Values over 5 are not implemented. | ||
|0 | |0 | ||
|- | |- | ||
|DefenceAddLevel | |DefenceAddLevel | ||
|int | |int | ||
| | |Armor points the armor piece adds to the player | ||
|0 | |0 | ||
|- | |- | ||
Line 2,904: | Line 2,904: | ||
|NextRankName | |NextRankName | ||
|str64 | |str64 | ||
| | |Actor name of the next armor rank for the armor upgrade system | ||
| | | | ||
|- | |- | ||
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|EffectType | |EffectType | ||
|str32 | |str32 | ||
| | |Armor effect when worn. Only accepts armor effects, which are implemented separately from food effects, but may share names. | ||
|None | |None | ||
|- | |- | ||
|EffectLevel | |EffectLevel | ||
|int | |int | ||
| | |Effect level, effective cap varies based on effect. | ||
|0 | |0 | ||
|- | |- | ||
Line 2,950: | Line 2,950: | ||
| - | | - | ||
|False | |False | ||
|- | |||
|} | |||
===EffectTypes=== | |||
Valid EffectType values are specified in the executable. As such, there is a fixed set of valid values that can be used without decompiling and coding in a new one. | |||
{| class="wikitable" | |||
!Key | |||
!Description | |||
!Maximum | |||
|- | |||
|None | |||
|No effect | |||
|0 | |||
|- | |||
|AttackUp | |||
|Increases attack power | |||
|3 | |||
|- | |||
|ClimbSpeed | |||
|Increases climb speed | |||
|3 | |||
|- | |||
|ClimbSpeedAndBeamPowerUp | |||
|Increases climb speed and power of master sword beams | |||
|3 | |||
|- | |||
|Quietness | |||
|Decreases sound of movement | |||
|3 | |||
|- | |||
|ResistAncient | |||
|Decreases damage taken from guardian and mini guardian laser beams | |||
|3 | |||
|- | |||
|ResistBurn | |||
| - | |||
| - | |||
|- | |||
|ResistBurnAndResistAncient | |||
| - | |||
| - | |||
|- | |||
|ResistCold | |||
| - | |||
| - | |||
|- | |||
|ResistColdAndResistAncient | |||
| - | |||
| - | |||
|- | |||
|ResistElectric | |||
|Decreases damage taken from electricity effects | |||
|3 | |||
|- | |||
|ResistElectricAndResistAncient | |||
|Decreases damage taken from electricity effects and from guardian and mini guardian laser beams | |||
|3 | |||
|- | |||
|ResistFreeze | |||
|Resist becoming frozen solid | |||
|1 | |||
|- | |||
|ResistHot | |||
|Allows player to withstand higher temperatures (Gerudo Desert) | |||
|2 | |||
|- | |||
|ResistHotAndWakeWind | |||
| - | |||
| - | |||
|- | |||
|ResistLightning | |||
|Allows player to ignore effects of being hit by lightning strikes | |||
|1 | |||
|- | |||
|SandMove | |||
|Increases movement speed in sand | |||
|1 | |||
|- | |||
|SnowMove | |||
|Increases movement speed in snow | |||
|1 | |||
|- | |||
|SwimSpeed | |||
|Increases swim speed | |||
|3 | |||
|- | |||
|SwimSpeedAndResistAncient | |||
|Increases swim speed and decreases damage taken from guardian and mini guardian laser beams | |||
|3 | |||
|- | |- | ||
|} | |} | ||
Line 3,064: | Line 3,153: | ||
|SeriesType | |SeriesType | ||
|str32 | |str32 | ||
| | |Specifies Armor series, presumably only used for the set bonus. | ||
| | | | ||
|- | |- | ||
|EnableCompBonus | |EnableCompBonus | ||
|bool | |bool | ||
| | |Enables the set bonus of the specified armor series if all equipped armor have the same SeriesType and this parameter set to True. | ||
|False | |False | ||
|- | |- | ||
Line 3,208: | Line 3,297: | ||
|int | |int | ||
|The color of the item when used as a dye | |The color of the item when used as a dye | ||
* 1 is blue | |||
* 2 is red | *1 is blue | ||
* 3 is yellow | *2 is red | ||
* 4 is white | *3 is yellow | ||
* 5 is black | *4 is white | ||
* 6 is purple | *5 is black | ||
* 7 is green | *6 is purple | ||
* 8 is light blue | *7 is green | ||
* 9 is navy | *8 is light blue | ||
* 10 is orange | *9 is navy | ||
* 11 is peach | *10 is orange | ||
* 12 is crimson | *11 is peach | ||
* 13 is light yellow | *12 is crimson | ||
* 14 is brown | *13 is light yellow | ||
* 15 is gray | *14 is brown | ||
*15 is gray | |||
| -1 | | -1 | ||
|- | |- | ||
Line 3,285: | Line 3,375: | ||
|ExtraDamage | |ExtraDamage | ||
|int | |int | ||
| | |Additional damage dealt by the arrows. Affected by the bow's ExtraDamageRatio. | ||
|0 | |0 | ||
|- | |- |
Latest revision as of 06:58, 11 June 2024
This article is a stub. You can help ZeldaMods (Breath of the Wild) by expanding it. The list of objects/parameters is complete, but parameter descriptions are missing. (For a list of non-stub pages, see Project:Pages.) |
Format | AAMP |
---|---|
Version | 0 |
Type | xml |
This article is about the structure in general. For actual values, check the GameROM or the pseudo-source. |
GeneralParamList (bgparamlist) configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.
Parameter objects
Important note: the following listing was automatically generated from game content files. If some names look weird or contain typos, it's Nintendo's fault.
System
Key | Type | Description | Default value |
---|---|---|---|
SameGroupActorName | str64 | Actor group name (at least used by one subsystem: the actor code relies on this to determine the name of the Defeated_%s_Num counter flag) | |
IsGetItemSelf | bool | - | False |
General
Key | Type | Description | Default value |
---|---|---|---|
Speed | float | - | 1.0 |
Life | int | Initial and maximum HP (for characters) or durability (for items) | 100 |
IsLifeInfinite | bool | Prevent HP/durability from changing | False |
ElectricalDischarge | float | - | 1.0 |
IsBurnOutBorn | bool | This actor spawns another actor when it "dies" while on fire [check] | False |
BurnOutBornName | str64 | Name of the actor spawned when this actor "dies" while on fire [check] | |
IsBurnOutBornIdent | bool | - | False |
ChangeDropTableName | str | The drop table used when an Octorok inhales this item |
Enemy
Key | Type | Description | Default value |
---|---|---|---|
Rank | int | Affects how NPCs react to enemies (confront or flee)[1] | 0 |
Power | int | Base (unarmed) strength of this enemy's attacks. | 0 |
DropLife | int | - | 100 |
DyingLife | int | - | 20 |
LostDist | float | - | 100.0 |
LostHeightMax | float | - | 30.0 |
LostHeightMin | float | - | -30.0 |
LostRayLength | float | - | -1.0 |
LODLostDist | float | - | 40.0 |
LODLostHeightMax | float | - | 30.0 |
LODLostHeightMin | float | - | -30.0 |
IntelligenceLevel | float | - | 0.0 |
EmotionalLevel | float | - | 0.0 |
HeroismLevel | float | - | 0.0 |
PartActorName | str | - | |
IsMindFriend | bool | - | True |
StatusChangeFlag | str | Name of the flag to check for ChangeLife | |
ChangeLife | float | HP/Life value to use if StatusChangeFlag is non empty and if the flag is set | -1.0 |
EnemyLevel
Key | Type | Description | Default value |
---|---|---|---|
IsAvoidDanger | bool | - | False |
IsGuardArrow | bool | - | False |
IsHideArrowAttack | bool | - | False |
IsSwiftAttack | bool | - | False |
IsBackSwiftAttack | bool | - | False |
IsCounterAttack | bool | - | False |
IsEscapeBomb | bool | - | False |
IsKickBomb | bool | - | False |
IsShootBomb | bool | - | False |
IsThrowWeapon | bool | - | False |
GuardPer | int | - | 0 |
IsJustGuard | bool | - | False |
EnemyRace
Key | Type | Description | Default value |
---|---|---|---|
EquipableWeapon | str | - | |
IsFitGroundByAnimalUnit | bool | - | True |
IsUpdateSupportNormalInAir | bool | - | False |
BowAttackRangeRatio | float | - | 1.0 |
WeaponScaleSmallSword | float | - | 1.0 |
WeaponTransOffsetSmallSword | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponRotOffsetSmallSword | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponHoldTransOffsetSmallSword | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponHoldRotOffsetSmallSword | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponScaleLargeSword | float | - | 1.0 |
WeaponTransOffsetLargeSword | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponRotOffsetLargeSword | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponHoldTransOffsetLargeSword | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponHoldRotOffsetLargeSword | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponScaleSpear | float | - | 1.0 |
WeaponTransOffsetSpear | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponRotOffsetSpear | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponHoldTransOffsetSpear | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponHoldRotOffsetSpear | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponScaleBow | float | - | 1.0 |
WeaponTransOffsetBow | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponRotOffsetBow | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponHoldTransOffsetBow | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponHoldRotOffsetBow | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponScaleShield | float | - | 1.0 |
WeaponTransOffsetShield | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponRotOffsetShield | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponHoldTransOffsetShield | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponHoldRotOffsetShield | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
IsUseTargetTag | bool | - | False |
TargetActorType | str | Actor types that the actor will target and attack | Player |
EscapeAttackedActorType | str | - | |
ReactionBalloon | bool | - | False |
SmallRagdollTime | int | - | 8 |
SmallRagdollRecoverTime | int | - | 15 |
SmallLargeRagdollTime | int | - | 60 |
SmallLargeRagdollRecoverTime | int | - | 20 |
AttackInterval
Key | Type | Description | Default value |
---|---|---|---|
ShortAttackTimeMin | int | - | 10 |
ShortAttackTimeMax | int | - | 30 |
MiddleAttackTimeMin | int | - | 40 |
MiddleAttackTimeMax | int | - | 60 |
LongAttackTimeMin | int | - | 80 |
LongAttackTimeMax | int | - | 110 |
EnemyShown
Key | Type | Description | Default value |
---|---|---|---|
IsHappy | bool | - | False |
IsCasebyCase | bool | - | False |
IsSit | bool | - | False |
IsNoise | bool | - | False |
BindBone
Key | Type | Description | Default value |
---|---|---|---|
BoneName | str32 | - | |
BoneOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
BoneRotate | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
Attack
Key | Type | Description | Default value |
---|---|---|---|
Power | int | Base strength value for the standard attack [check] | 0 |
Impulse | int | - | 0 |
ImpulseLarge | int | - | 0 |
Range | float | For bows, the distance its arrows travel in a straight line before being affected by gravity. For weapons, the value does not affect reach, even when set to 0. The value is instead used on Enemy Actors to determine the distance from the Player (or another Actor) at which the Enemy Actor starts attacking. | 0.0 |
GuardBreakPower | int | - | 0 |
SpHitActor | str | A comma-separated (no spaces) list of Actor names to be affected by SpHitRatio. | |
SpHitTag | str | A comma-separated (no spaces) list of Actor tags to be affected by SpHitRatio. | |
SpHitRatio | float | Multiplies attack power against any Actor listed in SpHitActor or possessing a SpHitTag. Attack power is only multiplied once, even if the Actor matches multiple criteria. Affected Actor can further modify the damage through SpAffectRatio and SpAffectDamage DamageParams. | 2.0 |
SpWeakHitActor | str | - | |
PowerForPlayer | int | - | -1 |
WeaponCommon
Key | Type | Description | Default value |
---|---|---|---|
PlayerEqScale | float | Amount to scale the model by when equipped by the player | 1.0 |
EnemyEqScale | float | Amount to scale the model by when equipped by any enemy | 1.0 |
GuardPower | int | Only used for shields. Higher values reduce the durability damage recieved when blocking incoming attacks. | 0 |
Rank | int | - | 0 |
IsHammer | bool | If true, gives hammer behavior (instantly breaks ore deposits when struck) [check] | False |
IsWeakBreaker | bool | - | False |
IsBoomerang | bool | If true, gives boomerang behavior (returns when thrown) [check] | False |
IsBlunt | bool | Tied to a data function, used in Bas files (Extend BitIndex 37) to help determine what animation to play. May also be accessible through the event system [check] | False |
IsLuckyWeapon | bool | - | False |
IsPikohan | bool | If true, gives Power Hammer behavior (sends enemies flying when struck) [check] | False |
IsThrowingWeapon | bool | Determines whether the weapon can be thrown | True |
IsThrowingBreakWeapon | bool | If true, breaks instantly when it collides with enemy after being thrown | True |
ThrowRange | float | When throwing weapons, specifies straight line flight distance during which the weapon isn't affected by gravity | 20.0 |
DreadActor | str | A comma-separated (no spaces) list of Actor names who will run/cower in fear when this weapon is wielded nearby [check] | |
ThroughActor | str | - | |
NPCWeaponType | str | - | |
IsNotOnTerrorHold | bool | If true, NPCs will shake in fear when you wield this weapon near them [check] | False |
IsAsOffUnEquiped | bool | - | False |
ChemicalEnergyMax | int | The max amount of energy elemental weapons (including rods) have [check] | 0 |
ChemicalEnergyAmountUsed | int | The amount of energy used when an elemental weapon's effect is used (e.g. summoning a fireball from Fire Rod) [check] | 0 |
ChemicalEnergyRecoverRate | float | Elemental energy recovery speed (per vanilla frame) [check] | 90 |
ChemicalEnergyRecoverInterval | int | Interval before elemental energy starts to recover (in vanilla frames) [check] | 60 |
StickDamage | int | - | 0 |
ShootBeam | str | - | |
DropFromPorchRot | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
SharpWeaponPer | float | Probability for a blue modifier to appear (if applicable; see Difficulty scaling for more details) | 10.0 |
SharpWeaponAddAtkMin | int | [Blue modifier] Min attack bonus | 0 |
SharpWeaponAddAtkMax | int | [Blue modifier] Max attack bonus | 0 |
SharpWeaponAddLifeMin | int | [Blue modifier] Min durability bonus | 0 |
SharpWeaponAddLifeMax | int | [Blue modifier] Max durability bonus | 0 |
SharpWeaponAddCrit | bool | [Blue modifier] Enable critical hit bonus | False |
SharpWeaponAddGuardMin | int | [Blue modifier] Min guard bonus (for shields) | 0 |
SharpWeaponAddGuardMax | int | [Blue modifier] Max guard bonus (for shields) | 0 |
PoweredSharpAddAtkMin | int | [Yellow modifier] Min attack bonus | 0 |
PoweredSharpAddAtkMax | int | [Yellow modifier] Max attack bonus | 0 |
PoweredSharpAddLifeMin | int | [Yellow modifier] Min durability bonus | 0 |
PoweredSharpAddLifeMax | int | [Yellow modifier] Max durability bonus | 0 |
PoweredSharpWeaponAddGuardMin | int | [Yellow modifier] Min guard bonus (for shields) | 0 |
PoweredSharpWeaponAddGuardMax | int | [Yellow modifier] Max guard bonus (for shields) | 0 |
PoweredSharpAddThrowMin | float | [Yellow modifier] Min throw distance multiplier bonus | 1.0 |
PoweredSharpAddThrowMax | float | [Yellow modifier] Max throw distance multiplier bonus | 1.0 |
PoweredSharpAddSpreadFire | bool | [Yellow modifier] Enable five-shot burst (for bows) | False |
PoweredSharpAddZoomRapid | bool | [Yellow modifier] Enable quick zoom (for bows) | False |
PoweredSharpAddRapidFireMin | float | [Yellow modifier] Min quick shot time multiplier (for bows) | 1.0 |
PoweredSharpAddRapidFireMax | float | [Yellow modifier] Max quick shot time multiplier (for bows) | 1.0 |
PoweredSharpAddSurfMaster | bool | [Yellow modifier] Enable Shield Surf Up | False |
WeaponThrow
Key | Type | Description | Default value |
---|---|---|---|
ThrowSpeed | float | Weapon speed during the throw. Affects the distance a weapon can stay airborne for after ThrowRange. | 1.0 |
ThrowRotSpeed | float | Rotation speed of the thrown weapon. May very slightly affect throwing distance [check] | 50.0 |
ThrowDist | float | - | 5.0 |
ThrowRigidBodyBaseAxis | vec3 | - | Vec3(x=0.0, y=0.0, z=1.0) |
Sandworm
Key | Type | Description | Default value |
---|---|---|---|
SandWidth | float | - | 0.0 |
SandLength | float | - | 0.0 |
SandHeight | float | - | 0.0 |
SandCombSpan | float | - | 0.0 |
SandCombHeight | float | - | 0.0 |
SnakeModelOffsetZ | float | - | 0.0 |
SnakeBaseNode | str | - | |
SnakeNode1 | str | - | |
SnakeNode2 | str | - | |
SnakeNode3 | str | - | |
SnakeNode4 | str | - | |
SnakeNode5 | str | - | |
SnakeNode6 | str | - | |
SnakeNode7 | str | - | |
SnakeNode8 | str | - | |
SnakeNode9 | str | - | |
SnakeNode10 | str | - | |
SnakeNode11 | str | - | |
SnakeNode12 | str | - | |
SnakeNodeRotOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
SnakeNodeChaseInterval | float | - | 0.0 |
ShowLifeGageDist | float | - | 150.0 |
ShowLifeGageOffset | float | - | 10.0 |
SmallSword
Key | Type | Description | Default value |
---|---|---|---|
PodName | str32 | The name of the sheath actor | |
PlayerHoldTransOffset | vec3 | The translation offset of the weapon when stowed on Link's back.
Positive X values move toward Link's right hand. Positive Y values move upward. Positive Z values move behind Link.[check] |
Vec3(x=0.125, y=-0.02500000037252903, z=-0.07500000298023224) |
PlayerHoldRotOffset | vec3 | The rotation offset of the weapon when stowed on Link's back.
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. |
Vec3(x=16.0, y=-60.0, z=-18.0) |
PlayerEquipTransOffset | vec3 | The translation offset of the weapon when held in Link's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
PlayerEquipRotOffset | vec3 | The rotation offset of the weapon when held in Link's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
RideHorsePlayerHoldTransOffset | vec3 | The translation offset of the weapon when stowed on Link's back while astride a horse. | Vec3(x=0.0, y=0.0, z=0.0) |
RideHorsePlayerHoldRotOffset | vec3 | The rotation offset of the weapon when stowed on Link's back while astride a horse. | Vec3(x=0.0, y=0.0, z=0.0) |
AffectTransOffsetShield | vec3 | The translation offset of the shield when the weapon is stowed on Link's back | Vec3(x=0.0, y=0.0, z=0.0) |
AffectRotOffsetShield | vec3 | The rotation offset of the shield when the weapon is stowed on Link's back | Vec3(x=0.0, y=0.0, z=0.0) |
AffectTransOffsetBow | vec3 | The translation offset of the bow when the weapon is stowed on Link's back | Vec3(x=0.0, y=0.0, z=0.0) |
AffectRotOffsetBow | vec3 | The rotation offset of the bow when the weapon is stowed on Link's back | Vec3(x=0.0, y=0.0, z=0.0) |
SquatPlayerHoldTransAddOffset | vec3 | The translation offset of the weapon when stowed on Link's back while crouching. | Vec3(x=0.0, y=0.0, z=0.0) |
SquatPlayerHoldRotAddOffset | vec3 | The rotation offset of the weapon when stowed on Link's back while crouching. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCHoldTransOffset | vec3 | The translation offset of the weapon when stowed on an NPC. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCHoldRotOffset | vec3 | The rotation offset of the weapon when stowed on an NPC. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCEquipTransOffset | vec3 | The translation offset of the weapon when held in an NPC's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCEquipRotOffset | vec3 | The rotation offset of the weapon when held in an NPC's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
EnemyEquipTransOffset | vec3 | The translation offset of the weapon when held in an enemy's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
EnemyEquipRotOffset | vec3 | The rotation offset of the weapon when held in an enemy's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
StandEquipTransOffset | vec3 | The translation offset of the weapon when stowed on a display rack (e.g. in Link's house) | Vec3(x=0.0, y=0.0, z=0.0) |
StandEquipRotOffset | vec3 | The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house) | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponSubType | str32 | A weapon's sub-type. Only currently-known purpose is for control routing in .bas files, for both player and enemies. May also affect enemy AI behavior.[check] |
Rod
Key | Type | Description | Default value |
---|---|---|---|
MagicName | str32 | Name of the actor to spawn | |
ChargeMagicNum | int | Number of actors the rod spawns per charge attack (may be limited by ChemicalEnergy?) [check] | 4 |
ChargeMagicInterval | int | Interval of actors spawned by charge attack (Seems to also affect the number of actors?) [check] | 5 |
MagicPower | int | Damage dealt by a single elemental energy | 0 |
MagicSpeed | float | Multiplier applied to the base speed of a spawned actor [check] | 0.0 |
MagicSpeedByThrow | float | Multiplier applied to the base speed of a spawned actor [check] when cast using the R button | 0.0 |
MagicGravity | float | 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. | 0.0 |
MagicRadius | float | Amount to scale the model of the spawned actor by | 0.0 |
ScaleTime | int | The scale speed of the spawned actor | 0 |
MagicRange | float | Distance the spawned actor can travel before being forcibly despawned. Distance is measured from the spawning actor [check] | 0.0 |
MagicSpeedByEnemy | float | Multiplier applied to the base speed of a spawned actor [check] when cast by an enemy | 0.0 |
MagicGravityByEnemy | float | Multiplier applied to the gravity applied to a spawned actor when cast by an enemy | 0.0 |
MagicRadiusByEnemy | float | - | 0.0 |
ScaleTimeByEnemy | int | Scale speed of the spawned actor when cast by an enemy [check] | 0 |
MagicRangeByEnemy | float | Distance the spawned actor can travel before being forcibly despawned when cast by an enemy. Distance is measured from the spawning actor [check] | 0.0 |
LargeSword
Key | Type | Description | Default value |
---|---|---|---|
PodName | str32 | The name of the sheath actor | |
PlayerHoldTransOffset | vec3 | The translation offset of the weapon when stowed on Link's back.
Positive X values move toward Link's right hand. Positive Y values move upward. Positive Z values move behind Link.[check] |
Vec3(x=0.17000000178813934, y=-0.02500000037252903, z=-0.10000000149011612) |
PlayerHoldRotOffset | vec3 | The rotation offset of the weapon when stowed on Link's back.
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. |
Vec3(x=16.0, y=-60.0, z=-18.0) |
PlayerEquipTransOffset | vec3 | The translation offset of the weapon when held in Link's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
PlayerEquipRotOffset | vec3 | The rotation offset of the weapon when held in Link's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
RideHorsePlayerHoldTransOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
RideHorsePlayerHoldRotOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
AffectTransOffsetShield | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
AffectRotOffsetShield | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
AffectTransOffsetBow | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
AffectRotOffsetBow | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
SquatPlayerHoldTransAddOffset | vec3 | The translation offset of the weapon when stowed on Link's back while crouching. | Vec3(x=0.0, y=0.0, z=0.0) |
SquatPlayerHoldRotAddOffset | vec3 | The rotation offset of the weapon when stowed on Link's back while crouching. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCHoldTransOffset | vec3 | The translation offset of the weapon when stowed on an NPC. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCHoldRotOffset | vec3 | The rotation offset of the weapon when stowed on an NPC. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCEquipTransOffset | vec3 | The translation offset of the weapon when held in an NPC's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCEquipRotOffset | vec3 | The rotation offset of the weapon when held in an NPC's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
EnemyEquipTransOffset | vec3 | The translation offset of the weapon when held in an enemy's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
EnemyEquipRotOffset | vec3 | The rotation offset of the weapon when held in an enemy's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
StandEquipTransOffset | vec3 | The translation offset of the weapon when stowed on a display rack (e.g. in Link's house) | Vec3(x=0.0, y=0.0, z=0.0) |
StandEquipRotOffset | vec3 | The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house) | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponSubType | str32 | Weapon sub-type. See SmallSword's WeaponSubType. The following values affect only LargeSword's in vanilla, due to there being a weapon Profile check prior to the WeaponSubType check: Fan (changes Link's charged attack animation to a charged vertical attack), Katana (changes Link's charged attack animation to a charged horizontal swipe). |
Spear
Key | Type | Description | Default value |
---|---|---|---|
PodName | str32 | The name of the sheath actor | |
PlayerHoldTransOffset | vec3 | The translation offset of the weapon when stowed on Link's back.
Positive X values move toward Link's right hand. Positive Y values move upward. Positive Z values move behind Link.[check] |
Vec3(x=-0.8999999761581421, y=-0.019999999552965164, z=0.5199999809265137) |
PlayerHoldRotOffset | vec3 | The rotation offset of the weapon when stowed on Link's back.
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. |
Vec3(x=0.0, y=-120.0, z=-180.0) |
PlayerEquipTransOffset | vec3 | The translation offset of the weapon when held in Link's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
PlayerEquipRotOffset | vec3 | The rotation offset of the weapon when held in Link's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
RideHorsePlayerHoldTransOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
RideHorsePlayerHoldRotOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
AffectTransOffsetShield | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
AffectRotOffsetShield | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
AffectTransOffsetBow | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
AffectRotOffsetBow | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
GrabPlayerHoldTransOffset | vec3 | - | Vec3(x=-0.8700000047683716, y=-0.17000000178813934, z=-0.3400000035762787) |
GrabPlayerHoldRotOffset | vec3 | - | Vec3(x=-60.0, y=-20.0, z=-90.0) |
GrabAffectTransOffsetShield | vec3 | - | Vec3(x=0.0, y=-0.029999999329447746, z=0.0) |
GrabAffectRotOffsetShield | vec3 | - | Vec3(x=-5.0, y=0.0, z=0.0) |
SquatPlayerHoldTransAddOffset | vec3 | The translation offset of the weapon when stowed on Link's back while crouching. | Vec3(x=0.0, y=0.0, z=0.0) |
SquatPlayerHoldRotAddOffset | vec3 | The rotation offset of the weapon when stowed on Link's back while crouching. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCHoldTransOffset | vec3 | The translation offset of the weapon when stowed on an NPC. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCHoldRotOffset | vec3 | The rotation offset of the weapon when stowed on an NPC. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCEquipTransOffset | vec3 | The translation offset of the weapon when held in an NPC's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCEquipRotOffset | vec3 | The rotation offset of the weapon when held in an NPC's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
EnemyEquipTransOffset | vec3 | The translation offset of the weapon when held in an enemy's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
EnemyEquipRotOffset | vec3 | The rotation offset of the weapon when held in an enemy's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
StandEquipTransOffset | vec3 | The translation offset of the weapon when stowed on a display rack (e.g. in Link's house) | Vec3(x=0.0, y=0.0, z=0.0) |
StandEquipRotOffset | vec3 | The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house) | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponSubType | str32 | Weapon sub-type. See SmallSword's WeaponSubType. |
Shield
Key | Type | Description | Default value |
---|---|---|---|
PlayerHoldTransOffset | vec3 | The translation offset of the shield when stowed on Link's back.
Positive X values move toward Link's right hand. Positive Y values move upward. Positive Z values move behind Link.[check] |
Vec3(x=-0.10000000149011612, y=-0.009999999776482582, z=0.20000000298023224) |
PlayerHoldRotOffset | vec3 | The rotation offset of the shield when stowed on Link's back.
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. |
Vec3(x=8.0, y=120.0, z=5.0) |
PlayerEquipTransOffset | vec3 | The translation offset of the shield when held in Link's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
PlayerEquipRotOffset | vec3 | The rotation offset of the shield when held in Link's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
SquatPlayerHoldTransAddOffset | vec3 | The translation offset of the shield when stowed on Link's back while crouching. | Vec3(x=0.0, y=0.0, z=0.0) |
SquatPlayerHoldRotAddOffset | vec3 | The rotation offset of the shield when stowed on Link's back while crouching. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCHoldTransOffset | vec3 | The translation offset of the shield when stowed on an NPC. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCHoldRotOffset | vec3 | The rotation offset of the shield when stowed on an NPC. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCEquipTransOffset | vec3 | The translation offset of the shield when held in an NPC's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCEquipRotOffset | vec3 | The rotation offset of the shield when held in an NPC's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
EnemyEquipTransOffset | vec3 | The translation offset of the shield when held in an enemy's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
EnemyEquipRotOffset | vec3 | The rotation offset of the shield when held in an enemy's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
StandEquipTransOffset | vec3 | The translation offset of the shield when stowed on a display rack (e.g. in Link's house) | Vec3(x=0.0, y=0.0, z=0.0) |
StandEquipRotOffset | vec3 | The rotation offset of the shield when stowed on a display rack (e.g. in Link's house) | Vec3(x=0.0, y=0.0, z=0.0) |
RideBreakRatio | float | Multiplier affecting shield durability degradation from shield surfing. 0.0 disables degradation completely. | 1.0 |
MirrorLevel | int | 0 = No automatic projectile reflection, 1 = Automatically Reflect Guardian scout projectiles, 2 = Reflect Guardian lasers [check] | 0 |
WeaponSubType | str32 | Weapon sub-type. See SmallSword's WeaponSubType. | |
SurfingFriction | float | 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] | 1.0 |
Bow
Key | Type | Description | Default value |
---|---|---|---|
QuiverName | str32 | 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. | |
ArrowName | str32 | If specified, the player's chosen arrow type is ignored the provided Actor name is fired instead at no arrow cost. | |
IsGuardPierce | bool | If true, arrows fired from the bow ignore all shields. | False |
ExtraDamageRatio | float | Affects the ExtraDamage of arrows fired from the bow. No arrows in the base game have more than 0 ExtraDamage. | 1.0 |
BaseAttackPowerRatio | float | Affects the base damage (Attack) of arrows fired from the bow. The only arrows in the base game with functioning Base Damage are Bomb Arrows. | 1.0 |
IsLeadShot | bool | 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. | False |
LeadShotNum | int | Number of arrows to fire for a lead shot. | 0 |
LeadShotAng | float | Angle in degrees of the lead shot spread to each side of the aimed point. The total spread angle will be 2*LeadShotAng. | 45.0 |
LeadShotInterval | int | Amount of delay between each shot fired in a lead shot. | 0 |
IsRapidFire | bool | If true, RapidFireNum arrows will be fired exactly at the point Link aims at. Rapidfire shots never leave arrow pickups when impacting terrain. | False |
RapidFireNum | int | Number of arrows to fire for a rapidfire shot. | 0 |
RapidFireInterval | int | Amount of delay between each shot fired in a rapidfire shot. Effectively limits RapidFireNum, as higher RapidFireInterval settings prevent extra arrows from spawning. E.g: RapidfireNum 5 at RapidFireInterval 1 spawns 5 arrows, but RapidFireNum 5 at RapidFireInterval 2 spawns only 4 arrows. Needs further investigation.[check] | 0 |
IsLongRange | bool | If true, the camera will zoom in further than usual while the aiming crosshair is visible. | False |
ArrowFirstSpeed | float | Initial forward speed of arrows when they leave the bow. Negative values are treated as 0. | 4.5 |
ArrowAcceleration | float | Rate that arrows' forward speed decreases during straight-line flight. Positive values are treated as 0. | -0.1 |
ArrowStabilitySpeed | float | 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. | 3.0 |
ArrowFallAcceleration | float | Rate that arrows' forward speed decreases during freefall. Positive values are treated as 0. | -0.2 |
ArrowFallStabilitySpeed | float | 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. | 1.0 |
ArrowGravity | float | 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] | -9.8 |
PlayerHoldTransOffset | vec3 | The translation offset of the weapon when stowed on Link's back.
Positive X values move toward Link's right hand. Positive Y values move upward. Positive Z values move behind Link.[check] |
Vec3(x=-0.20000000298023224, y=-0.009999999776482582, z=0.0) |
PlayerHoldRotOffset | vec3 | The rotation offset of the weapon when stowed on Link's back.
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. |
Vec3(x=12.0, y=-60.0, z=-22.0) |
PlayerEquipTransOffset | vec3 | The translation offset of the weapon when held in Link's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
PlayerEquipRotOffset | vec3 | The rotation offset of the weapon when held in Link's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
SquatPlayerHoldTransAddOffset | vec3 | The translation offset of the weapon when stowed on Link's back while crouching. | Vec3(x=0.0, y=0.0, z=0.0) |
SquatPlayerHoldRotAddOffset | vec3 | The rotation offset of the weapon when stowed on Link's back while crouching. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCHoldTransOffset | vec3 | The translation offset of the weapon when stowed on an NPC. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCHoldRotOffset | vec3 | The rotation offset of the weapon when stowed on an NPC. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCEquipTransOffset | vec3 | The translation offset of the weapon when held in an NPC's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
NPCEquipRotOffset | vec3 | The rotation offset of the weapon when held in an NPC's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
EnemyEquipTransOffset | vec3 | The translation offset of the weapon when held in an enemy's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
EnemyEquipRotOffset | vec3 | The rotation offset of the weapon when held in an enemy's hand. | Vec3(x=0.0, y=0.0, z=0.0) |
StandEquipTransOffset | vec3 | The translation offset of the weapon when stowed on a display rack (e.g. in Link's house) | Vec3(x=0.0, y=0.0, z=0.0) |
StandEquipRotOffset | vec3 | The rotation offset of the weapon when stowed on a display rack (e.g. in Link's house) | Vec3(x=0.0, y=0.0, z=0.0) |
ArrowChargeRate | float | Multiplier affecting how quickly Link charges a shot after he has fully lifted his bow. Higher values charge shots more quickly. | 1.0 |
ArrowReloadRate | float | 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. | 1.0 |
WeaponSubType | str32 | Weapon sub-type. See SmallSword's WeaponSubType. |
WeaponOption
Key | Type | Description | Default value |
---|---|---|---|
PlayerHoldTransOffset | vec3 | - | Vec3(x=-0.019999999552965164, y=-0.009999999776482582, z=0.11999999731779099) |
PlayerHoldRotOffset | vec3 | - | Vec3(x=-8.0, y=-5.0, z=75.0) |
NPCHoldTransOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
NPCHoldRotOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
NPCEquipTransOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
NPCEquipRotOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
MasterSword
Key | Type | Description | Default value |
---|---|---|---|
IsMasterSword | bool | - | False |
TrueFormAttackPower | int | True master sword attack power | -1 |
TrueFormMagicPower | int | Base attack strength of the magic projectile that can be fired at full health | -1 |
TrueFormBreakRatio | float | True master sword durability expend multiplier | 0.5 |
SearchEvilDist | float | Search scope for evil actors | -1.0 |
RecoverTime | int | Recovery time after breaking | 30 |
SleepActorName | str64 | Icon used after breaking | |
TrueFormActorName | str64 | It is the icon used when the true master sword |
GuardianMiniWeapon
Key | Type | Description | Default value |
---|---|---|---|
BindMyNodeName | str32 | - | |
VisibleMatNameR | str | - | |
VisibleMatNameL | str | - | |
VisibleMatNameB | str | - | |
VisibleOffMatName | str | - | Mt_Arm |
Player
Key | Type | Description | Default value |
---|---|---|---|
BombReloadTime1 | float | Remote Bomb recharge duration (in seconds) | 0.0 |
BombReloadTime2 | float | Remote Bomb+ recharge duration (in seconds) | 0.0 |
StopTimerReloadTime | float | Stasis recharge duration (in frames) | 0.0 |
StopTimerBlowAngle | float | Stasis launch angle (in degrees, 0 is flat and 90 is vertical) | 0.0 |
StopTimerBlowSpeedLimit | float | - | 0.0 |
StopTimerImpluseMaxCountSmallSword | int | Stasis damage from a sword (1/x is the damage) | 16 |
StopTimerImpluseMaxCountLargeSword | int | Stasis damage from a claymore (1/x is the damage) | 8 |
StopTimerImpluseMaxCountSpear | int | Stasis damage from a spear (1/x is the damage) | 20 |
StopTimerCancelDeleteWaitTime | float | UNUSED Stasis recharge duration after cancelling (in frames) | 0.0 |
StopTimerLongTime | float | Stasis+ duration on an actor that has the StopTimerLong tag (in frames) | 0.0 |
StopTimerMiddleTime | float | Stasis+ duration on an actor that has the StopTimerMiddle tag (in frames) | 0.0 |
StopTimerShortTime | float | Stasis+ duration on an actor that has the StopTimerShort tag (in frames) | 0.0 |
EnergyTiredValue | float | - | 0.0 |
EnergyBowSlow | float | Stamina cost rate when Bow Rush is activated | 0.0 |
EnergyPush | float | Stamina cost rate when pushing things | 0.0 |
EnergyCharge | float | Stamina consumption rate when charging an attack (small swords and spears) or doing a spin attack (large swords) | 0.0 |
EnergyAutoRecover | float | Stamina recovery rate (in frames) | 0.0 |
EnergyAutoRecoverInAir | float | Stamina recovery rate during freefall | 0.0 |
EnergyAutoRecoverInvalidTime1 | float | Stamina recovery initial delay (in frames) | 0.0 |
EnergyAutoRecoverInvalidTime2 | float | Stamina recovery initial delay when tired (in frames) | 0.0 |
ColdTempDamageAdd | float | - | 0.0 |
HotTempDamageAdd | float | - | 0.0 |
TempDamage | float | - | 0.0 |
TempEnergyDecDiamAdd | float | UNUSED Stamina cost multiplier in cold/hot weather | 0.0 |
TempEnergyDecDegAdd | float | UNUSED Stamina cost from being in cold/hot weather | 0.0 |
VelDiamSand | float | Movement speed multiplier in sand or snow | 0.0 |
VelDiamTired | float | Movement speed multiplier when tired | 0.0 |
StickDiamTired | float | - | 0.0 |
AutoRecoverNum | float | UNUSED Health recovery rate | 0.0 |
AutoRecoverIntervalMin | float | - | 0.0 |
AutoRecoverIntervalMax | float | - | 0.0 |
AutoRecoverInvalidTime | float | - | 0.0 |
BowSubjectContTime | float | - | 0.0 |
LNGStickScale | float | - | 0.0 |
LATStickScale | float | - | 0.0 |
LNGGyroScale | float | - | 0.0 |
LATGyroScale | float | - | 0.0 |
BowSlowShootNum | int | - | 0 |
BowSlowRateDiam | float | - | 1.0 |
BowSlowMaxTime | float | - | 0.0 |
DiveBowSlowMaxTime | float | - | 0.0 |
BowSlowInvalidTime | float | - | 0.0 |
BowSlowInvalidHeight | float | - | 0.0 |
BowSlowInvalidHeightOnShield | float | - | 0.0 |
BowSlowInvalidHeightWeaponChange | float | - | 0.0 |
GuardJustForceSlowTime | float | Slow time duration after successfully parrying with a shield (in seconds) | 0.0 |
MoveMaxDecRateByWater | float | - | 0.0 |
MoveIgnoreWaterHeight | float | - | 0.0 |
MoveDecRateByBog | float | - | 0.0 |
MoveDecRateMaxHeight | float | - | 0.0 |
MaxForce | float | - | 0.0 |
MinForce | float | - | 0.0 |
AddForce | float | - | 0.0 |
SnowBallAddForce | float | - | 0.0 |
LogPushF | float | - | 0.0 |
RockPushF | float | - | 0.0 |
RockPushSpeed | float | - | 0.0 |
WaistAngleUpperMax | float | - | 0.0 |
WaistAngleLowerMax | float | - | 0.0 |
WaistAngleSideMax | float | - | 0.0 |
NoSquatWaterHeight | float | - | 0.0 |
InvalidReloadTime | float | - | 0.0 |
WeaponThrowSpeedY | float | - | 0.0 |
WeaponThrowSpeedF | float | - | 0.0 |
WeaponThrowSpeedFSquat | float | - | 0.0 |
DashUpEnableAngle | float | - | 0.0 |
ShockTime | float | - | 0.0 |
IceInvalidTime | float | - | 0.0 |
MaxSpeedInAir | float | - | 0.0 |
TurnEnableSpeed | float | - | 0.0 |
TurnEnableStickSub | float | - | 0.0 |
TurnEnableDirSub | float | - | 0.0 |
ShortDashImpulse | int | - | 0 |
ShortDashDamage | int | - | 0 |
SwordTerrorScope | float | - | 0.0 |
ArrowTerrorScope | float | - | 0.0 |
TorchTerrorScope | float | - | 0.0 |
TorchTerrorOffsetY | float | - | 0.0 |
TorchTerrorOffsetZ | float | - | 0.0 |
DashNoise | float | Noise made by sprinting | 0.0 |
WhistleNoise | float | Noise made by whistling | 0.0 |
ClimbEnableAngle | float | - | 0.0 |
ClimbEnableSpeedMinAngle | float | - | 0.0 |
ClimbEnableSpeedMaxAngle | float | - | 0.0 |
SlipEnableSpeed | float | - | 0.0 |
SlipSpeedAddMin | float | - | 0.0 |
SlipSpeedAddMax | float | - | 0.0 |
SlipSpeedAddDiamByRain | float | - | 0.0 |
MagnetAim2DPosOffsetY | float | - | 0.0 |
LookPosOffsetXZ | float | - | 0.0 |
LookPosOffsetY | float | - | 0.0 |
LookPosOffsetYSquat | float | - | 0.0 |
LookPosOffsetYSwim | float | - | 0.0 |
LookPosOffsetYHorse | float | - | 0.0 |
LookEnableAngle | float | - | 0.0 |
HitSlowTimeS | float | - | 0.0 |
HitSlowTimeM | float | - | 0.0 |
HitSlowTimeL | float | - | 0.0 |
HitSlowRate | float | - | 0.0 |
HitStopTimeS | float | - | 0.0 |
HitStopTimeL | float | - | 0.0 |
HitStopRate | float | - | 0.0 |
AtnPosInterPolationRate | float | - | 0.0 |
AtnPosInterPolationMin | float | - | 0.0 |
AtnPosInterPolationMax | float | - | 0.0 |
PredictDiffAngleMax | float | - | 0.0 |
DashToRunStickValueDec | float | - | 0.0 |
WindSupportReuseTime | float | Revali's Gale cooldown timer (in seconds) | 0.0 |
FireSupportReuseTime | float | Daruk's Protection cooldown timer (in seconds) | 0.0 |
ElectricSupportReuseTime | float | Urbosa's Fury cooldown timer (in seconds) | 0.0 |
WaterSupportReuseTime | float | Mipha's Grace cooldown timer (in seconds) | 0.0 |
WindSupportTimerRate | float | 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. | 0.0 |
FireSupportTimerRate | float | Daruk's Protection cooldown timer tick multiplier in Hyrule Castle | 0.0 |
ElectricSupportTimerRate | float | Urbosa's Fury cooldown timer tick multiplier in Hyrule Castle | 0.0 |
WaterSupportTimerRate | float | Mipha's Grace cooldown timer tick multiplier in Hyrule Castle | 0.0 |
ChemicalInvalidTime | float | - | 0.0 |
AutoDashUpTime | float | - | 0.0 |
AutoDashUpAngle | float | - | 0.0 |
ClimbRestartHeight | float | - | 0.0 |
ClimbRestartTime | float | - | 0.0 |
PushNoticeLookTime | float | - | 0.0 |
EnergyUseSmall | float | - | 0.0 |
EnergyUseLarge | float | - | 0.0 |
NoEnergyDashInterval | float | - | 0.0 |
GuardableAngle | float | - | 0.0 |
StickMaxInStore | float | - | 0.0 |
LookContinueTime | float | - | 0.0 |
PostureContinueTime | float | - | 0.0 |
ItemUseModelAlpha | float | - | 0.0 |
LadderCheckSide | float | - | 0.0 |
LadderCheckDist | float | - | 0.0 |
NoDeathDamageBase | int | No death damage (One Hit-Kill Protection) base value | 0 |
NoDeathDamageAdd | int | Add (NoDeathDamageAdd * PlayerMaxLife)/4 to the No death damage value | 0 |
ArmorCompSwimEnergyRate | float | Stamina cost multiplier for the "Swim Dash Stamina Up" set bonus | 0.0 |
ArmorCompRegistElecFrame | float | - | 0.0 |
ArmorCompNightSpeedRate | float | Movement speed multiplier for the "Night Speed Up" set bonus | 0.0 |
ArmorCompClimbJumpEnergyRate | float | Stamina cost multiplier for the "Climb Jump Stamina Up" set bonus | 0.0 |
ArmorCompPlusDropRate | float | UNUSED | 0.0 |
ArmorCompWeaponBrakeRate | float | Durability cost multiplier for an unused set bonus | 0.0 |
ArmorCompSwordBeamAttackRate | float | Power multiplier for the "Master Sword Beam Up" set bonus when shooting beams with the Master Sword | 0.0 |
ArmorCompAncientAttackRate | float | Power multiplier for the "Ancient Proficiency" set bonus when using weapons with the AncientWeapon Tag ([Guardian/Guardian+/Guardian++/Ancient] weapons in the base game) | 1.0 |
ArmorCompBoneAttackRate | float | Power multiplier for the "Bone Atk. Up" set bonus when using weapons with the BoneWeapon Tag ([Stal] or [Spiked/Dragonbone] [Boko/Moblin] weapons in the base game) | 1.0 |
ArmorCompTerrorLevel | float | NPC terror level conveyed by wearing the full Dark or Tingle sets | 0.0 |
ArmorCompTerrorRadius | float | Distance at which NPCs will react to wearing the full Dark or Tingle sets | 0.0 |
ArmorCompNakedSwimSpeedRate | float | Swim speed multiplier when wearing nothing | 0.0 |
ArmorCompNakedSwimAnimeRate | float | Swim animation speed multiplier when wearing nothing | 0.0 |
ArmorCompNakedSwimEnergyRate | float | Stamina cost multiplier for swimming when wearing nothing | 0.0 |
ArmorAncientAttackRate | float | Power multiplier granted by Midna's Helmet and Diamond Circlet when using Guardian or Ancient weapons | 1.0 |
SupportWindNum | int | Number of charges at which Revali's Gale starts at | 0 |
SupportElectricNum | int | Number of charges at which Urbosa's Fury starts at | 0 |
SupportElectricEnergy | float | Stamina cost threshold required to trigger Urbosa's Fury | 0.0 |
SupportFireNum | int | Number of charges at which Daruk's Protection starts at | 0 |
SupportWaterLifeAdd | int | Number of extra health (yellow hearts) granted by Mipha's Grace (4.0 = 1 heart) | 0 |
SupportWaterEnergyAdd | float | Number of charges at which Mipha's Grace starts at | 0.0 |
StickRInputFrame | float | - | 0.0 |
DiffAngleFromLookVec | float | - | 0.0 |
LookPosOffset | float | - | 0.0 |
LookFixAngle | float | - | 0.0 |
LookContinueTimeToCamera | float | - | 0.0 |
CutKnockBackNoCrrDist | float | - | 0.0 |
WaitUnsteadyApplyVel | float | - | 0.0 |
CurseAddWeight | float | - | 0.0 |
RoofCrashVel | float | - | 0.0 |
CutJumpInvalidTime | float | - | 0.0 |
WaterDepthInGrudge | float | - | 0.0 |
LargeHorseLegBendAngY | float | - | 0.0 |
LargeHorseLegBendAngX | float | - | 0.0 |
LargeHorseLegBendFrame | float | - | 0.0 |
NoMaskPauseWaterHeight | float | - | 0.0 |
LookAtThreshold | float | - | 0.0 |
Camera
Key | Type | Description | Default value |
---|---|---|---|
DefaultConnectScaleAfterEvent | float | - | 1.0 |
LatConnectRateAfterEvent | float | - | 1.5 |
LngConnectRateAfterEvent | float | - | 0.75 |
DistConnectRateAfterEvent | float | - | 3.0 |
FovyConnectRateAfterEvent | float | - | 0.0 |
ConnectAfterEventMin | float | - | 30.0 |
ConnectAfterEventMax | float | - | 1000.0 |
RoofGradientNearHighWeight | float | - | 0.0 |
RoofGradientFarHighWeight | float | - | 0.0 |
RoofGradientNearLowWeight | float | - | 0.0 |
RoofGradientFarLowWeight | float | - | 0.0 |
Grab
Key | Type | Description | Default value |
---|---|---|---|
Slot0Node | str32 | - | |
Slot1Node | str32 | - | |
Slot2Node | str32 | - | |
Slot3Node | str32 | - | |
Slot4Node | str32 | - | |
Slot5Node | str32 | - | |
Slot0PodNode | str32 | - | |
Slot1PodNode | str32 | - | |
Slot2PodNode | str32 | - | |
Slot3PodNode | str32 | - | |
Slot4PodNode | str32 | - | |
Slot5PodNode | str32 | - |
Armor
Key | Type | Description | Default value |
---|---|---|---|
StarNum | int | Number of stars to display in the UI, minus 1. 1 Corresponds to 0 stars, 5 corresponds to 4 stars. Values over 5 are not implemented. | 0 |
DefenceAddLevel | int | Armor points the armor piece adds to the player | 0 |
WindScaleMesh | str32 | - | |
WindScale | float | - | 0.0 |
NextRankName | str64 | Actor name of the next armor rank for the armor upgrade system | |
AffectTransOffsetShield | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
AffectRotOffsetShield | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
ArmorEffect
Key | Type | Description | Default value |
---|---|---|---|
EffectType | str32 | Armor effect when worn. Only accepts armor effects, which are implemented separately from food effects, but may share names. | None |
EffectLevel | int | Effect level, effective cap varies based on effect. | 0 |
AncientPowUp | bool | Provides a 20% damage buff to Ancient weapons. | False |
EnableClimbWaterfall | bool | - | False |
EnableSpinAttack | bool | - | False |
EffectTypes
Valid EffectType values are specified in the executable. As such, there is a fixed set of valid values that can be used without decompiling and coding in a new one.
Key | Description | Maximum |
---|---|---|
None | No effect | 0 |
AttackUp | Increases attack power | 3 |
ClimbSpeed | Increases climb speed | 3 |
ClimbSpeedAndBeamPowerUp | Increases climb speed and power of master sword beams | 3 |
Quietness | Decreases sound of movement | 3 |
ResistAncient | Decreases damage taken from guardian and mini guardian laser beams | 3 |
ResistBurn | - | - |
ResistBurnAndResistAncient | - | - |
ResistCold | - | - |
ResistColdAndResistAncient | - | - |
ResistElectric | Decreases damage taken from electricity effects | 3 |
ResistElectricAndResistAncient | Decreases damage taken from electricity effects and from guardian and mini guardian laser beams | 3 |
ResistFreeze | Resist becoming frozen solid | 1 |
ResistHot | Allows player to withstand higher temperatures (Gerudo Desert) | 2 |
ResistHotAndWakeWind | - | - |
ResistLightning | Allows player to ignore effects of being hit by lightning strikes | 1 |
SandMove | Increases movement speed in sand | 1 |
SnowMove | Increases movement speed in snow | 1 |
SwimSpeed | Increases swim speed | 3 |
SwimSpeedAndResistAncient | Increases swim speed and decreases damage taken from guardian and mini guardian laser beams | 3 |
ArmorHead
Key | Type | Description | Default value |
---|---|---|---|
EarRotate | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
MantleType | int | 0: Nothing
1: When this head armor is equipped, the currently equipped upper-body armor will use its alternate 2: Specifies that this head armor has an alternate |
0 |
MaskType | str32 | - |
ArmorUpper
Key | Type | Description | Default value |
---|---|---|---|
IsDispOffPorch | bool | - | False |
ShiekerStoneTransOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
ShiekerStoneRotOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
DisableSelfMantle | bool | Whether this upper armor has an alternate _B version or not (e.g. Armor_Head_001_B )
|
False |
UseMantleType | int | 0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate _A version (if it exists)
1: When this upper-body armor is equipped, the currently equipped head armor will use its alternate |
0 |
ShiekerStone
Key | Type | Description | Default value |
---|---|---|---|
NodeNameWithWaist | str32 | - | Pod_C |
TransOffsetWithWaist | vec3 | - | Vec3(x=0.125, y=0.0, z=-0.017000000923871994) |
RotOffsetWithWaist | vec3 | - | Vec3(x=2.0, y=184.0, z=-3.0) |
NodeNameWithHand | str32 | - | Weapon_L |
TransOffsetWithHand | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
RotOffsetWithHand | vec3 | - | Vec3(x=180.0, y=180.0, z=0.0) |
SeriesArmor
Key | Type | Description | Default value |
---|---|---|---|
SeriesType | str32 | Specifies Armor series, presumably only used for the set bonus. | |
EnableCompBonus | bool | Enables the set bonus of the specified armor series if all equipped armor have the same SeriesType and this parameter set to True. | False |
Liftable
Key | Type | Description | Default value |
---|---|---|---|
LiftType | str32 | Determines which animation to use when lifting this actor. Can accept arbitrary values, so long as those values are reflected in Link's .bas files. Existing vanilla values are: Ice, SnowBall, Rock, MeatRock, Barrel, HideBarrel, Pot, Pot_S, Pot_M, Pot_L, Pot_LL, Kokko, Beamos, ElectricBall, ElectricBox, AncientBall, Giant_Bone_Eye, Bokoblin_Bone, Moriblin_Bone, Lizalfos_Bone, Lynel_Bone, Bottle_Letter, Pouch, Square_Bomb, Sphere_Bomb | |
ThrownMass | int | - | 10 |
ThrownRotSpd | vec3 | Rotational speed when thrown, on each axis. Independent of physics factors (e.g. wind, bouncing) | Vec3(x=0.0, y=0.0, z=0.0) |
LiftPosOffset | vec3 | Positional offset when lifted. Negative Y values move the model closer to Link's head, positive Z values move it in front of Link, etc. | Vec3(x=0.0, y=0.0, z=0.0) |
LiftRotOffset | vec3 | Rotational offset when lifted. Follows normal rotation rules. | Vec3(x=0.0, y=0.0, z=0.0) |
LiftRotFrame | int | Frame of the lift animation during which to perform the LiftRotation. | 10 |
AddLiftRotOffsetList | str | - | |
ChaseLiftRotOffset | bool | - | False |
LiftCenterOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
PutPosOffset | vec3 | Positional offset when placed on the ground (not when thrown). Follow the same positional rules as LiftPosOffset. | Vec3(x=0.0, y=0.0, z=0.5) |
PutRotOffset | vec3 | Rotational offset when placed on the ground (not when thrown). Follows normal rotation rules. | Vec3(x=0.0, y=0.0, z=0.0) |
PutRotFrame | int | - | 10 |
AddPutRotOffsetList | str | - | |
IsUpdateOffsetEachFrame | bool | - | False |
IsUse2MassConstraintMode | bool | - | True |
IsSetChemicalParent | bool | - | True |
DisableFreezeLift | bool | Thaw the actor when lifting, if it is frozen. | False |
DisableBurnLift | bool | Put out the actor when lifting, if it is on fire. | False |
ThrowReactionLevel | int | - | -1 |
Item
Key | Type | Description | Default value |
---|---|---|---|
PlayerUseItem | bool | - | False |
SellingPrice | int | Price when sold to the shop | -1 |
BuyingPrice | int | Price when purchased from the shop | -1 |
CreatingPrice | int | Item Creation (sheikah furnace) Price | -1 |
StainColor | int | The color of the item when used as a dye
|
-1 |
SaleRevivalCount | int | - | -1 |
UseIconActorName | str64 | - |
Rupee
Key | Type | Description | Default value |
---|---|---|---|
RupeeValue | int | - | 1 |
Arrow
Key | Type | Description | Default value |
---|---|---|---|
ArrowNum | int | - | 0 |
DeleteTime | int | - | 0 |
DeleteTimeWithChemical | int | - | 0 |
EnemyShootNumForDelete | int | - | 0 |
ArrowDeletePer | int | - | 0 |
ExtraDamage | int | Additional damage dealt by the arrows. Affected by the bow's ExtraDamageRatio. | 0 |
Bullet
Key | Type | Description | Default value |
---|---|---|---|
NoHitParent | bool | - | True |
IsLimitCount | bool | If true, adds the Bullet actor to the Bullet ActorLimiter list | False |
CureItem
Key | Type | Description | Default value |
---|---|---|---|
HitPointRecover | int | - | 0 |
EffectType | str32 | - | None |
EffectLevel | int | - | 0 |
EffectiveTime | int | - | 0 |
CookSpice
Key | Type | Description | Default value |
---|---|---|---|
BoostHitPointRecover | int | - | 0 |
BoostEffectiveTime | int | - | 0 |
BoostSuccessRate | int | - | 0 |
BoostMaxHeartLevel | int | - | 0 |
BoostStaminaLevel | int | - | 0 |
LumberjackTree
Key | Type | Description | Default value |
---|---|---|---|
ImpulseThreshold | float | - | 100.0 |
IsValid | bool | - | False |
StumpName | str64 | - | |
TrunkName | str64 | - | |
WeaponWoodName | str64 | - | |
BranchName | str64 | - |
Npc
Key | Type | Description | Default value |
---|---|---|---|
IsReactNakedPlayer | bool | - | False |
UseAutoLabel | bool | - | True |
IsOffPodFromWeapon | bool | - | False |
IsRunRainWhenGoToSleep | bool | - | True |
IsWalkUnderShelterFromRain | bool | - | True |
IsSlowWalkOnSandAndSnow | bool | - | False |
IsAlwaysCounterPlayerAttack | bool | - | False |
IsNotTurnDetect | bool | - | False |
IsNotEscapeFromTerror | bool | - | False |
TolerantTime | int | - | 20 |
TolerantCount | int | - | 10 |
CounterRate | int | - | 30 |
ChangeSearchModeFlagName | str32 | - | |
OnFlagWhenDelete | str32 | - | |
OffFlagWhenDelete | str32 | - |
NpcEquipment
Key | Type | Description | Default value |
---|---|---|---|
IsSetWeaponTypeWhenEquip | bool | - | False |
EquipName1 | str64 | - | |
Scale1 | float | - | 1.0 |
HoldTransOffset1 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
HoldRotOffset1 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
EquipTransOffset1 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
EquipRotOffset1 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
EquipName2 | str64 | - | |
Scale2 | float | - | 1.0 |
HoldTransOffset2 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
HoldRotOffset2 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
EquipTransOffset2 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
EquipRotOffset2 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
EquipName3 | str64 | - | |
Scale3 | float | - | 1.0 |
HoldTransOffset3 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
HoldRotOffset3 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
EquipTransOffset3 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
EquipRotOffset3 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
EquipName4 | str64 | - | |
Scale4 | float | - | 1.0 |
HoldTransOffset4 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
HoldRotOffset4 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
EquipTransOffset4 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
EquipRotOffset4 | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
Zora
Key | Type | Description | Default value |
---|---|---|---|
InWaterDepth | float | - | 0.5 |
FloatDepth | float | - | 1.35 |
FloatRadius | float | - | 0.02 |
FloatCycleTime | float | - | 60.0 |
ChangeDepthSpeed | float | - | 0.066 |
Traveler
Key | Type | Description | Default value |
---|---|---|---|
AppearGameDataName | str64 | - | |
DeleteGameDataName | str64 | - | |
RouteType | str32 | - | |
RideHorseName | str64 | - | |
IsLeadHorse | bool | - | False |
HorseGearLevel | int | - | -1 |
RoutePoint0Name | str32 | - | |
RoutePoint0to1EntryPoint | str256 | - | |
RoutePoint0to1WaitFrame | float | - | 0.0 |
RoutePoint0to1Schedule | str32 | - | |
RoutePoint0to1MoveAS | str32 | - | |
RoutePoint0to1WaitAS | str32 | - | |
RoutePoint1to0EntryPoint | str256 | - | |
RoutePoint1to0WaitFrame | float | - | 0.0 |
RoutePoint1to0Schedule | str32 | - | |
RoutePoint1to0MoveAS | str32 | - | |
RoutePoint1to0WaitAS | str32 | - | |
RoutePoint1Name | str32 | - | |
RoutePoint1to2EntryPoint | str256 | - | |
RoutePoint1to2WaitFrame | float | - | 0.0 |
RoutePoint1to2Schedule | str32 | - | |
RoutePoint1to2MoveAS | str32 | - | |
RoutePoint1to2WaitAS | str32 | - | |
RoutePoint2to1EntryPoint | str256 | - | |
RoutePoint2to1WaitFrame | float | - | 0.0 |
RoutePoint2to1Schedule | str32 | - | |
RoutePoint2to1MoveAS | str32 | - | |
RoutePoint2to1WaitAS | str32 | - | |
RoutePoint2Name | str32 | - | |
RoutePoint2to3EntryPoint | str256 | - | |
RoutePoint2to3WaitFrame | float | - | 0.0 |
RoutePoint2to3Schedule | str32 | - | |
RoutePoint2to3MoveAS | str32 | - | |
RoutePoint2to3WaitAS | str32 | - | |
RoutePoint3to2EntryPoint | str256 | - | |
RoutePoint3to2WaitFrame | float | - | 0.0 |
RoutePoint3to2Schedule | str32 | - | |
RoutePoint3to2MoveAS | str32 | - | |
RoutePoint3to2WaitAS | str32 | - | |
RoutePoint3Name | str32 | - | |
RoutePoint3to4EntryPoint | str256 | - | |
RoutePoint3to4WaitFrame | float | - | 0.0 |
RoutePoint3to4Schedule | str32 | - | |
RoutePoint3to4MoveAS | str32 | - | |
RoutePoint3to4WaitAS | str32 | - | |
RoutePoint4to3EntryPoint | str256 | - | |
RoutePoint4to3WaitFrame | float | - | 0.0 |
RoutePoint4to3Schedule | str32 | - | |
RoutePoint4to3MoveAS | str32 | - | |
RoutePoint4to3WaitAS | str32 | - | |
RoutePoint4Name | str32 | - | |
RoutePoint4to5EntryPoint | str256 | - | |
RoutePoint4to5WaitFrame | float | - | 0.0 |
RoutePoint4to5Schedule | str32 | - | |
RoutePoint4to5MoveAS | str32 | - | |
RoutePoint4to5WaitAS | str32 | - | |
RoutePoint5to4EntryPoint | str256 | - | |
RoutePoint5to4WaitFrame | float | - | 0.0 |
RoutePoint5to4Schedule | str32 | - | |
RoutePoint5to4MoveAS | str32 | - | |
RoutePoint5to4WaitAS | str32 | - | |
RoutePoint5Name | str32 | - | |
RoutePoint5to6EntryPoint | str256 | - | |
RoutePoint5to6WaitFrame | float | - | 0.0 |
RoutePoint5to6Schedule | str32 | - | |
RoutePoint5to6MoveAS | str32 | - | |
RoutePoint5to6WaitAS | str32 | - | |
RoutePoint6to5EntryPoint | str256 | - | |
RoutePoint6to5WaitFrame | float | - | 0.0 |
RoutePoint6to5Schedule | str32 | - | |
RoutePoint6to5MoveAS | str32 | - | |
RoutePoint6to5WaitAS | str32 | - | |
RoutePoint6Name | str32 | - | |
RoutePoint6to7EntryPoint | str256 | - | |
RoutePoint6to7WaitFrame | float | - | 0.0 |
RoutePoint6to7Schedule | str32 | - | |
RoutePoint6to7MoveAS | str32 | - | |
RoutePoint6to7WaitAS | str32 | - | |
RoutePoint7to6EntryPoint | str256 | - | |
RoutePoint7to6WaitFrame | float | - | 0.0 |
RoutePoint7to6Schedule | str32 | - | |
RoutePoint7to6MoveAS | str32 | - | |
RoutePoint7to6WaitAS | str32 | - | |
RoutePoint7Name | str32 | - | |
RoutePoint7to8EntryPoint | str256 | - | |
RoutePoint7to8WaitFrame | float | - | 0.0 |
RoutePoint7to8Schedule | str32 | - | |
RoutePoint7to8MoveAS | str32 | - | |
RoutePoint7to8WaitAS | str32 | - | |
RoutePoint8to7EntryPoint | str256 | - | |
RoutePoint8to7WaitFrame | float | - | 0.0 |
RoutePoint8to7Schedule | str32 | - | |
RoutePoint8to7MoveAS | str32 | - | |
RoutePoint8to7WaitAS | str32 | - | |
RoutePoint8Name | str32 | - | |
RoutePoint8to9EntryPoint | str256 | - | |
RoutePoint8to9WaitFrame | float | - | 0.0 |
RoutePoint8to9Schedule | str32 | - | |
RoutePoint8to9MoveAS | str32 | - | |
RoutePoint8to9WaitAS | str32 | - | |
RoutePoint9to8EntryPoint | str256 | - | |
RoutePoint9to8WaitFrame | float | - | 0.0 |
RoutePoint9to8Schedule | str32 | - | |
RoutePoint9to8MoveAS | str32 | - | |
RoutePoint9to8WaitAS | str32 | - | |
RoutePoint9Name | str32 | - | |
RoutePoint9to10EntryPoint | str256 | - | |
RoutePoint9to10WaitFrame | float | - | 0.0 |
RoutePoint9to10Schedule | str32 | - | |
RoutePoint9to10MoveAS | str32 | - | |
RoutePoint9to10WaitAS | str32 | - | |
RoutePoint10to9EntryPoint | str256 | - | |
RoutePoint10to9WaitFrame | float | - | 0.0 |
RoutePoint10to9Schedule | str32 | - | |
RoutePoint10to9MoveAS | str32 | - | |
RoutePoint10to9WaitAS | str32 | - | |
RoutePoint10Name | str32 | - | |
RoutePoint10to11EntryPoint | str256 | - | |
RoutePoint10to11WaitFrame | float | - | 0.0 |
RoutePoint10to11Schedule | str32 | - | |
RoutePoint10to11MoveAS | str32 | - | |
RoutePoint10to11WaitAS | str32 | - | |
RoutePoint11to10EntryPoint | str256 | - | |
RoutePoint11to10WaitFrame | float | - | 0.0 |
RoutePoint11to10Schedule | str32 | - | |
RoutePoint11to10MoveAS | str32 | - | |
RoutePoint11to10WaitAS | str32 | - | |
RoutePoint11Name | str32 | - | |
RoutePoint11to12EntryPoint | str256 | - | |
RoutePoint11to12WaitFrame | float | - | 0.0 |
RoutePoint11to12Schedule | str32 | - | |
RoutePoint11to12MoveAS | str32 | - | |
RoutePoint11to12WaitAS | str32 | - | |
RoutePoint12to11EntryPoint | str256 | - | |
RoutePoint12to11WaitFrame | float | - | 0.0 |
RoutePoint12to11Schedule | str32 | - | |
RoutePoint12to11MoveAS | str32 | - | |
RoutePoint12to11WaitAS | str32 | - | |
RoutePoint12Name | str32 | - | |
RoutePoint12to13EntryPoint | str256 | - | |
RoutePoint12to13WaitFrame | float | - | 0.0 |
RoutePoint12to13Schedule | str32 | - | |
RoutePoint12to13MoveAS | str32 | - | |
RoutePoint12to13WaitAS | str32 | - | |
RoutePoint13to12EntryPoint | str256 | - | |
RoutePoint13to12WaitFrame | float | - | 0.0 |
RoutePoint13to12Schedule | str32 | - | |
RoutePoint13to12MoveAS | str32 | - | |
RoutePoint13to12WaitAS | str32 | - | |
RoutePoint13Name | str32 | - | |
RoutePoint13to14EntryPoint | str256 | - | |
RoutePoint13to14WaitFrame | float | - | 0.0 |
RoutePoint13to14Schedule | str32 | - | |
RoutePoint13to14MoveAS | str32 | - | |
RoutePoint13to14WaitAS | str32 | - | |
RoutePoint14to13EntryPoint | str256 | - | |
RoutePoint14to13WaitFrame | float | - | 0.0 |
RoutePoint14to13Schedule | str32 | - | |
RoutePoint14to13MoveAS | str32 | - | |
RoutePoint14to13WaitAS | str32 | - | |
RoutePoint14Name | str32 | - | |
RoutePoint14to15EntryPoint | str256 | - | |
RoutePoint14to15WaitFrame | float | - | 0.0 |
RoutePoint14to15Schedule | str32 | - | |
RoutePoint14to15MoveAS | str32 | - | |
RoutePoint14to15WaitAS | str32 | - | |
RoutePoint15to14EntryPoint | str256 | - | |
RoutePoint15to14WaitFrame | float | - | 0.0 |
RoutePoint15to14Schedule | str32 | - | |
RoutePoint15to14MoveAS | str32 | - | |
RoutePoint15to14WaitAS | str32 | - | |
RoutePoint15Name | str32 | - | |
RoutePoint15to16EntryPoint | str256 | - | |
RoutePoint15to16WaitFrame | float | - | 0.0 |
RoutePoint15to16Schedule | str32 | - | |
RoutePoint15to16MoveAS | str32 | - | |
RoutePoint15to16WaitAS | str32 | - | |
RoutePoint16to15EntryPoint | str256 | - | |
RoutePoint16to15WaitFrame | float | - | 0.0 |
RoutePoint16to15Schedule | str32 | - | |
RoutePoint16to15MoveAS | str32 | - | |
RoutePoint16to15WaitAS | str32 | - | |
RoutePoint16Name | str32 | - | |
RoutePoint16to17EntryPoint | str256 | - | |
RoutePoint16to17WaitFrame | float | - | 0.0 |
RoutePoint16to17Schedule | str32 | - | |
RoutePoint16to17MoveAS | str32 | - | |
RoutePoint16to17WaitAS | str32 | - | |
RoutePoint17to16EntryPoint | str256 | - | |
RoutePoint17to16WaitFrame | float | - | 0.0 |
RoutePoint17to16Schedule | str32 | - | |
RoutePoint17to16MoveAS | str32 | - | |
RoutePoint17to16WaitAS | str32 | - | |
RoutePoint17Name | str32 | - | |
RoutePoint17to18EntryPoint | str256 | - | |
RoutePoint17to18WaitFrame | float | - | 0.0 |
RoutePoint17to18Schedule | str32 | - | |
RoutePoint17to18MoveAS | str32 | - | |
RoutePoint17to18WaitAS | str32 | - | |
RoutePoint18to17EntryPoint | str256 | - | |
RoutePoint18to17WaitFrame | float | - | 0.0 |
RoutePoint18to17Schedule | str32 | - | |
RoutePoint18to17MoveAS | str32 | - | |
RoutePoint18to17WaitAS | str32 | - | |
RoutePoint18Name | str32 | - | |
RoutePoint18to19EntryPoint | str256 | - | |
RoutePoint18to19WaitFrame | float | - | 0.0 |
RoutePoint18to19Schedule | str32 | - | |
RoutePoint18to19MoveAS | str32 | - | |
RoutePoint18to19WaitAS | str32 | - | |
RoutePoint19to18EntryPoint | str256 | - | |
RoutePoint19to18WaitFrame | float | - | 0.0 |
RoutePoint19to18Schedule | str32 | - | |
RoutePoint19to18MoveAS | str32 | - | |
RoutePoint19to18WaitAS | str32 | - | |
RoutePoint19Name | str32 | - | |
RoutePoint19to20EntryPoint | str256 | - | |
RoutePoint19to20WaitFrame | float | - | 0.0 |
RoutePoint19to20Schedule | str32 | - | |
RoutePoint19to20MoveAS | str32 | - | |
RoutePoint19to20WaitAS | str32 | - | |
RoutePoint20to19EntryPoint | str256 | - | |
RoutePoint20to19WaitFrame | float | - | 0.0 |
RoutePoint20to19Schedule | str32 | - | |
RoutePoint20to19MoveAS | str32 | - | |
RoutePoint20to19WaitAS | str32 | - | |
RoutePoint20Name | str32 | - | |
RoutePoint20to21EntryPoint | str256 | - | |
RoutePoint20to21WaitFrame | float | - | 0.0 |
RoutePoint20to21Schedule | str32 | - | |
RoutePoint20to21MoveAS | str32 | - | |
RoutePoint20to21WaitAS | str32 | - | |
RoutePoint21to20EntryPoint | str256 | - | |
RoutePoint21to20WaitFrame | float | - | 0.0 |
RoutePoint21to20Schedule | str32 | - | |
RoutePoint21to20MoveAS | str32 | - | |
RoutePoint21to20WaitAS | str32 | - | |
RoutePoint21Name | str32 | - | |
RoutePoint21to22EntryPoint | str256 | - | |
RoutePoint21to22WaitFrame | float | - | 0.0 |
RoutePoint21to22Schedule | str32 | - | |
RoutePoint21to22MoveAS | str32 | - | |
RoutePoint21to22WaitAS | str32 | - | |
RoutePoint22to21EntryPoint | str256 | - | |
RoutePoint22to21WaitFrame | float | - | 0.0 |
RoutePoint22to21Schedule | str32 | - | |
RoutePoint22to21MoveAS | str32 | - | |
RoutePoint22to21WaitAS | str32 | - | |
RoutePoint22Name | str32 | - | |
RoutePoint22to23EntryPoint | str256 | - | |
RoutePoint22to23WaitFrame | float | - | 0.0 |
RoutePoint22to23Schedule | str32 | - | |
RoutePoint22to23MoveAS | str32 | - | |
RoutePoint22to23WaitAS | str32 | - | |
RoutePoint23to22EntryPoint | str256 | - | |
RoutePoint23to22WaitFrame | float | - | 0.0 |
RoutePoint23to22Schedule | str32 | - | |
RoutePoint23to22MoveAS | str32 | - | |
RoutePoint23to22WaitAS | str32 | - | |
RoutePoint23Name | str32 | - | |
RoutePoint23to24EntryPoint | str256 | - | |
RoutePoint23to24WaitFrame | float | - | 0.0 |
RoutePoint23to24Schedule | str32 | - | |
RoutePoint23to24MoveAS | str32 | - | |
RoutePoint23to24WaitAS | str32 | - | |
RoutePoint24to23EntryPoint | str256 | - | |
RoutePoint24to23WaitFrame | float | - | 0.0 |
RoutePoint24to23Schedule | str32 | - | |
RoutePoint24to23MoveAS | str32 | - | |
RoutePoint24to23WaitAS | str32 | - | |
RoutePoint24Name | str32 | - | |
RoutePoint24to25EntryPoint | str256 | - | |
RoutePoint24to25WaitFrame | float | - | 0.0 |
RoutePoint24to25Schedule | str32 | - | |
RoutePoint24to25MoveAS | str32 | - | |
RoutePoint24to25WaitAS | str32 | - | |
RoutePoint25to24EntryPoint | str256 | - | |
RoutePoint25to24WaitFrame | float | - | 0.0 |
RoutePoint25to24Schedule | str32 | - | |
RoutePoint25to24MoveAS | str32 | - | |
RoutePoint25to24WaitAS | str32 | - | |
RoutePoint25Name | str32 | - | |
RoutePoint25to26EntryPoint | str256 | - | |
RoutePoint25to26WaitFrame | float | - | 0.0 |
RoutePoint25to26Schedule | str32 | - | |
RoutePoint25to26MoveAS | str32 | - | |
RoutePoint25to26WaitAS | str32 | - | |
RoutePoint26to25EntryPoint | str256 | - | |
RoutePoint26to25WaitFrame | float | - | 0.0 |
RoutePoint26to25Schedule | str32 | - | |
RoutePoint26to25MoveAS | str32 | - | |
RoutePoint26to25WaitAS | str32 | - | |
RoutePoint26Name | str32 | - | |
RoutePoint26to27EntryPoint | str256 | - | |
RoutePoint26to27WaitFrame | float | - | 0.0 |
RoutePoint26to27Schedule | str32 | - | |
RoutePoint26to27MoveAS | str32 | - | |
RoutePoint26to27WaitAS | str32 | - | |
RoutePoint27to26EntryPoint | str256 | - | |
RoutePoint27to26WaitFrame | float | - | 0.0 |
RoutePoint27to26Schedule | str32 | - | |
RoutePoint27to26MoveAS | str32 | - | |
RoutePoint27to26WaitAS | str32 | - | |
RoutePoint27Name | str32 | - | |
RoutePoint27to28EntryPoint | str256 | - | |
RoutePoint27to28WaitFrame | float | - | 0.0 |
RoutePoint27to28Schedule | str32 | - | |
RoutePoint27to28MoveAS | str32 | - | |
RoutePoint27to28WaitAS | str32 | - | |
RoutePoint28to27EntryPoint | str256 | - | |
RoutePoint28to27WaitFrame | float | - | 0.0 |
RoutePoint28to27Schedule | str32 | - | |
RoutePoint28to27MoveAS | str32 | - | |
RoutePoint28to27WaitAS | str32 | - | |
RoutePoint28Name | str32 | - | |
RoutePoint28to29EntryPoint | str256 | - | |
RoutePoint28to29WaitFrame | float | - | 0.0 |
RoutePoint28to29Schedule | str32 | - | |
RoutePoint28to29MoveAS | str32 | - | |
RoutePoint28to29WaitAS | str32 | - | |
RoutePoint29to28EntryPoint | str256 | - | |
RoutePoint29to28WaitFrame | float | - | 0.0 |
RoutePoint29to28Schedule | str32 | - | |
RoutePoint29to28MoveAS | str32 | - | |
RoutePoint29to28WaitAS | str32 | - | |
RoutePoint29Name | str32 | - |
Prey
Key | Type | Description | Default value |
---|---|---|---|
EatActorFindRadius | float | - | -1.0 |
EatActorFindRotDegree | float | - | 135.0 |
WaitTimeForStartEat | float | - | 150.0 |
IsEnableGroupEscape | bool | - | True |
AimEscapeOffsetRate | float | - | 1.0 |
AnimalFollowOffset
Key | Type | Description | Default value |
---|---|---|---|
EatLocalOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
ExtendedEntity
Key | Type | Description | Default value |
---|---|---|---|
IsUsePivotAdjustRange | bool | - | False |
PivotAdjustRange | float | - | 1.0 |
BindActor
Key | Type | Description | Default value |
---|---|---|---|
BindActorName | str | - | |
IsKeepSleep | bool | - | False |
EatTarget
Key | Type | Description | Default value |
---|---|---|---|
FavoriteEatActorNames | str | - | |
FavoriteEatActorTags | str | - | |
EatActorNames | str | - | |
EatActorNames2 | str | - | |
EatActorNames3 | str | - | |
EatActorTags | str | - |
AnimalUnit
Key | Type | Description | Default value |
---|---|---|---|
SpeedActorName | str32 | - | |
BasePlayRate | float | - | 1.0 |
GearMaxNum | int | - | 4 |
IsSetWaitASAtGear0 | bool | - | True |
StressFramesMin | float | - | 0.0 |
StressFramesMax | float | - | 0.0 |
SteeringOutputKp | float | - | 0.6 |
SteeringOutputKi | float | - | 0.15 |
SteeringOutputKd | float | - | 0.002 |
SteeringOutputIClamp | float | - | 1.0 |
SteeringOutputIReduceRatio | float | - | 0.0 |
SteeringOutputDLerpRatio | float | - | 0.2 |
SteeringOutputAvoidanceLerpRatio | float | - | 0.08 |
SteeringOutputIIRLerpRatio | float | - | 0.4 |
OverrideSteeringOutputKp | float | - | -1.0 |
OverrideSteeringOutputKi | float | - | -1.0 |
OverrideSteeringOutputKd | float | - | -1.0 |
Insect
Key | Type | Description | Default value |
---|---|---|---|
FireResistanceLevel | int | - | 0 |
Fish
Key | Type | Description | Default value |
---|---|---|---|
RestoreSpeedRate | float | - | 0.3 |
RestoreSpeedRateAdd | float | - | -0.05 |
LimitAngle | float | - | 60.0 |
LimitAngleAdd | float | - | 10.0 |
PrevSpeedRate | float | - | 0.3 |
Rope
Key | Type | Description | Default value |
---|---|---|---|
IsAllowCutting | bool | - | True |
IsSetupKeyframed | bool | - | False |
BoneEffectiveLength | float | - | 0.1 |
IsInterpolateEdge | bool | - | True |
IsDeformable | bool | - | True |
IsOneBoneOneShape | bool | - | False |
SplineOffsetRateA | float | - | 0.0 |
SplineOffsetRateB | float | - | 0.0 |
SplineOffsetRateC | float | - | 0.0 |
MtxEndPosOffsetLength | float | - | 0.0 |
Horse
Key | Type | Description | Default value |
---|---|---|---|
IsDecoy | bool | - | False |
HasMane | bool | - | True |
ASVariation | str32 | Speed of the horse. Accepted values are 'Slowest', 'Slow', 'Normal', 'Fast' and 'Fastest' | Normal |
Nature | int | 0 is Tame, 2 is Wild | 0 |
AttackPowerMultiplierGear2 | float | Trample damage multiplier when trotting [check] | 0.0 |
AttackPowerMultiplierGear3 | float | Trample damage multiplier when cantering [check] | 0.0 |
AttackPowerMultiplierGearTop | float | Trample damage multiplier when galloping [check] | 6.0 |
RunnableFramesAtGearTop | float | - | 180.0 |
GearTopInterval | float | - | 240.0 |
GearTopChargeNum | int | - | 3 |
EatActorNames | str | A comma-separated (no spaces) list of Actor names that the horse will try to eat [check] | |
EatActorNamesForExtraCharge | str | - |
HorseUnit
Key | Type | Description | Default value |
---|---|---|---|
RiddenAnimalType | int | - | 0 |
CalmDownNum | int | - | 10 |
RideonAboveASHeight | float | - | 1.0 |
RideonAboveASRadius | float | - | 1.0 |
HorseObject
Key | Type | Description | Default value |
---|---|---|---|
HideHorseMane | bool | - | False |
IsHorseClothDisable | bool | - | False |
HorseRider
Key | Type | Description | Default value |
---|---|---|---|
RootNode | str32 | - | |
SpineNode | str32 | - | |
RotBaseNode | str32 | - | |
RotAxis | vec3 | - | Vec3(x=0.0, y=1.0, z=0.0) |
RotLimit | float | - | 0.0 |
WeaponTransOffsetSmallSword | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponTransOffsetLargeSword | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponTransOffsetSpear | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponTransOffsetBow | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WeaponTransOffsetShield | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
LeftFootNode | str32 | - | |
LeftFootRotAxis | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
RightFootNode | str32 | - | |
RightFootRotAxis | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
FootRotRatio | float | - | 0.4 |
FootRetRotRatio | float | - | 0.8 |
FootRotAngleForKuma | float | - | 0.0 |
HorseCreator
Key | Type | Description | Default value |
---|---|---|---|
HorseNames | str | - | |
LeaderHorseNames | str | - |
GiantArmorSlot
Key | Type | Description | Default value |
---|---|---|---|
Slot0Node | str32 | - | |
Slot0RigidBody | str32 | - | |
Slot0DefaultActorName | str | - | |
Slot1Node | str32 | - | |
Slot1RigidBody | str32 | - | |
Slot1DefaultActorName | str | - | |
Slot2Node | str32 | - | |
Slot2RigidBody | str32 | - | |
Slot2DefaultActorName | str | - | |
Slot3Node | str32 | - | |
Slot3RigidBody | str32 | - | |
Slot3DefaultActorName | str | - |
GiantArmor
Key | Type | Description | Default value |
---|---|---|---|
DamageScale | float | - | 0.0 |
RotOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
Guardian
Key | Type | Description | Default value |
---|---|---|---|
GuardianModelType | int | - | 0 |
GuardianControllerType | int | - | 0 |
HeadLimitMax | float | - | 90.0 |
HeadLimitMin | float | - | -90.0 |
SightLimitMax | float | - | 90.0 |
SightLimitMin | float | - | -90.0 |
MaxSpeed | float | Max movement speed, only used for grounded (non-flying) guardians [check] | 25.0 |
CannonBoneName | str | - | Eye |
RapidFireDistance | float | - | 10.0 |
MonsterShop
Key | Type | Description | Default value |
---|---|---|---|
BuyMamo | int | Price when purchased from the monster shop | 0 |
SellMamo | int | Price when sold to the monster shop | 0 |
Swarm
Key | Type | Description | Default value |
---|---|---|---|
SwarmSubActorNum | int | - | 50 |
SwarmPattern | int | - | 0 |
DeadActorName | str | - |
GelEnemy
Key | Type | Description | Default value |
---|---|---|---|
MoveBoneName | str32 | - | Body_Move |
BodyRadius | float | - | 1.0 |
ClothBoneNumForEyeCalc | int | - | 12 |
BodyRootBoneName | str32 | - | Skl_Root |
LeftEyeBoneName | str32 | - | |
RightEyeBoneName | str32 | - | |
EyeSpaceHalf | float | - | 0.0 |
EyeDir | vec3 | - | Vec3(x=0.75, y=1.0, z=1.0) |
EyeOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
EyeUpMoveRate | float | - | 0.2 |
EyeDownMoveRate | float | - | 0.05 |
IsAverageEyePos | bool | - | True |
EyeDelayAccRate | float | - | 0.6 |
EyeYMoveTheta | float | - | 1.0 |
EyeYMoveFrequency | float | - | 0.033 |
Nest
Key | Type | Description | Default value |
---|---|---|---|
CreateActor | str | - |
Wizzrobe
Key | Type | Description | Default value |
---|---|---|---|
MagicWeatherType | int | - | 0 |
MagicFallActorName | str | - | |
MagicFallIgniteRotSpd | float | - | 0.0 |
MagicFallOffsetY | float | - | 6.0 |
MagicFallCenterOffsetXZ | float | - | 5.0 |
MagicFallRandRadius | float | - | 12.0 |
MagicFallIntervalMax | float | - | 20.0 |
MagicFallIntervalMin | float | - | 15.0 |
SummonActorName | str | - |
StalEnemy
Key | Type | Description | Default value |
---|---|---|---|
HeadActorName | str | - | |
LeftArmActorName | str | - |
GuardianMini
Key | Type | Description | Default value |
---|---|---|---|
ColorType | int | - | 0 |
BodyMatName | str | - | |
GuardJustActor | str | - | |
BeamName | str | - | |
LineBeamName | str | - | |
FinalBeamName | str | - |
ClothReaction
Key | Type | Description | Default value |
---|---|---|---|
AtkCollidableName | str32 | - | Collidable_Attack |
AtkCollidableBoneName | str32 | - | Attack |
AtkCollidableSpeed | float | - | 6.0 |
AtkCollidableActiveTime | float | - | 0.5 |
AtkCollidableResetPos | vec3 | - | Vec3(x=0.0, y=0.0, z=2.0) |
GroundCollidableName | str32 | - | Collidable_Ground_1 |
GroundCollidableBoneName | str32 | - | Ground_1 |
GroundCollidableOffset | float | - | 0.05 |
UseGroundCollidableResetPos | bool | - | False |
GroundCollidableResetPos | vec3 | - | Vec3(x=0.0, y=-1.0, z=0.0) |
GroundCollidableMoveSpeed | float | - | 300.0 |
WallCollidableName | str32 | - | |
WallCollidableBoneName | str32 | - | |
WallCollidableOffset | float | - | 0.05 |
PlayerCollidableName | str | - | |
PlayerCollidableBoneName | str | - |
Global
Key | Type | Description | Default value |
---|---|---|---|
EnemyLifeGageDist | float | - | 60.0 |
EnemyNoSkitDist | float | - | 0.0 |
EnemyWeaponPickAllowDist | float | - | 5.0 |
EnemyWeaponPickForbidTime | int | - | 30 |
EnemyAnimalNoDamageDist | float | - | 70.0 |
EnemyNearCraeteIDDelay | float | - | 30.0 |
EnemyForceTiredLODCount | int | - | 60 |
EnemyForceTiredNoSightLODCount | int | - | 240 |
EnemyForceWarpReturnLODCount | int | - | 240 |
SilentAttackAng | float | - | 0.0 |
SilentAttackRatio | float | - | 2.0 |
BlownOffPlayerAtkDelay | int | - | 30 |
JustAvoidAcceptWpRangeSS | float | - | 1.6 |
JustAvoidAcceptWpRangeLS | float | - | 1.8 |
JustAvoidAcceptWpRangeSP | float | - | 5.0 |
ForceNoticeEnemyCount | int | - | 3 |
ForceNoticeEnemyDist | float | - | 50.0 |
WeaponRickeyLife | int | - | 3 |
WeaponDropRotSpd | float | - | 30.0 |
ShieldRideBaseFrame | int | - | 60 |
ShieldRideHitBaseDamage | int | - | 1 |
ShieldDamageratio | float | - | 0.2 |
ShieldSurfMasterFrictionRatio | float | - | 0.2 |
LoudNoiseRadius | float | - | 80.0 |
Impulse2DamageRatio | float | - | 0.004 |
IceMeltSpeedOnContactFire | float | - | 2.0 |
CriticalAttackRatio | float | - | 4.0 |
BooerangAttackRatio | float | - | 1.5 |
HitImpulseClampMax | float | - | 20.0 |
DropItemVelXZFromBomb | float | - | 0.4 |
DropItemVelYFromBomb | float | - | 0.05 |
DropItemVelRandomFromBomb | float | - | 0.1 |
DropItemAngVelFromBomb | float | - | 5.0 |
DropItemAngVelRandomFromBomb | float | - | 0.5 |
DropItemVelXZSmall | float | - | 0.075 |
DropItemVelYSmall | float | - | 0.05 |
DropItemVelRandomSmall | float | - | 0.1 |
DropItemAngVelSmall | float | - | 5.0 |
DropItemAngVelRandomSmall | float | - | 0.5 |
DropItemVelXZLarge | float | - | 0.2 |
DropItemVelYLarge | float | - | 0.05 |
DropItemVelRandomLarge | float | - | 0.1 |
DropItemAngVelLarge | float | - | 5.0 |
DropItemAngVelRandomLarge | float | - | 0.5 |
DropItemVelXZRupeeRabbit | float | - | 0.25 |
DropItemVelYRupeeRabbit | float | - | 0.1 |
DropItemVelRandomRupeeRabbit | float | - | 0.05 |
DropItemVelXZItemRupeeOnly | float | - | 0.1 |
DropItemVelYItemRupeeOnly | float | - | 0.1 |
DropItemVelRandomItemRupeeOnly | float | - | 0.05 |
DropItemInvincibleTime | float | - | 30.0 |
TreeWeaponEquipTransOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
TreeWeaponEquipRotOffset | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
WetRatioToDie | float | - | 0.5 |
EnvWetRatioToDie | float | - | 0.95 |
NPCTurnAngleDiff | float | - | 30.0 |
NPCWaitFrameAfterEvent | int | - | 60 |
NPCIgnorePlayerTime | float | - | 10.0 |
NPCCancelIgnorePlayerTime | float | - | 1800.0 |
NPCOpenDoorDistance | float | - | 5.0 |
NPCWalkRateOnSandAndSnow | float | - | 0.8 |
NPCDownVerticallyAngle | float | - | 20.0 |
GerudoQueenSafetyAreaRadius | float | - | 12.0 |
CreateFairyLimitCount | int | - | 10 |
TerrorRegistSpeed | float | - | 190.0 |
TerrorUnregistSpeed | float | - | 60.0 |
TerrorRegistTimer | int | - | 30 |
TerrorRadiusOffset | float | - | 1.5 |
SpeedTerrorLevel | int | - | 2 |
SpeedTerrorLevelHuge | int | - | 4 |
SpeedTerrorLevelCheckRadius | float | - | 3.0 |
AtDirTypeAffectRatio | float | - | 1.0 |
RainyAwnHearingLevel | float | - | 0.7 |
HorseBindOffsetYOfMaleUMii | float | - | 0.0 |
HorseBindOffsetYOfFemaleUMii | float | - | 0.0 |
HorseFamiliarityIncreasePerFrame | vec3 | - | Vec3(x=0.0, y=0.0, z=0.0) |
HorseFamiliarityIncreaseSootheAtFirstRun | vec3 | - | Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549) |
HorseFamiliarityIncreaseSootheAfterRun | vec3 | - | Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549) |
HorseFamiliarityIncreaseSootheAfterGearTop | vec3 | - | Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549) |
HorseFamiliarityIncreaseSootheAfterJump | vec3 | - | Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549) |
HorseFamiliarityIncreaseSootheWhileResisting | vec3 | - | Vec3(x=0.30000001192092896, y=0.07999999821186066, z=0.05999999865889549) |
HorseFamiliarityIncreaseEat | vec3 | - | Vec3(x=0.699999988079071, y=0.20000000298023224, z=0.10000000149011612) |
HorseAlertProbability | vec3 | - | Vec3(x=0.0010000000474974513, y=0.003000000026077032, z=0.0010000000474974513) |
HorseAlertFramesMin | vec3 | - | Vec3(x=120.0, y=120.0, z=120.0) |
HorseAlertFramesMax | vec3 | - | Vec3(x=240.0, y=240.0, z=240.0) |
HorseExtraChargeNum | int | - | 3 |
PlayerGrabThrowDiffRate | float | - | 0.2 |
Beam
Key | Type | Description | Default value |
---|---|---|---|
BeamLevel | int | - | 511 |
AutoGen
Key | Type | Description | Default value |
---|---|---|---|
SetName | str | - | |
KeyActorName | str | - | |
SetRadius | float | - | 0.0 |
ChemicalType
Key | Type | Description | Default value |
---|---|---|---|
ChemicalType | str32 | - | Normal |
EmitChemicalActor | str | - |
Golem
Key | Type | Description | Default value |
---|---|---|---|
UpperArmRActor | str | - | |
LowerArmRActor | str | - | |
UpperArmLActor | str | - | |
LowerArmLActor | str | - | |
DefaultWeakPointActor | str | - | |
IsDefaultChemicalOn | bool | - | False |
HorseTargetedInfo
Key | Type | Description | Default value |
---|---|---|---|
HorseMoveRadius | float | - | -1.0 |
HorseAvoidOffset | float | - | -1.0 |
IsCircularMoveAlways | bool | - | False |
WolfLink
Key | Type | Description | Default value |
---|---|---|---|
NeckSpeedWait | float | - | 0.025 |
NeckRateWait | float | - | 0.7 |
NeckSpeedShiekSensor | float | - | 0.1 |
NeckRateShiekSensor | float | - | 0.45 |
NeckSpeedFollow | float | - | 0.4 |
NeckRateFollow | float | - | 0.45 |
NeckSpeedBattle | float | - | 0.3 |
NeckRateBattle | float | - | 0.45 |
NeckSpeedHeal | float | - | 0.0 |
NeckRateHeal | float | - | 0.1 |
BattleRange | float | - | 30.0 |
HealRange | float | - | 30.0 |
HuntRange | float | - | 30.0 |
HowlRange | float | - | 60.0 |
MaxHeightAttackable | float | - | 1.6 |
MaxHeightHealable | float | - | 1.5 |
NavMeshSearchRadius | float | - | 6.0 |
CanReachPlayerNavMeshSearchRadius | float | - | 2.0 |
SubmergedDepth | float | - | 1.0 |
UtilityLifeToHunt | float | - | 0.3 |
UtilityDangerDistMin | float | - | 5.0 |
UtilityDangerDistMax | float | - | 20.0 |
UtilityConstant | float | - | 0.1 |
ChainAttackChargeMin | float | - | 7.0 |
ChainAttackChargeMax | float | - | 10.0 |
LookAtCooldownWait | float | - | 150.0 |
LookAtCooldownWaitRand | float | - | 60.0 |
LookAtCounterWait | float | - | 10.0 |
LookAtCounterWaitRand | float | - | 40.0 |
LookAtCooldownRun | float | - | 150.0 |
LookAtCooldownRunRand | float | - | 60.0 |
LookAtCounterRun | float | - | 10.0 |
LookAtCounterRunRand | float | - | 40.0 |
AttackCounterLength | float | - | 30.0 |
AttackCounterRand | float | - | 30.0 |
HowlCooldownCounterLength | float | - | 1600.0 |
HowlCooldownCounterRand | float | - | 600.0 |
HealCooldownCounterLength | float | - | 0.0 |
HealCooldownCounterRand | float | - | 0.0 |
FailPathCooldownCounterLength | float | - | 120.0 |
FailPathCooldownCounterRand | float | - | 0.0 |
RetargetCooldownCounterLength | float | - | 30.0 |
RetargetCooldownCounterRand | float | - | 0.0 |
AfterTargetDeathCounterLength | float | - | 30.0 |
AfterTargetDeathCounterRand | float | - | 30.0 |
LostTargetCounterLength | float | - | 25.0 |
LostTargetCounterRand | float | - | 0.0 |
InvinceableCounterLength | float | - | 90.0 |
InvinceableCounterRand | float | - | 30.0 |
CallDelayMinLength | float | - | 10.0 |
CallOverrideCounterLength | float | - | 900.0 |
GiveUpShiekSensorLength | float | - | 300.0 |
RetryShiekSensorLength | float | - | 900.0 |
BattleWallHitLength | float | - | 10.0 |
FollowRetryLength | float | - | 30.0 |
PowerUpFoodLength | float | - | 3600.0 |
SafePosFailCounter | float | - | 3600.0 |
RestrictedTargetTimeNormal | float | - | 300.0 |
RestrictedTargetTimeSpecial | float | - | 500.0 |
PowerUpFoodAttackMod | int | - | 5 |
PowerUpFoodChainAttackCharge | float | - | 25.0 |
VSStalfosCritChance | int | - | 10 |
AttackBase | float | - | 10.0 |
AttackHeartMod | float | - | 0.5 |
DefenseBase | float | - | 3.0 |
DefenseHeartMod | float | - | 0.5 |
Event
Key | Type | Description | Default value |
---|---|---|---|
VisibleOffActor1 | str | - | |
VisibleOffActor2 | str | - | |
VisibleOffActor3 | str | - | |
VisibleOffActor4 | str | - | |
VisibleOffActor5 | str | - | |
VisibleOffActor6 | str | - | |
VisibleOffActor7 | str | - | |
VisibleOffActor8 | str | - |
GolemIK
Key | Type | Description | Default value |
---|---|---|---|
FootRayCheckDist | float | - | 3.0 |
FootDownRatio | float | - | 0.2 |
FootUpRatio | float | - | 0.1 |
KneeExtendL | float | - | 0.5 |
KneeShrinkL | float | - | 0.5 |
FootExtendL | float | - | 0.5 |
FootShrinkL | float | - | 0.5 |
KneeExtendR | float | - | 0.5 |
KneeShrinkR | float | - | 0.5 |
FootExtendR | float | - | 0.5 |
FootShrinkR | float | - | 0.5 |
ArmRayCheckDist | float | - | 3.0 |
ArmDownRatio | float | - | 0.05 |
ArmUpRatio | float | - | 0.05 |
ElbowExtendL | float | - | 0.5 |
ElbowShrinkL | float | - | 0.5 |
WristExtendL | float | - | 0.5 |
WristShrinkL | float | - | 0.5 |
ElbowExtendR | float | - | 0.5 |
ElbowShrinkR | float | - | 0.5 |
WristExtendR | float | - | 0.5 |
WristShrinkR | float | - | 0.5 |
WaistRotateRatio | float | - | 0.5 |
WaistMorphRatio | float | - | 0.2 |
WaistResetMorphRatio | float | - | 0.1 |
PictureBook
Key | Type | Description | Default value |
---|---|---|---|
LiveSpot1 | int | - | -1 |
LiveSpot2 | int | - | -1 |
SpecialDrop | int | - | -1 |
AirWall
Key | Type | Description | Default value |
---|---|---|---|
Layer | str32 | - | AirWall |
Motorcycle
Key | Type | Description | Default value |
---|---|---|---|
PitchDampingCoefficient | float | - | 0.2 |
DriftAllowSpeedKPH | float | - | 45.0 |
DriftAbortSpeedKPH | float | - | 30.0 |
DriftAllowSteerRate | float | - | 0.6 |
DriftAbortSteerRate | float | - | 0.1 |
DriftRearAngleRate | float | - | -2.5 |
DriftSpeedRate | float | - | 0.75 |
ManualWheelieAllowAngleFront | float | - | 15.0 |
ManualWheelieAllowAngleRear | float | - | 30.0 |
ManualWheelieLastSec | float | - | 2.5 |
WheelieLastSecInMidAir | float | - | 0.5 |
ManualControlProhibitSecAfterWheelie | float | - | 1.0 |
WheelieRevertPower | float | - | 4.0 |
WheelieRevertPowerSec | float | - | 0.5 |
ManualWheelieRiseDegDelta | float | - | 3.0 |
WheelieLaunchRiseDegDelta | float | - | 1.0 |
EngineBrakeMaxPower | float | - | 100.0 |
BackwardEngineBrakePower | float | - | 400.0 |
SlipStartAngle | float | - | 50.0 |
SlipThresholdPower | float | - | 2500.0 |
SlipPowerMax | float | - | 1800.0 |
WristBindRotation | vec3 | - | Vec3(x=-1.7200000286102295, y=-1.8399999141693115, z=-2.9000000953674316) |
WristBindTranslation | vec3 | - | Vec3(x=0.35499998927116394, y=0.07999999821186066, z=-0.14499999582767487) |
PostureLimitAngle | float | - | 90.0 |
InvalidPostureLimitSec | float | - | 0.6 |
FallOverThresholdAngle | float | - | 75.0 |
JumpIntervalSec | float | - | 1.0 |
FullEnergyLastSec | float | - | 240.0 |
WheelieLaunchJumpProhibitSec | float | - | 0.1 |
SlowModeTargetSpeedKPH2 | float | - | 400.0 |
SlowDriftTargetSpeedKPH2 | float | - | 3200.0 |
SlowModeTransitionSec | float | - | 2.0 |
SlowSlipThresholdKPH | float | - | 5.0 |
SlowSlipThresholdPower | float | - | 1200.0 |
SlowSlipThresholdSec | float | - | 0.2 |
JumpRearWheelRotateRadPerSec | float | - | 1.0 |
WeaponThrowModeSpeedKPH2 | float | - | 800.0 |
Parameter lists
(none)
References
- ↑ See callers of function
ActorInfoData::getEnemyRank
@ 0x7100D2D6D8 [nx-1.5.0 executable]