Bgparamlist: Difference between revisions

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{{stub}}
{{stub|what=The list of objects/parameters is complete, but parameter descriptions are missing.}}
{{lowercase}}
{{lowercase}}
<onlyinclude>
<onlyinclude>
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'''GeneralParamList''' (''bgparamlist'') configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.
'''GeneralParamList''' (''bgparamlist'') configures essential actor parameters such as the life and attack values, and many other miscellaneous settings.
</onlyinclude>
</onlyinclude>
== Parameter objects ==
{{expand section}}


=== System ===
=Parameter objects=
=== Attack ===
{{AampNameWarning}}


==System==
{| class="wikitable"
!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 [[Difficulty scaling|Defeated_%s_Num]] counter flag)
|
|-
|IsGetItemSelf
|bool
| -
|False
|-
|}
==General==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|Rank
|int
|Affects how NPCs react to enemies (confront or flee)<ref>See callers of function <code>ActorInfoData::getEnemyRank</code> @ {{addr|a=0x7100D2D6D8|ver=nx-1.5.0}}</ref>
|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==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|ShortAttackTimeMin
|int
| -
|10
|-
|ShortAttackTimeMax
|int
| -
|30
|-
|MiddleAttackTimeMin
|int
| -
|40
|-
|MiddleAttackTimeMax
|int
| -
|60
|-
|LongAttackTimeMin
|int
| -
|80
|-
|LongAttackTimeMax
|int
| -
|110
|-
|}
==EnemyShown==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|IsHappy
|bool
| -
|False
|-
|IsCasebyCase
|bool
| -
|False
|-
|IsSit
|bool
| -
|False
|-
|IsNoise
|bool
| -
|False
|-
|}
==BindBone==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!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#BitIndex|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==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!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|.bas files]], for both player and enemies. May also affect enemy [[Baiprog|AI behavior]].{{Check}}
|
|-
|}
==Rod==
{| class="wikitable"
!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==
{| class="wikitable"
!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 [[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).
|
|-
|}
==Spear==
{| class="wikitable"
!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 [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]].
|
|-
|}
==Shield==
{| class="wikitable"
!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 [[Bgparamlist#SmallSword|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==
{| class="wikitable"
!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 [[Bgparamlist#SmallSword|SmallSword's WeaponSubType]].
|
|-
|}
==WeaponOption==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|BindMyNodeName
|str32
| -
|
|-
|VisibleMatNameR
|str
| -
|
|-
|VisibleMatNameL
|str
| -
|
|-
|VisibleMatNameB
|str
| -
|
|-
|VisibleOffMatName
|str
| -
|Mt_Arm
|-
|}
==Player==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!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.
{| 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
|-
|}
==ArmorHead==
{| class="wikitable"
!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 <code>_B</code> version (if it exists)
2: Specifies that this head armor has an alternate <code>_B</code> version, and also applies the same effect as MantleType=1
|0
|-
|MaskType
|str32
| -
|
|-
|}
==ArmorUpper==
{| class="wikitable"
!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 <code>_B</code> version or not (e.g. <code>Armor_Head_001_B</code>)
|False
|-
|UseMantleType
|int
|0: When this upper-body armor is equipped, the currently equipped head armor will use its alternate <code>_A</code> version (if it exists)
1: When this upper-body armor is equipped, the currently equipped head armor will use its alternate <code>_B</code> version (if it exists)
|0
|-
|}
==ShiekerStone==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!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|.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==
{| class="wikitable"
!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 is blue
*2 is red
*3 is yellow
*4 is white
*5 is black
*6 is purple
*7 is green
*8 is light blue
*9 is navy
*10 is orange
*11 is peach
*12 is crimson
*13 is light yellow
*14 is brown
*15 is gray
| -1
|-
|SaleRevivalCount
|int
| -
| -1
|-
|UseIconActorName
|str64
| -
|
|-
|}
==Rupee==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|RupeeValue
|int
| -
|1
|-
|}
==Arrow==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|NoHitParent
|bool
| -
|True
|-
|IsLimitCount
|bool
|If true, adds the Bullet actor to the Bullet [[ActorLimiter]] list
|False
|-
|}
==CureItem==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|HitPointRecover
|int
| -
|0
|-
|EffectType
|str32
| -
|None
|-
|EffectLevel
|int
| -
|0
|-
|EffectiveTime
|int
| -
|0
|-
|}
==CookSpice==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|BoostHitPointRecover
|int
| -
|0
|-
|BoostEffectiveTime
|int
| -
|0
|-
|BoostSuccessRate
|int
| -
|0
|-
|BoostMaxHeartLevel
|int
| -
|0
|-
|BoostStaminaLevel
|int
| -
|0
|-
|}
==LumberjackTree==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|ImpulseThreshold
|float
| -
|100.0
|-
|IsValid
|bool
| -
|False
|-
|StumpName
|str64
| -
|
|-
|TrunkName
|str64
| -
|
|-
|WeaponWoodName
|str64
| -
|
|-
|BranchName
|str64
| -
|
|-
|}
==Npc==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|EatLocalOffset
|vec3
| -
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|}
==ExtendedEntity==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|IsUsePivotAdjustRange
|bool
| -
|False
|-
|PivotAdjustRange
|float
| -
|1.0
|-
|}
==BindActor==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|BindActorName
|str
| -
|
|-
|IsKeepSleep
|bool
| -
|False
|-
|}
==EatTarget==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|FavoriteEatActorNames
|str
| -
|
|-
|FavoriteEatActorTags
|str
| -
|
|-
|EatActorNames
|str
| -
|
|-
|EatActorNames2
|str
| -
|
|-
|EatActorNames3
|str
| -
|
|-
|EatActorTags
|str
| -
|
|-
|}
==AnimalUnit==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|FireResistanceLevel
|int
| -
|0
|-
|}
==Fish==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|RiddenAnimalType
|int
| -
|0
|-
|CalmDownNum
|int
| -
|10
|-
|RideonAboveASHeight
|float
| -
|1.0
|-
|RideonAboveASRadius
|float
| -
|1.0
|-
|}
==HorseObject==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|HideHorseMane
|bool
| -
|False
|-
|IsHorseClothDisable
|bool
| -
|False
|-
|}
==HorseRider==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|HorseNames
|str
| -
|
|-
|LeaderHorseNames
|str
| -
|
|-
|}
==GiantArmorSlot==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|DamageScale
|float
| -
|0.0
|-
|RotOffset
|vec3
| -
|Vec3(x=0.0, y=0.0, z=0.0)
|-
|}
==Guardian==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|SwarmSubActorNum
|int
| -
|50
|-
|SwarmPattern
|int
| -
|0
|-
|DeadActorName
|str
| -
|
|-
|}
==GelEnemy==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|CreateActor
|str
| -
|
|-
|}
==Wizzrobe==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|HeadActorName
|str
| -
|
|-
|LeftArmActorName
|str
| -
|
|-
|}
==GuardianMini==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|ColorType
|int
| -
|0
|-
|BodyMatName
|str
| -
|
|-
|GuardJustActor
|str
| -
|
|-
|BeamName
|str
| -
|
|-
|LineBeamName
|str
| -
|
|-
|FinalBeamName
|str
| -
|
|-
|}
==ClothReaction==
{| class="wikitable"
!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==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|BeamLevel
|int
| -
|511
|-
|}
==AutoGen==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|SetName
|str
| -
|
|-
|KeyActorName
|str
| -
|
|-
|SetRadius
|float
| -
|0.0
|-
|}
==ChemicalType==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|ChemicalType
|str32
| -
|Normal
|-
|EmitChemicalActor
|str
| -
|
|-
|}
==Golem==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|UpperArmRActor
|str
| -
|
|-
|LowerArmRActor
|str
| -
|
|-
|UpperArmLActor
|str
| -
|
|-
|LowerArmLActor
|str
| -
|
|-
|DefaultWeakPointActor
|str
| -
|
|-
|IsDefaultChemicalOn
|bool
| -
|False
|-
|}
==HorseTargetedInfo==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|HorseMoveRadius
|float
| -
| -1.0
|-
|HorseAvoidOffset
|float
| -
| -1.0
|-
|IsCircularMoveAlways
|bool
| -
|False
|-
|}
==WolfLink==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|VisibleOffActor1
|str
| -
|
|-
|VisibleOffActor2
|str
| -
|
|-
|VisibleOffActor3
|str
| -
|
|-
|VisibleOffActor4
|str
| -
|
|-
|VisibleOffActor5
|str
| -
|
|-
|VisibleOffActor6
|str
| -
|
|-
|VisibleOffActor7
|str
| -
|
|-
|VisibleOffActor8
|str
| -
|
|-
|}
==GolemIK==
{| class="wikitable"
!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==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|LiveSpot1
|int
| -
| -1
|-
|LiveSpot2
|int
| -
| -1
|-
|SpecialDrop
|int
| -
| -1
|-
|}
==AirWall==
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|Layer
|str32
| -
|AirWall
|-
|}
==Motorcycle==
{| class="wikitable"
!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=
{{No AAMP param}}
==References==
<references />
[[Category:File extensions]]
[[Category:File extensions]]
[[Category:File extensions (AAMP)]]
[[Category:File extensions (AAMP)]]
[[Category:Actor parameter files]]
[[Category:Actor parameter files]]

Latest revision as of 06:58, 11 June 2024

bgparamlist
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 _B version (if it exists)

2: Specifies that this head armor has an alternate _B version, and also applies the same effect as MantleType=1

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 _B version (if it exists)

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 is blue
  • 2 is red
  • 3 is yellow
  • 4 is white
  • 5 is black
  • 6 is purple
  • 7 is green
  • 8 is light blue
  • 9 is navy
  • 10 is orange
  • 11 is peach
  • 12 is crimson
  • 13 is light yellow
  • 14 is brown
  • 15 is gray
-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

  1. See callers of function ActorInfoData::getEnemyRank @ 0x7100D2D6D8 [nx-1.5.0 executable]