Components

AbilityAudioComponent

General audio data for abilities.

Name /typeDescription /example
SharedAbilitySoundBank
String (Wwise audio bank)
Sound bank with ability sounds that are used repeatedly (always loaded).
CastTimeParam
String
Parameter to set to normalized cast time remaining value
""

AbilityAudioEventListComponent

Audio events related to an ability.

Name /typeDescription /example
BeginCastingAudioEvents
DelayedSoundEvent[]
Begin casting audio event.
[]
CastingAudioEvents
LoopingSoundEvent[]
Audio event that plays for duration of casting animation.
[]
ActivateCasterAudioEvents
DelayedSoundEvent[]
Activate audio event (ability launched OR toggle ability toggled on) at caster's position.
[]
ActivateTargetAudioEvents
DelayedSoundEvent[]
Activate audio event (ability launched OR passive toggle toggled on) at target's position.
[]
HitAudioEvents
DelayedSoundEvent[]
Hit audio event (per target).
[]
ImpactAudioEvents
DelayedSoundEvent[]
Impact audio event
[]
ActiveAudioEvents
LoopingSoundEvent[]
Audio event that plays while ability is active (toggle ability toggled on, active beam, OR active projectile).
[]
PulseAudioEvents
DelayedSoundEvent[]
Area of effect pulse audio event.
[]
BounceAudioEvents
DelayedSoundEvent[]
Bounce audio event fired whenever a projectile is redirected by a wall.
[]
DeactivateAudioEvents
DelayedSoundEvent[]
Deactivate audio event (toggle ability toggled off, beam ends, OR projectile ends).
[]
ScriptedInteractionAudioEvents
DelayedSoundEvent[]
Audio event called when the user selects this ability during a scripted interaction.
[]
ApplyToSingleProjectile
Boolean
Whether the audio should play on only a single spawned projectile or all spawned projectiles.
"true"

AbilityModComponent

Modifications that can be made to an ability.

Name /typeDescription /example
Type
String (AbilityModType)
The kind of modification to perform.
"AdditionalUse"
Value
Single
The amount to modify the ability by based on type of ability mod.
0
StatusEffectsIDs
Guid[] (StatusEffectGameData)
The additional status effects to apply to the ability.
["00000000-0000-0000-0000-000000000000"]
ReplacedVisualEffects
ReplacedVisualEffect[]
Swap out current visual effects with new ones.
[]

AbilitySettingsComponent

Holds global data related to abilities.

Name /typeDescription /example
BasePhraseRecitation
Single
Base length (in seconds) of the recitation for chanter phrases.
0
BasePhraseLinger
Single
Base length (in seconds) of the linger for chanter phrases.
0
ChantRadius
Single
The radius (in meters) of a chant or phrase.
0
AbilityBaseAccuracyPerAbilityLevel
Int32
All non-weapon abilities recieve this much additional accuracy per level of the ability (not level 1).
2
AbilityBasePenetrationPerAbilityLevel
Single
All non-weapon abilities recieve this much additional penetration per level of the ability (not level 1).
0.5
EmpoweredWeaponAccuracyBonus
Single
Bonus to apply to accuracy when attacking with an empwoerd weapon attack ability.
0
EmpoweredWeaponPenetrationBonus
Single
Bonus to apply to penetration when attacking with an empowerd weapon attack ability.
0
NotReadyData
WhyNotReadyData[]
Contains data on each Not Ready flag.
[]
DefaultMultiProjectileScaling
GenericAbilityLevelScaling
Default scale settings for an ability with multiple projectiles.
DefaultBounceScaling
GenericAbilityLevelScaling
Default scale settings for an ability with bounces.
DefaultEffectScaling
GenericAbilityLevelScaling
Default scale settings for an ability with damage or status effects with a duration.
DefaultWeaponAttackScaling
GenericAbilityLevelScaling
Default scale settings for a weapon attack ability.
DefaultFallbackScaling
GenericAbilityLevelScaling
Default scale settings for an ability to which none of the other settings apply.
OpposedKeywords
KeywordPair[]
Collection of keyword pairs that counter each other.
[]
FizzleEffect
String
The visual effect to spawn when a spell cast is abandoned.
"Prefabs/Effects/*.prefab"
FizzleAttachPoint
String (EffectAttachType)
The place to attach the fizzle visual effect.
"Chest"
Name /typeDescription /example
AchievementAPIName
String
The string id of the achievement sent to Steam/Xbox/etc. Must match what those APIs are looking for.
""

AfflictionComponent

Contains data for inflicting an affliction.

Name /typeDescription /example
DisplayName
Int32 (string id, abilities table)
The display name of this affliction.
0
Icon
String
The icon for this affliction.
"GUI/Icons/*.png"
AfflictionTypeID
Guid (AfflictionTypeGameData)
The category of afflictions this one belongs to.
"00000000-0000-0000-0000-000000000000"
IsThinUI
Boolean
If set, UI will not bundle the effects of this affliction.
"false"

AfflictionTypeComponent

One category of effect that belong to an affliction.

Name /typeDescription /example
DisplayName
Int32 (string id, afflictions table)
The display name of this affliction category.
0
Icon
String
Icon representing this affliction type.
"GUI/Icons/Keywords/*.png"
AssociatedAttributeID
Guid (AttributeGameData)
The attribute associated with this affliction type.
"00000000-0000-0000-0000-000000000000"
HardCountersTypeID
Guid (AfflictionTypeGameData)
Any affliction of this type will automatically cleanse any affliction of the specified type.
"00000000-0000-0000-0000-000000000000"
AfflictionsIDs
Guid[] (AfflictionGameData)
Member afflictions, in order of increasing severity.
["00000000-0000-0000-0000-000000000000"]

AIActionComponent

The parameters for issuing a command to an NPC.

Name /typeDescription /example
MaxUses
Int32
The maximum number of times an NPC can issue the action. If the value is 0, uses are unlimited.
0
CooldownTime
Single
The amount of time in seconds that the NPC must wait between uses.
0
AllowedMovementToTarget
String (AllowedMovementToTargetType)
The permitted movement the attacker is allowed to use in order to get in range of his target.
"MoveWithinRange"
AbilityID
Guid (GenericAbilityGameData)
The ability to use when executing this action.
"00000000-0000-0000-0000-000000000000"
ItemID
Guid (ConsumableGameData)
The inventory item to use to execute the action.
"00000000-0000-0000-0000-000000000000"
UseObject
Guid (Instance ID)
The game object to interact with in the scene.
"00000000-0000-0000-0000-000000000000"
WeaponSetSwitchType
String (WeaponSetSwitchType)
Which weapon set, if any, to switch to.
"None"
ContainsInvalidGuids
Boolean
PROGRAMMERS ONLY. Set programmatically if guids use incompatible packages.
"false"

AIAttackFollowThroughComponent

Finish an attack animation. This state can be interrupted and the attack is still considered finished.

AIAttackIntroComponent

Begin an attack animation.

Name /typeDescription /example
IsSecondaryAttack
Boolean
Indicates whether a secondary attack is being cast instead of primary (used for Full Attacks).
"false"

AIBehaviorDataComponent

Custom data appended to AI behavior data objects.

Name /typeDescription /example
DebugName
String
The display name of the AI behavior when in debug mode.
""
BehaviorType
String (AIBehaviorType)
The type of behavior that can be used with conditionals.
"None"
Priority
String (AIStatePriority)
The priority of the behavior. Smaller priorities are not allowed to be pushed on higher priority behaviors.
"Normal"
CanBeCancelledByUser
Boolean
Specifies if the player can interrupt the behavior.
"false"
AllowsQueueing
Boolean
If this is the current behavior, can other behaviors be queued underneith this behavior
"true"
CanBeQueuedIfLowerPriority
Boolean
If the priority of this behavior is lower than the current behavior, should the behavior be queued instead
"true"
InCombatBehavior
String (CombatBehaviorType)
Indicates if the NPC is considered in combat when in this behavior or to use the global combat state.
"NotInCombat"
StopMovementOnEnter
Boolean
When entering the behavior, force the character to end pathing movement.
"true"
AIParamsType
String (AIParamsType)
The type of run time parameters to use with the behavior.
"Position"
CanEngage
Boolean
Can the character engage enemies while in this behavior?
"false"

AICastIntroComponent

Begin a cast animation.

Name /typeDescription /example
IsSecondaryAttack
Boolean
Indicates whether a secondary attack is being cast instead of primary (used for Full Attacks).
"false"

AICombatMoveComponent

A character is pathing to location or object. Keeps track of kiting and decision tree re-evaluation conditions.

Name /typeDescription /example
Retreating
Boolean
Whether the character is moving to its retreat position.
"false"
AbortIfImmobile
Boolean
If set, the character will exit this state if they are immobile.
"false"

AICombatWaitComponent

Combat Wait State

Name /typeDescription /example
WaitForDuration
Boolean
If true, character will only wait for specified duration. Otherwise, waits indefinitely.
"false"
WaitDuration
Single
If "WaitForDuration" is set to true, character will only wait for this duration.
0

AIConsumePotionComponent

Consume Potion AI State

AICowerComponent

Cower in current position.

AICustomizationConditionalsComponent

AI Customization Conditionals

Name /typeDescription /example
Conditionals
PlayerUsableScript[]
List of premade conditionals available to the player for AI Custimization
[]

AIDeadComponent

The character plays a death animation and lies on the ground.

AIDecisionTreeDataComponent

Custom data appended to AI decision tree data objects.

Name /typeDescription /example
DebugName
String
The display name of the AI decision tree when in debug mode.
""
CharacterClassID
Guid (CharacterClassGameData)
The character class which may use the decision tree.
"00000000-0000-0000-0000-000000000000"
DisplayName
Int32 (string id, gui table)
Name that will appear when selecting decision trees.
0
DisplayDescription
Int32 (string id, gui table)
Description which will appear when selecting decision trees.
0

AIDialogueComponent

AI State for dialogue

AIEmergeComponent

AI node to play an emerge animation.

AIEmergeLurkComponent

AI state for character to lurk before playing emerge anim.

AIFallingComponent

Falling AI State

AIFleeComponent

Flee to position or object.

AIFleeToGuardComponent

Flee To Guard AI State

AIFollowComponent

Follow AI State

Name /typeDescription /example
ArrivalDistance
Single
Arrival distance from summoner.
2
WalkDistanceSq
Single
Forced to walk when less than this distance from summoner.
9
RunDistanceSq
Single
Forced to run when greater than this distance from summoner.
49

AIFollowScheduleComponent

Interact with objects on the NPC's daily schedule.

AIGrabbedComponent

Grabbed AI State

AIGrappleComponent

Grapple AI State

AIGrappleIntroComponent

Grapple Intro AI State

AIGrappleMissComponent

Grapple Miss AI State

AIGrappleReleaseComponent

Grapple Release AI State

AIGroundImpactComponent

Ground Impact AI State

AIHitReactComponent

The character has been struck and is playing a hit reaction animation.

AIIdleComponent

Idle AI State

AIInactiveComponent

Inactive AI State

AIInUseComponent

In Use AI State

AIJumpComponent

Jump AI State

AIKnockedDownComponent

Knocked Down AI State

AILaunchedComponent

Launched AI State

AIMoveComponent

A character is pathing to location or object.

Name /typeDescription /example
MovementType
String (MovementType)
The way the charater will move while pathing.
"Run"
RequiresLOS
Boolean
Whether the mover requires line of sight to the destination before it stops.
"false"
ShowDestinationCircle
Boolean
If true, a UI circle will be rendered at the location to move to.
"false"
AbortIfImmobile
Boolean
If set, the character will exit this state if they are immobile.
"false"

AIMoveToWaypointComponent

Move character to waypoint.

AIParalyzedComponent

Paralyzed AI State

AIPetFidgetComponent

Pet Fidget AI State

Name /typeDescription /example
AnimationType
String (AnimationType)
The kind of animation to play.
"None"
Variation
Int32
The animation variation to play. Example: Animation Type Attack with Variation 3 plays the attack animation with ID 3.
0

AIPetFollowComponent

Pet Follow AI State

Name /typeDescription /example
RunDistanceSq
Single
Pet will run if summoner is greater than this distance away.
36
ArrivalDistance
Single
Arrival distance from summoner.
1.5

AIPetIdleComponent

Pet Idle AI State

AIPetInvestigateComponent

Pet Investigate AI State

AIPlayAnimationComponent

AI state for playing an animation on a character.

Name /typeDescription /example
AnimationType
String (AnimationType)
The kind of animation to play.
"None"
Variation
Int32
The animation variation to play. Example: Animation Type Attack with Variation 3 plays the attack animation with ID 3.
0
Loop
Boolean
If checked, the animation will loop continuously.
"false"

AIPlayReactionComponent

Play Reaction AI State

Name /typeDescription /example
ReactionType
String (ReactionType)
The kind of reaction to play.
"None"
PlayOnce
Boolean
Whether the reaction will play once and then stop (loops otherwise).
"true"

AIPopBehaviorComponent

This will end execution of the current behavior and begin execution of the previous behavior on the stack.

AIPursueComponent

Component used for AI pursuit without attack actions.

Name /typeDescription /example
TriggerDistance
Single
Distance that the AI should trigger upon getting this distance from their target.
2.5
TetherDistance
Single
Distance from the AI's last point of normal behavior, to which the AI should give up pursuit and return.
25

AIPushBehaviorComponent

This will push a new behavior on the stack.

Name /typeDescription /example
Behavior
String
The AI behavior to push on the behavior stack and perform.
"AI/AIBehaviors/Idle.aibehavior"
PassTargetObject
Boolean
If true, pass the current target object to the new behavior.
"false"
PassTargetPosition
Boolean
If true, pass the current target position to the new behavior.
"false"
PassCurrentAction
Boolean
If true, pass the current action to the new behavior.
"false"
ReplaceCurrentBehavior
Boolean
Whether to replace the current behavior with the new behavior or push the new behavior on top of the current behavior.
"false"

AIPushedBackComponent

Pushed Back AI State

AIQueuedActionComponent

The action to perform when current action is complete.

AirConditionsComponent

Parameters for modifying weather air conditions.

Name /typeDescription /example
AirConditionType
String (AirConditionType)
Air condtions (none, fog, dust, or ash).
"None"
AirConditionStrengthType
String (WeatherStrengthType)
Strength of air conditions.
"Inactive"
AirConditionsStrength
Single
Air conditions strength (on a scale of 0 to 1).
0

AIReloadWeaponComponent

The character plays a reload animation.

AIScriptComponent

An empty AI node for adding scripts.

AISelectActionComponent

The character will choose an action to perform from his decision tree.

Name /typeDescription /example
ReevaluatePrimaryAttack
Boolean
If marked as true, only selects a primary attack action (doesn't evaluate decision tree).
"false"

AISettingsComponent

Global settings for AI.

Name /typeDescription /example
MaxTargetingSearchDistance
Single
When finding a target to perform an action on, search for potential targets within this distance.
20
RequestHelpOriginArrivalRadius
Single
Whenever an NPC is notified of nearby combat, it will path towards the enemy's original position while scanning for targets. It will give up once it gets within this distance.
0
RequestHelpShoutRangePathingScalar
Single
Whenever an NPC shouts for help, every NPC that is within its shout range will calculate a path to the shouter. If the path distance is shorter than ShoutRange * ThisScalar, then the NPC will react to the shout.
1.5
RequestHelpShoutInterval
Single
Whenever an NPC is chasing a target, it will shout to allies intermittenly using this interval. Only NPCs whose target is forced hostile will do this since perception will take care of everything else.
2
PartyMemberIsNearCombatDistance
Single
A party member is considered in combat if they are within this distance of a hostile NPC who is in combat.
20
AIScheduleFastForwardPositionInterpolationTime
Single
When loading a scene and fast forwarding AI schedule positions, if the current time is within this time buffer(in hours) then interpolate the NPCs position from its previous interaction object to its current one.
0.5
AIScheduleFastForwardPositionMovementSpeed
Single
When loading a scene and fast forwarding AI schedule positions, move the NPC at this speed(meters per second) between its previous and current interaction objects.
2
DefendSelfAutoAttackSearchDistance
Single
Distance to search for potential targets when using defend self auto attack.
4.5
DefensiveAutoAttackSearchDistance
Single
Distance to search for potential targets when using defensive auto attack.
7
AggressiveAutoAttackSearchDistance
Single
Distance to search for potential targets when using aggressive auto attack.
20
DecisionTreeTargetingPreviousTargetDistanceThreshold
Single
A decision tree results in multiple potential targets, one of which is the character's previous target. The previous target will be chosen over the closest potential target if it is up to this parameter distance further.
0.5
ActionReevaluationInterval
Single
While moving, the decision tree action will be re-evaluated at this interval.
1
RetreatOutOfCombatTime
Single
After reatreating for this amount of time, the character will be considered out of combat.
1
PrimaryAttackReevaluationInterval
Single
Interval at which an NPC's primary attack target is re-evaluated (based on WeaponPreference).
0.5
MinimumMoverRadius
Single
Minimum mover radius, to be used for determining attack arrival distance in AI decision tree.
0
PartyFormationStartMovementMaxFrameDelay
Int32
Whenever the party is stationary and begins movement, party members will wait a short duration before moving to make it feel more organic. They will wait up to this many frames.
0
PartyFormationStartMovementFrameTime
Single
Whenever the party is stationary and begins movement, party members will wait a short duration before moving to make it feel more organic. They will wait up to "PartyFormationStartMovementFrameTime" * "PartyFormationStartMovementFrameTime" seconds.
0
PathingBlockedDistanceDifferenceThreshold
Single
Minimum difference between "Distance to closest unreachable position" and "Closest possible distance to unreachable position" at which a mover will go into WaitForClearPath.
0
StationaryInCombatRotationRate
Single
Rotation rate (degrees/second) when mover is stationary.
960
StationaryOutOfCombatRotationRate
Single
Rotation rate (degrees/second) when mover is stationary.
480
MovingRotationRate
Single
Rotation rate (degrees/second) when mover is moving.
720
MovingSubtleRotationRate
Single
Subtle rotation rate (degrees/second) when mover is moving.
180
MovingSubtleRotationThreshold
Single
Angle (degrees) at which subtle rotation rate is used.
38
OffMeshAreaMaxForwardDistance
Single
Maximum distance that a character can be from a jump point to use it.
1.2
OffMeshAreaMaxHorizontalDistance
Single
Maximum distance that a character can be from a jump point to use it.
0.7
OffMeshAreaMaxDestinationOffset
Single
Maximum distance that a character can land from the ideal jump destination.
0.7
JumpTravelTimes
Float[]
Travel time for each jump animation variation.
[]
BlockingDoorMaxWaitDuration
Single
Maximum time an NPC will wait for a blocking door to open.
0
AutomaticDoorCloseTime
Single
Whenever an NPC opens a door to pass through it, the door will automatically close after this amount of time passed and the NPC is far enough away from the door.
38
SearchTetherTime
Single
If there are no potential targets, the NPC will go after its previous target until it has searched for this amount of time.
0
KiteTargetNearMinimumDistance
Single
If an NPC's target is outside of tether range, it will be considered to be kiting if it is further than this distance away from the NPC.
0
KiteTargetFarMinimumDistance
Single
If an NPC's target is within tether range, it will be considered to be kiting if it is further than this distance away from the NPC.
0
KiteTargetIgnoreDuration
Single
If an NPC's target is determined to be kiting, it will be ignore for this duration.
0
RetreatMinimumDistance
Single
Whenever AI decides to retreat, it will only move towards its retreat position if it is further away than this distance.
0
ThreatTrackingDuration
Single
Time that an AI will remember damage from an enemy in combat.
10
LevelThreatModifier
Single
Modifier for level scaling of a target's base threat level.
1
DamageThreatModifier
Single
Modifier for the damage value for a target's threat level
1
RangeThreatModifier
Single
Modifier for range value for a target's threat level.
1
PreviousTargetThreatThreshold
Single
Scalar threshold that a target's threat must pass before switching targets
1
TargetScanMinimumCombatDelay
Single
Minimum delay after acquiring a target through perception scanning before an AI engages in combat.
0
TargetScanMaximumCombatDelay
Single
Maximum delay after acquiring a target through perception scanning before an AI engages in combat.
0
DefaultHoldTime
Single
Default hold time for party AI after issuing a move command.
5
MovingBufferDistance
Single
5
CombatMoveSpeedMatchDistance
Single
Distance from target destination that AI will match speeds with the target in combat if target is slower.
1.5
InvisibleWaitTime
Single
Time an AI will wait before selecting its next action if it is invisible or stealthed.
2

AIStandUpComponent

The character is playing a stand up animation.

AIStunnedComponent

Stunned AI State

AISwitchWeaponSetComponent

Switch weapon sets.

AITargetingComponent

The properties to add to each targeting node in a decision tree.

Name /typeDescription /example
TargetingFilter
String (AutoTargetingType)
The high level filter to apply when searching for targets to auto attack.
"Hostile"
IgnoreAbilityTargetingRequirements
Boolean
If checked, any targeting preferences and targeting conditionals placed on an ability will not be executed.
"false"
IgnoreAbilityPrerequisites
Boolean
If checked, all ability prerequisites are ignored.
"false"

AITargetingPreferenceComponent

AI Targeting Preference

Name /typeDescription /example
DisplayString
Int32 (string id, gui table)
0
TargetingPreference
PreferencesOnly
SupportedTargetingFiltersIDs
Guid[] (CustomAITargetingFilterGameData)
["00000000-0000-0000-0000-000000000000"]

AITerrifiedComponent

Terrified AI State

AIUnconsciousComponent

A party member play a knowdown animation and lies on the ground.

AIUseWaypointComponent

The character will play the animation attached to a waypoint.

Name /typeDescription /example
UseAsPatrolPoint
Boolean
If true, the waypoint is part of a patrol. The character will use the waypoint for a set time, then move to the next waypoint.
"false"

AIWaitComponent

Wait AI State

AIWaitDurationComponent

Wait Duration AI State

Name /typeDescription /example
Duration
Single
Time to wait.
0

AIWaitForClearPathComponent

Wait For Clear Path AI State

AmbientAnimationComponent

Component data for playing ambient animations.

Name /typeDescription /example
Controller
String
Animation controller to use for this ambient animation.
"Art/*.*"
ExitTime
Single
The time it will take before the target to "exit" the waypoint (for animations).
0
ClearProps
Boolean
Whether or not to clear all the props when finished with this ambient controller.
"true"
ShowPropsOnInstant
Boolean
Whether or not to show all the props whenever the character starts mid-animation at the beginning of the scene.
"true"
PropsID
Guid (PropInfoGameData)
Reference to prop data.
"00000000-0000-0000-0000-000000000000"
KithAnimation
Boolean
If this is selected, then the ambient animation will make sure the character has a valid NPC appearance in order to play.
"true"
ValidCreatureRigID
Guid (CreatureRigTypeGameData)
The rig type that this animation data is valid for
"00000000-0000-0000-0000-000000000000"
HideWeapons
String (WeaponHideType)
Condition for hiding weapons while playing this ambient animation.
"Held"
AnimationConversationSetting
String (AmbientAnimationConversationSetting)
"MaintainAndDontFace"
DisableStealthDetection
Boolean
If set, the character using this ambient animation will not perform stealth detection.
"false"

AmbientMusicCustomDynamicStates

Custom states for dynamic ambient music.

Name /typeDescription /example
CustomStates
AmbientMusicCustomDynamicState[]
Custom states for dynamic ambient music.
[]

AmbientMusicDynamicStates

Default states for dynamic ambient music.

Name /typeDescription /example
States
AmbientMusicDynamicStateItem[]
Default states for dynamic ambient music.
[]

AnchorPointAttachmentListComponent

Collection of Anchor Point Attachments

Name /typeDescription /example
AnchorPointAttachmentList
AnchorPointAttachmentItem[]
List of anchor point attachment items
[]

AnimationAIAudioComponent

Collection of AI events and corresponding audio events

Name /typeDescription /example
AnimationAIAudioEvents
AnimationAIAudioItem[]
collection of AI events and their corresponding audio events
[]

AnimationAudioComponent

Collection of animation events and the corresponding audio events

Name /typeDescription /example
AnimationAudioEvents
AnimationAudioItem[]
collection of animation events and their corresponding audio events
[]

AnimationControllerComponent

Settings for default animation controllers.

Name /typeDescription /example
RaceOverrides
AnimationRaceOverride[]
Overrides to use for controllers based on race.
[]

AnimationEventSettingsComponent

Animation event settings for use in the Animation Event Editor

Name /typeDescription /example
AnimationEventProperties
AnimationEventProperties[]
Animation event properties for each animation type
[]

AnimationStanceComponent

Values for animation stances

Name /typeDescription /example
Value
Int32
The parameter value for this animation stance.
0

AppearanceVariationSettingsComponent

Appearance Variation Settings

Name /typeDescription /example
SubraceSkinVariationTags
SubraceAppearanceVariation[]
[]

ApplyOnDamageThresholdAbilityComponent

Whenever the owner does at least a certain amount of damage to an enemy, this ability automatically casts at that enemy.

Name /typeDescription /example
Threshold
Single
An attack must do this much damage to trigger the ability.
10

ArenaCategoryComponent

Contains a list of encounters that will be referenced by artifacts.

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The display name of the category.
0
Description
Int32 (string id, gui table)
The description of the category.
0
Priority
Int32
Arena selection UI will order the categories based on priority. Sorts acendinglow to high. Categories with the same priority are ordered alphabetically.
0

ArenaEncounterComponent

Works along side the World Map Encounter to generate Arena Encounter data

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The display name of this arena encounter
0
Description
Int32 (string id, gui table)
The description of this arena encounter.
0
CategoryID
Guid (ArenaCategoryGameData)
The Category this encounter belongs to.
"00000000-0000-0000-0000-000000000000"
WinScripts
ConditionalAndScripts
Scripts launched when the player wins the encounter
RewardLootListID
Guid (LootListGameData)
List of rewards that a player can possible earn for completing an arena fight.
"00000000-0000-0000-0000-000000000000"

ArenaEncounterManagerComponent

Singleton for Arena Encounter lookups

Name /typeDescription /example
ArenaEncounterListIDs
Guid[] (WorldMapEncounterGameData)
List of Arena Encounters
["00000000-0000-0000-0000-000000000000"]

ArmorComponent

Armor stats.

Name /typeDescription /example
ArmorRating
Single
The armor's rating (opposed by the attack's Penetration Rating)
5
SpeedFactor
Single
The wearer's recovery times are divided by this (lower means slowed recovery).
1
ArmorCategory
String (ArmorCategory)
Needs Description.
"Light"
ArmorMaterial
String (ArmorMaterial)
Needs Description.
"None"
LevelScaling
ArmorLevelScaling
Scales damage thresholds based on the wearer's character level.
OverridePierceRating
Single
If >=0, overrides the Armor Rating against Pierce attacks.
-1
OverrideSlashRating
Single
If >=0, overrides the Armor Rating against Slash attacks.
-1
OverrideCrushRating
Single
If >=0, overrides the Armor Rating against Crush attacks.
-1
OverrideBurnRating
Single
If >=0, overrides the Armor Rating against Burn attacks.
-1
OverrideFreezeRating
Single
If >=0, overrides the Armor Rating against Freeze attacks.
-1
OverrideShockRating
Single
If >=0, overrides the Armor Rating against Shock attacks.
-1
OverrideCorrodeRating
Single
If >=0, overrides the Armor Rating against Corrode attacks.
-1
ImmunityPierce
Boolean
Does this armor provide immunity against Pierce damage?
"false"
ImmunitySlash
Boolean
Does this armor provide immunity against Slash damage?
"false"
ImmunityCrush
Boolean
Does this armor provide immunity against Crush damage?
"false"
ImmunityBurn
Boolean
Does this armor provide immunity against Burn damage?
"false"
ImmunityFreeze
Boolean
Does this armor provide immunity against Freeze damage?
"false"
ImmunityShock
Boolean
Does this armor provide immunity against Shock damage?
"false"
ImmunityCorrode
Boolean
Does this armor provide immunity against Corrode damage?
"false"
Name /typeDescription /example
InteriorLightProbeScalar
Single
Light probe SH values will be scaled by this amount for interior scenes.
1
ExteriorLightProbeScalar
Single
Light probe SH values will be scaled by this amount for exterior scenes.
1

AttackAOEComponent

An attack that affects characters within a given radius.

Name /typeDescription /example
BlastSize
String (BlastSize)
Preset values for blast size. Characters within this distance will be affected by the attack.
"Medium"
BlastRadiusOverride
Single
Overide raidus for blast size value.
5
DamageAngle
Single
Characters within this angle of the attacker's heading will be affected.
360
ExcludePrimaryTarget
Boolean
If true, do not apply attack effects of the target of the attack.
"false"
IgnoreParentTarget
Boolean
If this attack is a child effect, then it will ignore the parent's target object.
"false"
ExcludeSelf
Boolean
If true, this attack will not consider the caster as a target. Cones never consider the caster as a target.
"false"
BlastPhysicsForce
Single
The force to apply to rigid bodies from the explosion.
500
PushFromCaster
Boolean
By default, push effects from Push Distance use the AOE center as a reference point. Checking this will use the caster's position instead.
"false"
Name /typeDescription /example
Duration
Single
How long the attack lasts.
0
VisualEffect
String
The effect to spawn for the duration of the aura attack.
"Prefabs/Effects/*.prefab"
EffectAttachMode
String (EffectAttachMode)
How this effect will attach when it spawns.
"Position"
EffectAttachPoint
String (EffectAttachType)
The point the effect will attach to if the projectile is locked onto a target.
"Ground"
Scale
Boolean
Scale VFX
"false"

AttackBaseComponent

Contains the data for performing an attack.

Name /typeDescription /example
KeywordsIDs
Guid[] (KeywordGameData)
["00000000-0000-0000-0000-000000000000"]
AttackDistance
Single
The attacker must be within this distance of his target to perform the attack.
6
MinAttackDistance
Single
The attacker must be at least this far away from his target to perform this attack.
0
AttackVariationID
Guid (AttackVariationGameData)
The animation to use for this attack.
"35abdf41-fc3f-4310-8d5d-5d7da644affc"
UseParentEquippableHand
Boolean
If this attack came from an equippable, pass the offhand parameter of the weapon for animation.
"false"
CastSpeedID
Guid (CastSpeedGameData)
The duration of the cast animation. This has no effect unless the specified Attack Variation supports Looping.
"eacb53e3-6eb5-422a-92ca-99cc883ae4a9"
RecoveryTimeID
Guid (RecoveryTimeGameData)
If set, the recovery time of the attack. Otherwise, the animation pre-hit time is used.
"566840d9-1561-4243-8ca7-889df9869847"
OverrideTacticalActionType
String (TacticalActionType)
Overrides the action type this attack takes in tactical combat modes. Normally, the action type is automatically determined using the Attack Variation and Recovery Time.
"None"
ImpactDelay
Single
Delay the attack's impact by this amount of time after when it would ordinarily occur (seconds).
0
ForcedTarget
String (AttackForcedTarget)
If set, this attack automatically targets the specified character. Allows child attacks to have to override and have a different target than the parent attack.
"None"
AffectedTargetType
String (TargetType)
Indicates who is permitted to receive the effects of the attack.
"All"
AffectedTargetConditional
PrerequisiteData
Additional conditionals a character must meet to be the target of this attack.
AffectedTargetDeathState
String (DeathState)
The death state of the NPC that will be affected by the attack.
"Alive"
HostilityOverride
String (HostilityType)
Will override the hostility of the attack to be hostile or non-hostile (mostly used for UI and AI targetting).
"Default"
PushDistance
Single
The distance targets are moved away from the attacker.
0
FaceTarget
Boolean
If true, the attacker will orient himself to face his current target.
"true"
AccuracyBonus
Single
Applies an accuracy bonus when the attack is launched.
0
PenetrationRating
Single
The attack's penetration rating (opposed by the target's Armor Rating)
7
DamageData
DamageData
The damage type and damage amount to apply.
RequiresHitObject
Boolean
If checked, the user must target a character with this attack. Otherwise, the user may target a location.
"false"
StatusEffectKeywordsIDs
Guid[] (KeywordGameData)
All status effects spawned from this attack will use this keyword list unless the status effect has a non-empty keyword list.
["00000000-0000-0000-0000-000000000000"]
StatusEffectsIDs
Guid[] (StatusEffectGameData)
The status effects to be applied by this attack.
["00000000-0000-0000-0000-000000000000"]
RandomizeStatusEffect
Boolean
Pick a random status effect to apply instead of applying all of them.
"false"
CanGraze
Boolean
If set, this attack can graze. Otherwise, grazes miss.
"false"
CanCrit
Boolean
If set, this attack can criticially hit.
"true"
DefendedBy
String (DefenseType)
Determines what the attack's damage is defended with. Also reveals the enemy's defense.
"Deflect"
AfflictionsDefendedBy
String (DefenseType)
Determines what the attack's afflictions are defended with. Also reveals the enemy's defense.
"None"
AfflictionApplicationModifier
String (AfflictionModifier)
When an affliction is applied, does it get downgraded or upgraded on graze or crit?
"None"
SubstituteHitVisualEffect
String
An effect that replaces the default slash/crush/pierce visual effect on hit characters.
"Prefabs/Effects/*.prefab"
VisualEffects
AttackBaseVisualEffect[]
List of visual effects applied by the attack on various events.
[]
AttackOnImpactID
Guid (AttackBaseGameData)
When the attack impacts a target, trigger this attack on the target.
"00000000-0000-0000-0000-000000000000"
ExtraAttackID
Guid (AttackBaseGameData)
When the attack triggers its impact, this attack will also impact at the same location.
"00000000-0000-0000-0000-000000000000"
LaunchBone
String (EffectAttachType)
The bone the attack launches from (used for projectiles and such).
"RightWeapon"
HitBone
String (EffectAttachType)
The bone the attack targets (used for projectiles and such).
"Chest"
OnHitShakeDuration
String (ScreenShakeType)
How long the camera should shake when the attack launches.
"None"
OnHitShakeStrength
String (ScreenShakeType)
How violently the camera should shake when the attack launches.
"None"
NoiseLevelID
Guid (NoiseLevelGameData)
How much noise the attack generates.
"15743f94-1026-40b0-8e13-a667b3f66f63"
AllReactNoise
Boolean
If set, all characters within range will react to this noise instead of only hostiles.
"false"
InterruptsOn
String (HitType)
The minimum hit type the attack must get to cause an interrupt.
"None"
InterruptType
String (HitReactType)
The type of interrupt/hit react to play.
"Normal"
TargetAngle
Single
The attack will only affect targets within this angle of the attacker's facing.
0
ApplyOnceOnly
Boolean
If true, a target is invalid if it is already under the effects of this attack.
"false"
PathsToTarget
Boolean
If true, the character will move until in range and then attack. If false, the character will attack in the general direction.
"true"
HideFromCombatLog
Boolean
If set, the attack will not be displayed in the combat log.
"false"
AdditionalAttackOnTooltip
Boolean
If set, then any parent attack will try to parse this attack for damage and defense info.
"false"
DoesNotApplyDamage
Boolean
If true, the attack will not apply to any targets hit with the attack.
"false"
TreatAsWeapon
Boolean
If set, this attack will be treated as a normal autoattack, even if it isn't (e.g. Bash)
"false"
BounceData
BounceAttackData
AttackValidityConditional
PrerequisiteData
Conditionals to run before resolving an attack to determine if it is valid.

AttackBeamComponent

An attack that casts a beam effect in a given direction.

Name /typeDescription /example
BeamDuration
Single
The amount of time the beam lives.
10
BeamInterval
Single
If the interval is greater than 0, the beam will be triggered every time this amount of time passes.
0
BeamTargets
String (TargetType)
Indicates who is damaged by the beam attack.
"All"
BeamExcludesMainTarget
Boolean
If true, the primary target is not effected by the beam attack.
"false"
LoopingBeamVisualEffect
String
The visual effect to activate that will be the beam.
"Prefabs/Effects/*.prefab"
CasterSustainedVisualEffect
String
The visual effect to activate on the caster at the beam origin when the attack begins.
"Prefabs/Effects/*.prefab"
TargetSustainedVisualEffect
String
The visual effect to activate at the target when the attack begins.
"Prefabs/Effects/*.prefab"
BeamEmitterVisualEffect
String
Visual Effect that will have its shape stretched to the beam length
"Prefabs/Effects/*.prefab"
CasterOffset
Single
Offset distance from the launch transform to place the beam origin and caster sustained effect
0
TargetOffset
Single
Offset distance from the target location to place the beam end and target sustained effect
0

AttackFirearmComponent

Ranged weapons that require reloading.

Name /typeDescription /example
ClipSize
Int32
The number of attacks that can be launched before needing to reload.
10
ReloadTime
Single
The minimum time to wait before a reload is considered complete.
5
ReloadAnimationEndTime
Single
Time the reload animation should continue playing to finish after looping.
1
FirearmType
String (FirearmType)
The kind of firearm weapon being used.
"None"

AttackGrappleComponent

An attack that grapples and picks up the target.

Name /typeDescription /example
KnockdownTime
Single
The time the target should stay knocked down at the end of the grapple.
1
DamageAttackID
Guid (AttackBaseGameData)
The attack to run for hits during the grapple. Triggered by AnimEventGrappleHit.
"00000000-0000-0000-0000-000000000000"

AttackLowestDefenseAbilityComponent

When the owner attacks a target with an attack targeting a certain defense type, if another specified defense is lower, it attacks that one instead.

Name /typeDescription /example
OriginalDefenseType
String (DefenseType)
Attacks targeting this defense type might be changed.
"Deflect"
ChangeToDefenseType
String (DefenseType)
The defense type to change attacks to, if it's lower.
"Fortitude"

AttackMeleeComponent

Close combat attack.

Name /typeDescription /example
EngagementRadius
Single
The distance at which the attack will engage his target. This distance is between the outer radius each character.
1
IsUnarmed
Boolean
Inidicates if the attack is an attack without a weapon.
"false"

AttackPulsedAOEComponent

An attack that is triggerd at a regular interval affecting targets within a given radius.

Name /typeDescription /example
Duration
Single
How long the attack lasts.
0
PulseIntervalRate
Single
The rate at which the attack pulses
3
OneValidTargetPerPulse
Boolean
If true, only a single target will be affected by the attack.
"false"
PulsedVisualEffect
String
The visual effect to play for each attack pulse.
"Prefabs/Effects/*.prefab"
LingerVisualEffect
String
The effect to spawn when the pulsed AOE begins that will last the duration of the attack.
"Prefabs/Effects/*.prefab"
LingerEffectAttachMode
String (EffectAttachMode)
How this effect will attach when it spawns.
"Position"
LingerEffectAttachPoint
String (EffectAttachType)
The point the effect will attach to if the projectile is locked onto a target.
"Root"
Scale
Boolean
Scale VFX
"false"

AttackRandomAOEComponent

Attack Random AOE

Name /typeDescription /example
RandomAttackID
Guid (AttackBaseGameData)
The attack to fire on random targets in the AOE.
"00000000-0000-0000-0000-000000000000"
RandomTargetStyle
String (TargetStyle)
Type to use when picking targets for random attacks.
"None"
NumHits
Int32
Amount of times this attack randomly generates an attack.
0
MaxHitsPerTarget
Int32
MAximum number of times an object targetted attack can hit the same target. 0 is no limit.
0

AttackRangedComponent

A projectile based attack with no reloading.

Name /typeDescription /example
LaunchAttackOnCollision
Boolean
Overrides the Attack on Impact field to launch an attack whenever the projectile collides with terrain or bounces off a target.
"false"
ProjectileCount
Int32
The number of projectiles to launch.
1
IgnoreMagicDefense
Boolean
If true the attack will ignore all magical defenses on the target.
"false"
ProjectileConeAngle
Single
Projectiles from the attack are launched at this angle in front of the caster.
145
ProjectilePrefab
String
The projectile to launch from the ranged weapon.
"prefabs/projectiles/invisible_projectile.prefab"
IsMultiHit
Boolean
If true, after hitting a target, the attack will deflect towards another nearby target.
"false"
MultiHitTravelDist
Single
The distance the attack can move to its next target.
10
MultiHitMaxHits
Int32
Max number of hits for a multi hit attack. 0 is no limit.
0
LaunchSource
String (EffectAttachObject)
Source that the projectile will launch from (caster object or target position).
"Caster"
LaunchOffset
Vector3
A flat offset from the launch position for the projectile. Can be combined with Launch Offset Random.
"000"
LaunchOffsetRandom
Vector3
A random point will be chosen inside a sphere and scaled by these dimensions, and then applied as an offset to the launch position for the projectile. Can be combined with Launch Offset.
"000"

AttackRangedHorizontalComponent

Attack Ranged Horizontal

Name /typeDescription /example
ProjectileHeight
Single
The height of the projectile off the ground.
1

AttackSummonComponent

Data for issueing a summon spell.

Name /typeDescription /example
SummonType
String (AISummonType)
The kind of summoning to occur.
"Summoned"
SummonFileList
SummonPath[]
A list of creatures to summon.
[]
SummonDisplayStrings
CharacterDatabaseString[]
List of string IDs to display on tooltips.
[]
OnSummonVisualEffect
String
The visual effect to activate when the creature is summoned.
"Prefabs/Effects/*.prefab"
OnDesummonVisualEffect
String
The visual effect to activate when the attack ends
"Prefabs/Effects/*.prefab"
TeamType
String (SummonTeam)
Which team this summon joins. Anything besides the prefab or override team is considered owned by the caster.
"JoinParty"
OverrideTeamID
Guid (TeamGameData)
If Team Type is set to Override Team, the use this team.
"00000000-0000-0000-0000-000000000000"
SummonCopyOfSelf
Boolean
If true, a copy of the caster is summoned.
"false"
CopyOwnerAbilities
Boolean
If true, the ability list of the caster will be added to the ability list of the summon(s).
"false"
CopyWeapons
Boolean
If Summon Copy Of Self is set, and this is true, then it will also copy weapons.
"false"
Duration
Single
The summoned creatures will last for this amount of time.
0
HasLoot
Boolean
If not set, will try to remove any loot components on the prefab.
"false"

AttackSummonRandomComponent

Attack to summon a random creature.

Name /typeDescription /example
MaxSummons
Int32
The maximum number of creatures to summon.
1

AttackVariationComponent

Component containing data about an attack animation variation.

Name /typeDescription /example
Index
Int32
The index to pass to the animator's Attack parameter.
0
PerControllerInformation
AttackVariationHitTimeEntry[]
Information about this attack animation for each controller that has it.
[]

AttackWallComponent

The attack creates a rectangular area where targets within are affected.

Name /typeDescription /example
WallLength
Single
The length of the rectangular attack area.
20
FromCasterPosition
Boolean
By default the wall will form perpendicular to the caster at the cast point. If this is selected, the wall will instead cast from the caster's position towards the cast position.
"false"

AttributeComponent

Holds data on one attribute in the game.

Name /typeDescription /example
Type
String (AttributeType)
The enum entry corresponding to this attribute.
DisplayName
Int32 (string id, gui table)
The name of the attribute.
0
ShortName
Int32 (string id, gui table)
An abbreviated name for the attribute.
0
Description
Int32 (string id, gui table)
The long description of the skill.
0
BonusesFormatString
Int32 (string id, gui table)
Short format string describing this attribute's bonuses.
0
TacticalOverrideBonusesFormatString
Int32 (string id, gui table)
Short format string describing this attribute's bonuses in turn-based mode.
0
Icon
String
The icon associated with this attribute.
"GUI/Icons/GameSystems/*.png"
GlossaryEntryID
Guid (GlossaryEntryGameData)
The glossary entry for this attribute.
"00000000-0000-0000-0000-000000000000"

AudioEventListComponent

Base class for audio event lists, has a sound bank

Name /typeDescription /example
SoundBank
String (Wwise audio bank)
wwise sound bank containing the audio data

AudioManagerSettingsComponent

Settings for the GameAudioManager

Name /typeDescription /example
ResumeAllEvent
String (Wwise event)
Event to resume all paused audio
MixActivateState
String
state to activate a mix group
""
MixDeactivateState
String
state to deactivate a mix group
""
GlobalMusicEvent
String (Wwise event)
the global wwise event used to start and stop music
GlobalMusicStateGroup
String
The wwise state group that contains all of the music states
""
GlobalSoundBank
String (Wwise audio bank)
global sound bank to load and persist as long as the audio manager exists
GlobalMusicBank
String (Wwise audio bank)
global music sound bank to load and persist as long as the audio manager exists
StopAllEmittersEvent
String
Event to post when a level unloads that will try to stop all emitters.
""

AudioSceneComponent

Contains all the audio data attacked to a scene

Name /typeDescription /example
WeatherAudioID
Guid (WeatherAudioGameData)
Weather audio for the scene.
"26f18a17-345b-49c7-9701-866b208d7ef4"
DefaultGroundMaterial
String (GroundMaterialType)
The default ground material in the scene.
"Dirt"
AcousticEnvironments
AcousticEnvironmentConditional[]
A collection of conditionalized audio environments
[]
AmbientTracks
SoundEventConditional[]
Collection of potential ambient audio effects attached to the scene
[]
EnvironmentMusicTracks
AmbientMusicTrackItem[]
Collection of potential ambient music tracks attached to the scene
[]
DynamicAmbientMusicStates
DynamicAmbientMusicStateItem[]
Collection of custom dynamic ambient music states.
[]
CombatMusicTracks
CombatMusicTrackItem[]
Collection of potential combat music tracks attached to the scene
[]
DynamicCombatMusicStates
DynamicCombatMusicStateItem[]
Collection of custom dynamic combat music states.
[]
SoundBanks
SoundBankItem[]
Sound banks attached to the scene
[]

AuraAbilityComponent

An ability that applies its status effects to characters while they are within a range of the caster.

Name /typeDescription /example
AuraRadius
Single
The radius of the aura (meters).
5
ValidTargetTypes
String (TargetType)
Which targets inside the radius the ability should apply its effects to.
"Friendly"
AffectedTargetConditional
PrerequisiteData
Additional conditionals a character must meet to be the target of this attack.

BackgroundComponent

Contains stats for a given background.

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The localized display name of the background.
0
SummaryText
Int32 (string id, cyclopedia table)
A short (1-2 sentence) description of this background.
0
DescriptionText
Int32 (string id, gui table)
The localized long description of the background.
0
Icon
String
The icon associated with this background.
"GUI/Icons/GameSystems/*.png"
SkillsList
SkillValue[]
Adjustments for skills
[]

BackStabAbilityComponent

Back Stab Ability

Name /typeDescription /example
ValidRange
Single
Enemies with distance less than or equal to ValidRange are viable backstab targets.
3

BaseProgressionTableAppendComponent

(Mod Support) Appends entries to an existing BaseProgressionTableGameData.

Name /typeDescription /example
BaseTableID
Guid (BaseProgressionTableGameData)
The table to add the unlocks to.
"00000000-0000-0000-0000-000000000000"
AbilityUnlocks
UnlockableAbility[]
The list of ability unlocks to add to the table.
[]

BaseProgressionTableComponent

Base Progression Table Component

Name /typeDescription /example
AbilityUnlocks
UnlockableAbility[]
The list of ability unlocks that make up this table. Use GetAbilities to ensure BaseProgressionTableAppendGameDatas are accounted for.
[]
DefaultDecisionTrees
AIDecisionTreeCollectionItem[]
If there is are decision trees specified on the AIController component, it will default to using these decision trees.
[]
DecisionTreeSelectionType
String (AIDecisionTreeSelectionType)
"RandomOrder"
DefaultCustomAIID
Guid (CustomAIDefinitionGameData)
If this is set and the character is a party member, they will default to use this custom AI when Party AI is enabled.
"00000000-0000-0000-0000-000000000000"
DefaultCustomAI2ID
Guid (CustomAIDefinitionGameData)
If this is set and the character is a party member, they will default to use this custom AI when Party AI is enabled.
"00000000-0000-0000-0000-000000000000"

BaseStatsComponent

The base values for character stats before bonuses are applied.

Name /typeDescription /example
IsPlayerClass
Boolean
Set to true if this stat block is for a playable class.
"false"
BaseDeflection
Int32
0
BaseFortitude
Int32
0
BaseReflexes
Int32
0
BaseWill
Int32
0
MeleeAccuracyBonus
Int32
0
RangedAccuracyBonus
Int32
0
MaxHealth
Int32
0
HealthPerLevel
Int32
0

BeamTeleportAttackComponent

Beam Teleport Attack

Name /typeDescription /example
HitWithPrimaryAttack
Boolean
"false"
HitWithSecondaryAttack
Boolean
"false"
HitTargetWithPrimaryAttack
Boolean
If set, the caster will also hit the target with his primary attack.
"false"
HitTargetWithSecondaryAttack
Boolean
If set, the caster will also hit the target with his secondary attack.
"false"

BestiaryEntryComponent

Contains stats for a bestiary entry.

Name /typeDescription /example
CharacterStatsID
Guid (CharacterStatsGameData)
The character stats object associated with this creature.
"00000000-0000-0000-0000-000000000000"
KillsToMaster
Int32
The number of kills before all information is revealed.
10
ExperienceMultiplier
Single
The value that gets multiplied by the global BestiaryExperience value to determine how much XP is rewarded for unlocking all information about this creature.
1
ParentObjectID
Guid (BestiaryEntryGameData)
If set, this entry will appear underneath the specified one in the UI.
"00000000-0000-0000-0000-000000000000"
PicturePath
String
Path to bestiary illustration (gui assetbundle, expected dimensions are 400x420). The image will be multiplied.
"GUI//*.PNG"
Description
Int32 (string id, cyclopedia table)
he bestiary description giving an overview and describing special effects.
0
OverrideDamage
Boolean
If true, the values from Primary Damage and Secondary Damage will be displayed. Otherwise the damage from equipment will be displayed.
"false"
PrimaryDamage
DamageData
Damage from the creature's primary attack.
SecondaryDamage
DamageData
Damage from the creature's secondary attack.
OverrideRevealPoints
BestiaryRevealPointOverride[]
Stats for which the default reveal point should be overridden for this character.
[]

BestiarySettingsComponent

Global settings concerning the bestiary.

Name /typeDescription /example
LevelScalingThresholdModifier
Int32
Used for ability visibility. If the entry's base level, plus this modifier, is greater than or equal to the ability's minimum character level, that ability will show.
5
DefaultReveal
BestiaryRevealPointOverride[]
The default reveal points for each stat.
[]

BloodComponent

Data for blood effects.

Name /typeDescription /example
SlashEffect
String
Effect to play for slash damage type
"Prefabs/Effects/*.prefab"
PierceEffect
String
Effect to play for pierce damage type
"Prefabs/Effects/*.prefab"
CrushEffect
String
Effect to play for crush damage type
"Prefabs/Effects/*.prefab"

BloodlustAbilityComponent

Bloodlust Ability

Name /typeDescription /example
NumberOfKills
Int32
The ability will trigger when the owner kills this many enemies.
2

BoneMapperComponent

Contains a list of mappings from bone names to attachment point types.

Name /typeDescription /example
CanSheathe
Boolean
Set to true if this character has the proper animations for sheathing and unsheathing.
"false"
Bones
BoneMapping[]
List of mappings.
[]

ButtonAudioEventList

Audio events for button down, up, hover, etc.

Name /typeDescription /example
AudioEventList
ButtonAudioItem[]
Audio event for every button event type.
[]

CameraEffectsAudioComponent

General audio data for fatigue whispers and soul vision.

Name /typeDescription /example
FatigueWhispersAudioEventList
FatigueWhispersAudioEventListStructure
Audio information for fatigue whispers.
SoulVisionAudioEventList
SoulVisionAudioEventListStructure
Audio information for soul vision.

CapeCharacterColliderDataComponent

Cape Character Collider Data

Name /typeDescription /example
CharacterColliderData
BodyTypeCapeCharacterColliders[]
[]

CastSpeedComponent

Represents one speed a spell can be cast at.

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The localized display name of this speed.
0
Duration
Single
The total duration of the cast, in seconds.
0
Name /typeDescription /example
DisplayName
Int32 (string id, achievements table)
The display name of the achievement
0
DisplayDescription
Int32 (string id, achievements table)
0
WhenToCheckFlag
String (AchievementCheckFlag)
When should this achievement be checked to see if it should be awarded?
Conditions
AchievementCondition[]
[]
ConditionLogicalOperator
String (LogicalOperator)
If you have more than one condition for this achievement, specify if you want to AND or OR them all together.
NewGameBonusPoints
Int32
How many "New Game Bonus" points are awarded for completing this challenge?
0
Hidden
Boolean
Is the Challenge hidden until it's unlocked
"false"
Icon
String
"GUI\Images\InGameHUD\NewGameBonuses/*.jpg"

ChangeFormEffectComponent

Change Form Status Effect

Name /typeDescription /example
NewFormAppearance
String
Appearnce Data for new form
"Art/*.asset"
TempAbilitiesIDs
Guid[] (GenericAbilityGameData)
Abilities to grant to the target while active.
["00000000-0000-0000-0000-000000000000"]
RemoveEquipment
Boolean
If True, all equipment will be removed when this form is applied, otherwise equipment will only remove if a temp item is added to that slot. (Weapons are always removed, regardless of the case)
"true"
TempEquipmentIDs
Guid[] (EquippableGameData)
Equipment to grant to the target while active.
["00000000-0000-0000-0000-000000000000"]
FormVariationID
Guid (AnimationStanceGameData)
Value that will be set for the Form parameter on the animation controller.
"00000000-0000-0000-0000-000000000000"
AnimationController
String
"Art/*.*"
AnimationAudioID
Guid (AnimationAudioEventListGameData)
Overrides the event list for footsteps and foley for the new form.
"00000000-0000-0000-0000-000000000000"

ChangeStrengthComponent

Reputation change strength values and details.

Name /typeDescription /example
ReputationValue
Int32
The value to change reputation.
0
DispositionValue
Int32
The value to change disposition.
0
RelationshipValue
Int32
The value to change companion relationship
0
DisplayName
Int32 (string id, gui table)
The string to display to the user for this change strength.
0
FormatString
Int32 (string id, gui table)
The formatted string to display reputation change values to the user.
0
Name /typeDescription /example
StartingPhrasesIDs
Guid[] (PhraseGameData)
List of phrases this chant sound contain when it is first instantiated.
["00000000-0000-0000-0000-000000000000"]

CharacterClassComponent

Contains stats for a given character class.

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The localized display name of the class.
0
DisplayNamePlural
Int32 (string id, gui table)
The localized display name of the class in plural form.
0
SummaryText
Int32 (string id, cyclopedia table)
A short (1-2 sentence) description of this class.
0
DescriptionText
Int32 (string id, gui table)
A long description of this class.
0
RequireSubclass
Boolean
Determines whether a class is required to have a subclass or if the player can select "No subclass."
"false"
Icon
String
The icon associated with this class.
"GUI/Icons/GameSystems/*.png"
PowerPoolIcon
String
The icon for this class's power pool.
"GUI/Icons/GameSystems/*.png"
TabNugget
String
The background used behind action bar spellcast counts for this class.
"GUI/Images/InGameHUD/ActionBar/*.png"
AccruedResourceIcon
String
The icon for this class's accrued resource.
"GUI/Icons/GameSystems/*.png"
SkillsList
SkillValue[]
Adjustments for skills
[]
BaseStatsID
Guid (BaseStatsGameData)
The base stats data used for characters of this class.
"00000000-0000-0000-0000-000000000000"
IsSpellcaster
Boolean
Set to true if this is a spellcaster class.
"false"
SpellcastsByPowerLevel
IntCollection[]
The number of spellcasts a character of this class gets, by character power level, then by spell leve.
[]
SpellIdentifierString
Int32 (string id, gui table)
A string like "{0} Spell" that describes one of this class's spells.
0
SpellIdentifierStringPlural
Int32 (string id, gui table)
A string like "{0} Spells" that describes this class's spells.
0
HasAccruedResource
Boolean
Set if this class uses a resource other than its Power Pool.
"false"
PowerPoolName
Int32 (string id, gui table)
The localized name of this class's Power Pool resource.
0
AccruedResourceName
Int32 (string id, gui table)
The localized name of this class's Accrued Resource.
0
LightColor
Color
A color assosciated with this class (light).
DarkColor
Color
A color assosciated with this class (dark).
ProTierAttributesIDs
Guid[] (AttributeGameData)
List of attributes that are considered worthwhile for a character of this class.
["00000000-0000-0000-0000-000000000000"]
GodTierAttributesIDs
Guid[] (AttributeGameData)
List of attributes that are considered very good for a character of this class.
["00000000-0000-0000-0000-000000000000"]
DefaultDecisionTreeID
Guid (AIDecisionTree)
Decision tree that will be used by party members of this class when under a take control status effect.
"00000000-0000-0000-0000-000000000000"
AISpeedRating
Int32
A number representing this class's "speed", for AI targeting purposes.
0
ResourceConversionRate
Single
Multiplier applied to resource amounts granted to this class by AddResources status effects.
1
HybridClassTitles
HybridClassTitleData[]
Multiclass titles for characters with this class and another class. The title need only be present on one of the two classes.
[]
ImprovedUnarmedAttack
Boolean
If set, characters of this class use an improved unarmed attack.
"false"
UsesGrimoires
Boolean
Indicates whether this class uses grimoires for spells.
"false"
AccruedResourceAbilitiesAreSpells
Boolean
If set, considers this class's accrued-resource abilities to be Spells.
"false"
SpellsAreShapable
Boolean
True if the spells cast by this class are able to have their shape adjusted through player input.
"false"

CharacterCreationSettingsComponent

Holds constant data for character creation.

Name /typeDescription /example
MulticlassAttributeSilverStarThreshold
Int32
Point value at which an attribute will recieve a silver star for a multiclassed character.
2
MulticlassAttributeGoldStarThreshold
Int32
Point value at which an attribute will recieve a silver star for a multiclassed character.
4
DefaultEquipmentSetID
Guid (EquipmentSetData)
"00000000-0000-0000-0000-000000000000"
Loadouts
CharacterCreationLoadout[]
List of equipment loadouts to use for different character configurations.
[]
MaleAppearances
CharacterCreationAppearanceStructure[]
[]
FemaleAppearances
CharacterCreationAppearanceStructure[]
[]

CharacterLevelScalingTableComponent

Character Level Scaling Table Component

Name /typeDescription /example
ExpectedCharacterLevelAdjustments
LevelScalingRule[]
[]

CharacterProgressionDataComponent

Character Progression Data

Name /typeDescription /example
MaxClasses
Int32
The maximum number of different classes a single character can take.
0
SuperChargeCountByCharacterLevel
Integer[]
The number of max supercharges given to a character at each specified level.
[]
WeaponProficiencyPointsByCharacterLevel
Integer[]
The number of max weapon proficiency points given to a character at each specified level.
[]
BaseMaxPowerPoolByPowerLevel
Integer[]
The number of max power points a character gets at each class power level.
[]
CharacterCreationValidRacesIDs
Guid[] (RaceGameData)
List of races that are valid at character creation.
["00000000-0000-0000-0000-000000000000"]
CharacterCreationValidCulturesIDs
Guid[] (CultureGameData)
List of cultures that are valid at character creation.
["00000000-0000-0000-0000-000000000000"]
CharacterCreationValidGendersIDs
Guid[] (GenderGameData)
List of genders that can be chosen in character creation.
["00000000-0000-0000-0000-000000000000"]
SingleClassPowerLevelByCharacterLevel
Integer[]
The power level of a single-classed character, by character level.
[]
MultiClassPowerLevelByCharacterLevel
Integer[]
The power level of each class of a multi-classed character, by character level.
[]

CharacterProgressionTableComponent

Character Progression Table

Name /typeDescription /example
DefaultClassID
Guid (CharacterClassGameData)
The character's first class.
"00000000-0000-0000-0000-000000000000"
MultiClassID
Guid (CharacterClassGameData)
The character's (optional) second class.
"00000000-0000-0000-0000-000000000000"
Skills
ProgressionSkillChoice[]
List indicating which skills this character will take at each level.
[]
SubclassesIDs
Guid[] (CharacterSubClassGameData)
List of subclasses this character will select.
["00000000-0000-0000-0000-000000000000"]
IgnoreResources
Boolean
If set, the character using this progression table with ignore resource limits and grimoire requirements when using abilities.
"false"

CharacterStatsComponent

Contains data that makes up an NPC.

Name /typeDescription /example
DisplayName
Int32 (string id, characters table)
0
Gender
String (Gender)
"Male"
RaceID
Guid (RaceGameData)
The character's race.
"74e606b7-022a-40af-858d-83dd90a98e62"
SubraceID
Guid (SubraceGameData)
The character's subrace if it has one.
"00000000-0000-0000-0000-000000000000"
CultureID
Guid (CultureGameData)
The character's culture
"00000000-0000-0000-0000-000000000000"
CharacterProgressionTableID
Guid (CharacterProgressionTableGameData)
This is the table that is used for setting character abilities based on level and other conditionals.
"00000000-0000-0000-0000-000000000000"
BaseClassLevel
Int32
The character's current level.
1
SpeakerID
Guid (SpeakerGameData)
If the character participates in a conversation, this references his display name and gender.
"00000000-0000-0000-0000-000000000000"
NakedArmorMaterial
String (ArmorMaterial)
Armor material to use for audio if the character is not wearing armor.
"None"
CreatureTypeGDID
Guid (CreatureTypeGameData)
"00000000-0000-0000-0000-000000000000"
BestiaryEntryID
Guid (BestiaryEntryGameData)
The bestiary entry that killing this creature should feed into.
"00000000-0000-0000-0000-000000000000"
BackgroundID
Guid (BackgroundGameData)
The origin background of the character.
"05594ae8-9d20-4592-97b5-62a1d69c1ddb"
KeywordsIDs
Guid[] (KeywordGameData)
["00000000-0000-0000-0000-000000000000"]
BaseMight
Int32
Starting might with out any bonuses applied.
10
BaseConstitution
Int32
Starting constitution with out any bonuses applied.
10
BaseDexterity
Int32
Starting dexterity with out any bonuses applied.
10
BasePerception
Int32
Starting perception with out any bonuses applied.
10
BaseIntellect
Int32
Starting inellect with out any bonuses applied.
10
BaseResolve
Int32
Starting resolve with out any bonuses applied.
10
SkillsList
SkillValue[]
List of starting skills and values.
[]
ImmuneToEngagement
Boolean
If true, the NPC cannot be engaged by an enemy.
"false"
ImmuneToAttacks
Boolean
If true, the NPC will always be an invalid target for all attacks.
"false"
PerceptionType
String (PerceptionAdjustment)
Determines the range a creature can detect a stealth enemy or someone stealing from containers.
"Normal"
StealthDetectionID
Guid (StealthDetectionGameData)
Stats for creature's stealth detection
"4b59d454-61f3-472f-906f-ff36afd861c0"
StealingAdjustmentID
Guid (ChangeStrengthGameData)
Reputation change if player is caught pickpocketing this character.
"00000000-0000-0000-0000-000000000000"
StartingMaxEngageableEnemyCount
Int32
The number of targets this NPC can engage simultaneously.
0
StartingAttackSpeedMultiplier
Single
Changes the speed at which the NPC attacks.
1
StartingRateOfFireMultiplier
Single
Increases ranged attack speed including abilties.
1
StartingReloadTimeMultiplier
Single
Changes the time it takes the NPC to reload.
1
PersonalityID
Guid (PersonalityGameData)
Personality type for animations.
"00000000-0000-0000-0000-000000000000"
AnimationAudioEventListID
Guid (AnimationAudioEventListGameData)
Audio event list used for footsteps and foley. Will override the audio event list specified in the character's creature type gamedata.
"00000000-0000-0000-0000-000000000000"
MinLevelAdjustment
Int32
Minumum level adjustment for level scaling.
-50
MaxLevelAdjustment
Int32
Maxiumum leve adjustmentl for level scaling.
50
IsNamedCharacter
Boolean
If true, character will use the Named Character level scaling table.
"false"

CharacterStatsSettingsComponent

All of the global settings for Character Stats.

Name /typeDescription /example
BasePlayerLevelCap
Int32
The maximum level player controlled characters can achieve in the base game.
12
MaxCharacterLevel
Int32
The maximum level in general allowed in the game. Must be greater than or equal to the player level cap.
20
AttributeAverage
Int32
The average or base value of an attribute where no bonuses or negatives are applied to attribute values.
10
MaxPerceptionDistance
Single
Max Perception Distance for viewing non-stealthed content.
7
MaxStealthRadius
Single
The largest detection radius in meters a character can have (usually when their stealth skill is low)
4
MaxDetectionRange
Int32
Maxiumum range a character can detect any detectable.
12
DefaultWalkSpeed
Single
2
DefaultRunSpeed
Single
4
DefaultAnimalCompanionWalkSpeed
Single
2
DefaultAnimalCompanionRunSpeed
Single
5.5
CombatHealthRechargeRate
Single
1
NormalHealthRechargeRate
Single
10
HealthRechargeDelay
Single
The time it takes for the combat state to actually drop after combat ends.
3
ModalRecoveryTime
Single
3
GlobalRaceScale
RaceScaleData[]
Global race scaling values.
[]
DefaultEnemiesToFlank
Int32
The default number of enemies that must engage a target to flank it.
2
AttributeHealthMultiplier
Single
Health multiplier per point of Constitution off the average.
0.05
AttributeDefenseAdjustment
Int32
Defense (Fortitude, Reflex, Will) per point of associated attribute off the average.
2
AttributeDeflectionAdjustment
Int32
Deflection bonus per point of Resolve off the average.
1
AttributeAccuracyAdjustment
Int32
Bonus accuracy per point of Perception off the average.
1
AttributeDamageMultiplier
Single
Damage multiplier per point of Might or Resolve off the average.
0.03
AttributeAttackSpeedMultiplier
Single
Attack speed multiplier per point of Dexterity off the average.
0.03
AttributeDurationMultiplier
Single
Duration multiplier per point of Intellect off the average
0.05
AttributeIncomingHostileEffectDuationMultiplier
Single
Duration multiplier per point of Resolve off the average on incoming hostile status effects
-0.03
AttributeTacticalStrideMultiplier
Single
Stride multiplier in turn-based mode per point of Dexterity off the average.
0
AttributeAreaMultiplier
Single
Area of Effect multiplier per point of intellect off the average
0.06
IngestibleDurationMultiplier
Single
Duration multiplier for ingestible consumables per point of Survival
0.05
MaxAttributeScore
Int32
The maximum value an attribute can reach (0 is no cap).
0
PersonalInventorySize
Int32
The number of slots in each character's personal inventory.
0
BaseQuickbarSize
Int32
The base number of slots in each character's quickbar.
0
BaseWeaponSets
Int32
The base number of weapon sets for each character.
0
EnemyDifficultyAdjustments
DifficultyStatAdjustments[]
Adjustments to enemy stats by difficulty level.
[]
LevelScalingArmorLevelIncrement
Int32
Number of levels scaled for adding value of Level Scaling Armor Modifier
0
LevelScalingArmorModifier
Int32
Amount of armor to adjust per number of Level Scaling Armor Threshold (ex. 1 Armor per 3 Levels).
0
LevelScalingPenetrationLevelIncrement
Int32
Number of levels scaled for adding value of Level Scaling Penetration Modifier
0
LevelScalingPenetrationModifier
Int32
Amount of penetration to adjust per number of Level Scaling Armor Threshold (ex. 1 Penetration per 3 Levels).
0
PowerPoolUsageType
String (ConsumableUsageType)
The usage type of each character's power pool.
"PerEncounter"
Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The localized display name of the sub class.
0
SummaryText
Int32 (string id, cyclopedia table)
A short (1-2 sentence) description of this subclass.
0
DescriptionText
Int32 (string id, gui table)
A long description of this subclass.
0
DescriptionTextTactical
Int32 (string id, gui table)
An override long description of this subclass to use when in Turn-Based Mode.
0
ForClassID
Guid (CharacterClassGameData)
The class that this is a subclass of.
"00000000-0000-0000-0000-000000000000"
HideInCharacterCreation
Boolean
If true, this subclass will not show up in character creation. This is for companion specific subclasses.
"false"
BonusFirstLevelProficiencies
Int32
The number of bonus weapon proficiencies this character receives at character creation.
0
MaximumProficiencies
Int32
The maximum number of proficiencies a character of this subclass can unlock (-1 means infinite). The lowest value across each of a character's subclasses is used.
-1
IncompatibleWithIDs
Guid[] (CharacterSubClassGameData)
A list of other classes' subclasses that cannot be taken with this subclass.
["00000000-0000-0000-0000-000000000000"]

ChatterCooldownSetsComponent

Contains the cooldown settings for all chatter events

Name /typeDescription /example
CooldownSets
ChatterCooldownSet[]
The cooldown event sets in the game.
[]

ChatterEventComponent

Settings for each chatter event type

Name /typeDescription /example
ChatterEvents
ChatterEvent[]
Data for each chatter event in the game.
[]
SelectHumorThreshold
Int32
The number of time the player must click on a character for humor selection sounds to start playing.
0
IdleTimeThreshold
Single
Specify how often (in seconds) you want idle sounds to play from randomized party members.
0

ChatterEventOverridesComponent

This component is used in the Chatter Tool to override chatter event settings on a per file basis.

Name /typeDescription /example
Overrides
ChatterEvent
Override values to use instead of the default settings fo the chatter event.

CityAlmanacDataComponent

A bunch of assorted stats and data about a city.

Name /typeDescription /example
Name
Int32 (string id, gui table)
The name of the city.
0
Classification
Int32 (string id, gui table)
A classification/subtitle for the city.
0
Population
Int32
The population of the city.
0
GovenmentType
Int32 (string id, gui table)
The type of government this city has.
0
Religions
CyclopediaDatabaseString[]
List of religions practiced in this city.
[]
Races
CityAlmanacRatioEntry[]
List of races present in this city.
[]
Imports
Int32 (string id, gui table)
List of goods this city imports.
0
Exports
Int32 (string id, gui table)
List of goods this city exports.
0
Ruler
CityAlmanacRulerStructure[]
Definitions for who rules the city.
[]

CityComponent

Component holding data on a city map in the game.

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The name of this city.
0
AlmanacDataID
Guid (CityAlmanacDataGameData)
Almanac data object for this city.
"00000000-0000-0000-0000-000000000000"
OnSupplyButton
ConditionalAndScripts
Scripts to run when the player presses the Supply button on this city's city map.
HasShipyard
Boolean
If set, the player can alter their ship here.
"false"
Type
String (CityType)
The type of this city.
"Town"

CityMapZoneComponent

Defines one zone on a city map UI.

Name /typeDescription /example
CityID
Guid (CityGameData)
The city this zone belongs to.
"00000000-0000-0000-0000-000000000000"
DisplayName
Int32 (string id, maps table)
The localized display name for this zone.
0
MainMapID
Guid (MapGameData)
The main or exterior map for this zone.
"00000000-0000-0000-0000-000000000000"
GameZoneID
Guid (ZoneGameData)
If set, adds all the maps in the specified game zone to this city map zone.
"00000000-0000-0000-0000-000000000000"
MapsIDs
Guid[] (MapGameData)
List of submaps to include within this zone.
["00000000-0000-0000-0000-000000000000"]

ClassProgressionTableComponent

Contains data describing how a particular character or class of characters should level up.

Name /typeDescription /example
CategoryNames
ProgressionCategory[]
A list of names to associated with Custom* categories used in this table.
[]
AbilityPointUnlocks
ProgressionPointUnlock[]
List of points unlocked to be spent on a certain category at a certain level.
[]

CloudinessComponent

Parameters for modifying weather clouds.

Name /typeDescription /example
CloudStrength
String (WeatherStrengthType)
Density of clouds (light clouds, cloudy, overcast).
"Inactive"
CloudDensity
Single
Density of clouds (on a scale of 0 to 1).
0
CloudSpeedType
String (CloudSpeedType)
Speed of clouds (match wind, zero, light, moderate, heavy, custom).
"MatchWindSpeed"
CloudSpeed
Single
Speed of clouds.
0

CombatMusicCustomDynamicStates

Custom states for dynamic combat music.

Name /typeDescription /example
CustomStates
CombatMusicCustomDynamicState[]
Custom states for dynamic combat music.
[]

CombatMusicDynamicStates

Default states for dynamic combat music.

Name /typeDescription /example
DefaultState
CombatMusicDynamicState
Default states for dynamic combat music.

CombatSettingsComponent

Global settings controlling how combat works.

Name /typeDescription /example
SneakAttackAfflictionTypesIDs
Guid[] (AfflictionTypeGameData)
Affliction types that allow sneak attacks on the afflictee.
["00000000-0000-0000-0000-000000000000"]
PenetrationRatioMultipliers
ThresholdValue[]
Damage multiplier to apply to an attack based on the ratio Penetration/Armor. Sorted from lowest to highest.
[]
FlatPenetrationMultipliers
ThresholdValue[]
Damage multiplier to apply to an attack based on the difference Penetration - Armor. Sorted from lowest to highest.
[]
NoPenetrationNotification
Single
Threshold for penetration multiplier before showing the No Pen notification
1
GlobalRecoveryMultiplier
Single
Multiplier applied to all recovery times.
1
DualWeaponRecoveryMultiplier
Single
Multiplier applied to recovery times of weapons wielded one-handed.
1
DualWeaponFullAttackDamageMultiplier
Single
Multiplier added to damage calculations when performing full attacks while dual wielding.
1
SingleWeaponAccuracyBonus
Int32
Accuracy bonus given to a character with only a one-handed weapon.
0
SwitchWeaponRecoveryTime
Single
The recovery time incurred by switching weapon sets in combat.
0
InterruptRecoveryTime
Single
The recovery time incurred when a character is interrupted.
0
MovingRecoverySpeedMultiplier
Single
Multiplier applied to recovery speed when the character is moving.
1
ReengagementWaitPeriod
Single
The length of time in seconds that a character must wait after issueing a disengagement attack, before he can engage the same target again.
0
GrimoireCooldownTime
Single
The length of the grimoire cooldown incurred by switching grimoires in combat.
0
StoryTimeMinimumRollToCrit
Int32
The minimum attack roll enemies must make to crit a player in Story Time mode.
0
MinimumRollToGraze
Int32
The minimum roll a character must hit to Graze a target.
0
MinimumRollToHit
Int32
The minimum roll a character must hit to Hit a target.
0
MinimumRollToCrit
Int32
The minimum roll a character must hit to Crit a target.
0
MinimumRollToGrazeTactical
Int32
The minimum roll a character must hit to Graze a target in turn-based mode.
0
MinimumRollToHitTactical
Int32
The minimum roll a character must hit to Hit a target in turn-based mode.
0
MinimumRollToCritTactical
Int32
The minimum roll a character must hit to Crit a target in turn-based mode.
0
GrazeDamageMult
Single
The damage multiplier applied to an attack that grazes.
1
GrazeEffectDurationMult
Single
Multiplier applied to effect durations for effects from attacks that graze.
1
CritDamageMult
Single
The damage multiplier applied to an attack that crits.
1
CritEffectDurationMult
Single
Multiplier applied to effect durations for effects from attacks that crit.
1
CritPenetrationMult
Single
The penetration rating of a critical hit is multiplied by this.
1.5
AccuracyPerLevel
Int32
Accuracy granted to all characters per level they have.
0
DefensePerLevel
Int32
Defense bonus granted to all characters for each level they have.
0
DisengagementAccuracyBonus
Int32
Accuracy bonus given to all disengagement attacks.
5
DisengagementDamageBonus
Single
Damage multiplier applied to all disengagement attacks.
5
TrapBaseAccuracy
Int32
The base accuracy of traps.
50
TrapAccuracyPerLevel
Int32
Accuracy granted to traps per level they have.
3
StatusEffectDefaultPenetration
Single
Default penetration value to use for status effect damage.
0
MaximumInjuriesBeforeDeath
Int32
If a character with this many injuries is knocked out, they die.
0
DefaultCharacterLevelScalingRulesID
Guid (CharacterLevelScalingTableGameData)
Default level scaling rules for main quest level scaling.
"311137d5-67c2-40ec-b21a-cf8dbd64ae1f"
DefaultSideQuestCharacterLevelScalingRulesID
Guid (CharacterLevelScalingTableGameData)
Default level scaling rules for side quest level scaling.
"29276145-43e8-400c-b9c1-9ea63a0298ce"
DefaultNamedCharacterLevelScalingRulesID
Guid (CharacterLevelScalingTableGameData)
Default level scaling rules for named character level scaling.
"f2af3656-2352-483e-8dac-511ec8061734"
DefaultPartySizeLevelScalingRulesID
Guid (PartySizeLevelScalingTableGameData)
"60c7ffde-42b8-4a51-8d16-ed4fee2f1e58"
EmpowerLevelBonus
Int32
Empowered spells have this much added to their Power Level.
0
DefaultBlastSizes
BlastRadius[]
Default values for the radius for each blast size.
[]
TrapDefaultDifficulties
TrapDifficultyEntry[]
Default difficulties for disarming and percieving traps, by trap level.
[]
ReligionPositiveBonuses
Float[]
Array of bonus multipliers, indexed by disposition rank.
[]
ReligionNegativeBonuses
Float[]
Array of bonus multipliers, indexed by disposition rank.
[]
EmpowerSelfVfx
String
Visual effect to play on a chacter when they empower themselves.
"Prefabs/Effects/*.prefab"
KnockDownDuration
Single
Duration of the knocked-down interrupt.
0
PostCombatRefreshTime
Single
The time it takes after combat ends and the player stops casting for abilities and resources to reset.
1
PartyDefogRadius
Single
The radius in which fog of war is revealed around party members. WARNING: Changing this can break encounter placement across all areas.
0
EnemySightRange
Single
The distance at which enemies can see unstealthed party members. WARNING: Changing this can break encounter placement across all areas.
0
RangedAutoAttackDistance
Single
The distance at which an AI will switch to using only melee vs only ranged auto attacks if they have the option to perform both (dual wielding).
2
RemainingRecoveryDodgeTimer
Single
Characters will not attempt a dodge animation if they have an action queued and are in recovery with less than this time remaining .
1
LevelDifficultyIconNeutralSpriteName
String
High resolution icon used when the difficutly is equal to or less than the player's level.
""
LevelDifficultyIconSettings
LevelDifficultyIcons[]
Settings for displaying difficulty icons based on level differences.
[]
CombatMoveSpeedMultiplier
Single
Global multiplier for movement speed in combat.
1
StealthLingerDuration
Single
Grace period that stealth and invisibility last for when checking status effect filters.
2
CastHeightRange
Single
Maximum range in the Y plane that an ability can be cast (relative to the caster Y position)
0
HighSpellShapingAreaAdjustment
Single
Multiplier for scaling area up of attacks when spell shaping.
1.25
LowSpellShapingAreaAdjustment
Single
Multiplier for scaling area down of attacks when spell shaping.
0.75
HighSpellShapingPowerLevelAdjustment
Int32
Bonus to power level when scaling up attacks for spell shaping
-1
LowSpellShapingPowerLevelAdjustment
Int32
Bonus to power level when scaling down attacks for spell shaping
1
InvocationChantDelay
Single
Delay in seconds after a chanter casts an invocation before they can chant again.
0

CompanionComponent

Data for companions

Name /typeDescription /example
CompanionGuidString
String
The unique guid created for this companion game object.
"00000000-0000-0000-0000-000000000000"
ScriptName
String
String name to use when trying to reference this companion from scripts.
""
Prefab
String
The prefab for this companion
"Prefabs/Characters/Companion/*.prefab"
SpeakerID
Guid (SpeakerGameData)
The speaker associated with this companion.
"00000000-0000-0000-0000-000000000000"
Topics
CompanionTopic[]
Topics of concern for this companion
[]
TopicReactions
CompanionTopicReaction[]
List of reactions this companion can play when one of their Topics is mentioned.
[]
PlayerRelationship
ThresholdInfo[]
Info for each threshold of the relationship with the player
[]
CompanionRelationships
CompanionThresholdInfo[]
Info for each companion relatioship threshold
[]
ProgressionTablesIDs
Guid[] (CharacterProgressionTableGameData)
Potential progression tables to use when adding this companion to the party.
["00000000-0000-0000-0000-000000000000"]
IsSidekick
Boolean
"false"

CompanionManagerComponent

Manges global data for companions

Name /typeDescription /example
RelationshipScale
Int32
The size of the positive and negative point scale for tracking relationships. A value of 50 means 50 positive and 50 negative points, for a total scale of 100.
50
RelationshipThresholds
CompanionRelationshipThreshold[]
The percentage values on the scale when thresholds are triggered.
[]
ConversationDelay
Single
Delay in seconds before a companion starts a relationship threshold conversation after triggering.
5
MaxRelationshipHistoryNodes
Int32
Initial value for max realtionship history nodes.
20
MinorRelationshipIconThreshold
Int32
Max value for showing the minor relationship value icon.
5
MajorRelationshipIconThreshold
Int32
Max value for showing the intermediate relationship value icon.
20

ConsumableComponent

An item that has finite number of uses.

Name /typeDescription /example
Type
String (ConsumableType)
The kind of consumable.
"Food"
RestType
String (FoodRestType)
Defines if and when this item restores resources when eaten as part of a rest.
"Food"
UsageCount
Int32
The number of times the item can be used.
1
UsageType
String (ConsumableUsageType)
Indicates when the usage count is reset back to full.
"Fixed"
AnimationVariation
Int32
The ID of the animation to play when using the consumable.
100
AbilityID
Guid (GenericAbilityGameData)
The ability to cast when the consumable is used.
"00000000-0000-0000-0000-000000000000"
PickpocketAbilityID
Guid (GenericAbilityGameData)
Ability to cast when this item is set to trigger during a pickpocket action.
"00000000-0000-0000-0000-000000000000"
Timer
Single
Time delay to trigger the item's Pickpocket Ability
0
SkillRequirement
SkillValue
Skill and required level if this consumable needs to check
ShipMoraleBonus
Int32
The adjustment that will be made to the player's ship morale when this food item is consumed by a crewmember.
1
SpoilHours
Int32
The item will spoil this many hours after being collected by the player (-1 = does not spoil)
-1

CoordinatedPositioningAbilityComponent

Coordinated Positioning Ability

Name /typeDescription /example
TeleportToAbductionWaypoint
Boolean
If true, both the attacker and target are teleported to a nearby abduction waypoint.
"false"
UnlimitedAbductionRange
Boolean
If set, this ability can abduct to any abduction waypoint, regardless of range.
"false"

CreatureRigTypeComponent

Creature Rig Type

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
0
BaseStatsID
Guid (BaseStatsGameData)
"00000000-0000-0000-0000-000000000000"
GibDataID
Guid (GibGameData)
The gib set to use for creatures of this type.
"00000000-0000-0000-0000-000000000000"
BloodDataID
Guid (BloodGameData)
The blood effects to use for creatures of this type.
"00000000-0000-0000-0000-000000000000"
AnimationAudioEventListID
Guid (AnimationAudioEventListGameData)
Audio event list used for footsteps and foley.
"72eb215e-99b0-408c-8e1c-2fdffbd3b02d"
RigTypeID
Guid (CreatureRigTypeGameData)
Rig type to use for validating animations on this creature.
"00000000-0000-0000-0000-000000000000"
CanBePickpocketed
Boolean
Determines whether this creature can be pickpocketed or not.
"true"

CultureComponent

Contains stats for a given culture.

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The localized display name of the culture.
0
SummaryText
Int32 (string id, cyclopedia table)
A short (1-2 sentence) description of this culture.
0
DescriptionText
Int32 (string id, gui table)
The localized long description of this culture.
0
Icon
String
The icon representing this culture.
"GUI/Icons/GameSystems/*.png"
Resolve
Int32
Resolve ability adjustment.
0
Might
Int32
Might ability adjustment.
0
Dexterity
Int32
Dexterity ability adjustment.
0
Intellect
Int32
Intellect ability adjustment.
0
Constitution
Int32
Constitution ability adjustment.
0
Perception
Int32
Perception ability adjustment.
0
CharacterCreationBackgroundsIDs
Guid[] (BackgroundGameData)
List of background that are valid for this culture at character creation.
["00000000-0000-0000-0000-000000000000"]

CustomAIAbilityPackageComponent

Custom AI Ability Package

Name /typeDescription /example
AbilitiesIDs
Guid[] (GenericAbilityGameData)
The abilities that make up the Ability Package
["00000000-0000-0000-0000-000000000000"]
BaseAbilityReferenceID
Guid (GenericAbilityGameData)
This is the base ability reference to display in the UI (icon, name, description)
"00000000-0000-0000-0000-000000000000"

CustomAIConditionalCategoryComponent

Custom AI Conditional Category

Name /typeDescription /example
CategoryName
Int32 (string id, customai table)
0

CustomAIConditionalScriptSetComponent

Custom AI Conditional Script Set

Name /typeDescription /example
DisplayName
Int32 (string id, customai table)
0
ConditionalScripts
ConditionalOnly
AIConditionalType
String (CustomAIConditionalScriptType)
"Targeting"
AIConditionalCategoryID
Guid (CustomAIConditionalCategoryGameData)
"00000000-0000-0000-0000-000000000000"

CustomAIDefinitionComponent

Custom AI Definition

Name /typeDescription /example
DisplayName
Int32 (string id, customai table)
0
DisplayNameOld
Int32 (string id, gui table)
0
Description
Int32 (string id, customai table)
Description to show when this AI is moused over or selected.
0
SupportedClassesIDs
Guid[] (CharacterClassGameData)
["00000000-0000-0000-0000-000000000000"]
ConditionalActionSets
CustomAIConditionalActionSet[]
[]

CustomAISettingsComponent

Custom AI Settings

Name /typeDescription /example
DefaultConditionalID
Guid (CustomAIConditionalScriptSetGameData)
"00000000-0000-0000-0000-000000000000"

CustomAISupportedTargetingFiltersForAbilityComponent

Custom AI Supported Targeting Filters For Ability

Name /typeDescription /example
AttackForcedTargetMappings
SupportedTargetingFiltersForAttackedForcedTarget[]
[]
TargetTypeMappings
SupportedTargetingFiltersForTargetType[]
[]

CustomAITargetingFilterComponent

Custom AI Targeting Filter

Name /typeDescription /example
DisplayString
Int32 (string id, customai table)
0
DisplayStringOld
Int32 (string id, gui table)
0
TargetingFilter
String (AutoTargetingType)
"Hostile"

DataScriptEventComponent

Data Script Event Component

Name /typeDescription /example
Scripts
DataScriptCall[]
List of scripts attached to this data object.
[]

DeathblowsComponent

Ability that applies its effects to the owner when he attacks a target that has at least two of the listed afflictions.

Name /typeDescription /example
TriggeringStatusEffectsIDs
Guid[] (AfflictionTypeGameData)
The owner's target must have at least 2 of these effects to be eligible for Deathblows.
["00000000-0000-0000-0000-000000000000"]

DebugPartySetupComponent

Data describing one layout for the debug party.

Name /typeDescription /example
PartyLevel
Int32
The level of each party member.
1
ExecScripts
ExecScriptReferenceStructure[]
A set of scripts to run after spawning the debug party.
[]
Player
String
Player prefab to use.
"Prefabs/Characters/Prototype/Player_VS.prefab"
PartyMembers
CharacterFilenameReference[]
List of party members to include.
[]

DeityComponent

Contains data about one deity in the game.

Name /typeDescription /example
DisplayName
Int32 (string id, factions table)
The name of the deity.
0
PositiveDispositionsIDs
Guid[] (DispositionGameData)
List of dispositions this deity reacts positively to.
["00000000-0000-0000-0000-000000000000"]
NegativeDispositionsIDs
Guid[] (DispositionGameData)
List of dispositions this deity reacts negatively to.
["00000000-0000-0000-0000-000000000000"]

DestructibleComponent

Component for destructible data.

Name /typeDescription /example
HitEffects
DestructibleEffects[]
Effects to perform when a destructible is damaged.
[]
DeathEffects
DestructibleEffects[]
Effects to perform when the destructible is destroyed.
[]
SigilID
Guid (SigilGameData)
Sigil reference if it has one.
"00000000-0000-0000-0000-000000000000"
Radius
Single
Radius of destructible
0.5
IsAITargetable
Boolean
If true, the AI will process the destructible in its list of potential targets.
"false"

DispositionComponent

Disposition axis and ranks.

Name /typeDescription /example
DisplayName
Int32 (string id, factions table)
The name of this disposition to display to the user.
0
Description
Int32 (string id, cyclopedia table)
Prose description of this disposition.
0
Ranks
Integer[]
Values at which the disposition ranks up.
[]
Icon
String
The icon for this disposition.
"GUI/Icons/GameSystems/*.png"
CircularIcon
String
Used in the reputation section of the character sheet on dials.
"GUI/Icons/GameSystems/*.png"

DLCScriptData

DLC Script Data

Name /typeDescription /example
LAX1ScriptSet
DLCScriptSet
LAX2ScriptSet
DLCScriptSet
LAX3ScriptSet
DLCScriptSet
LAX4ScriptSet
DLCScriptSet

DrainingTouchAbilityComponent

Draining Touch Ability

Name /typeDescription /example
DrainPercentage
Single
0.25

DynamicMusicSettingsAudioComponent

General data for dynamic music.

Name /typeDescription /example
InStealthRequiredTime
Single
Amount of time spent inside stealth before dynamic music will transition into stealth.
0
OutStealthRequiredTime
Single
Amount of time spent outside of stealth before dynamic music will transition away from stealth.
0

EconomyComponent

Component holding global data on economy balance.

Name /typeDescription /example
MaxAdventurers
Int32
A restriction on the maximum number of adventurers that can be hired (ever).
8
DefaultRatesID
Guid (VendorRatesGameData)
The default global vendor rates.
"00000000-0000-0000-0000-000000000000"
ItemModCostMultiplier
Int32
The currency value of an item mod is determined by multiplying its 'Cost' by this.
0
AdventurerCostMultiplier
Int32
Hiring an adventurer costs (AdventurerLevel * this).
0
RespecCostMultiplier
Int32
Respecing a party member costs (CharacterLevel * this).
0
TwoHandedCostMultiplier
Single
Multiplies Item Mod Cost by this value if the item is two handed.
2
BlessingCostMultiplier
Single
If the "Discount Craftsman" Berath's Blessing is enabled, crafting and enchanting currency costs are multiplied by this value.
1
PetMeldingNoBonusCost
Int32
Cost to meld a pet with no bonuses
0
PetMeldingWithBonusCost
Int32
Cost to meld a pet with bonuses applied.
0
Name /typeDescription /example
MapsIDs
Guid[] (MapGameData)
Map to load.
["00000000-0000-0000-0000-000000000000"]

EnervatingBlowsAbilityComponent

Enervating Blows Ability

Name /typeDescription /example
EnervatingBlowsDefense
String (DefenseType)
"Fortitude"

EquipmentSetComponent

Component storing one set of equipment (one per slot) for a character.

Name /typeDescription /example
HeadID
Guid (EquippableGameData)
The item in the Head slot.
"00000000-0000-0000-0000-000000000000"
NeckID
Guid (EquippableGameData)
The item in the Neck slot.
"00000000-0000-0000-0000-000000000000"
CapeID
Guid (EquippableGameData)
The item in the cape slot.
"00000000-0000-0000-0000-000000000000"
ChestID
Guid (EquippableGameData)
The item in the Chest (armor) slot.
"00000000-0000-0000-0000-000000000000"
HandsID
Guid (EquippableGameData)
The item in the Hands slot.
"00000000-0000-0000-0000-000000000000"
RightHandRingID
Guid (EquippableGameData)
The item in the Right Hand Ring slot.
"00000000-0000-0000-0000-000000000000"
LeftHandRingID
Guid (EquippableGameData)
The item in the Left Hand Ring slot.
"00000000-0000-0000-0000-000000000000"
FeetID
Guid (EquippableGameData)
The item in the Feet slot.
"00000000-0000-0000-0000-000000000000"
WaistID
Guid (EquippableGameData)
The item in the Waist slot.
"00000000-0000-0000-0000-000000000000"
GrimoireOrTrinketID
Guid (EquippableGameData)
The item in the Grimoire/Trinket slot.
"00000000-0000-0000-0000-000000000000"
PetID
Guid (EquippableGameData)
The item in the Pet slot.
"00000000-0000-0000-0000-000000000000"
WeaponSets
WeaponSet[]
List of weapon sets in the equipment set.
[]
PropsIDs
Guid[] (PropInfoGameData)
Default prop sets that can be equipped.
["00000000-0000-0000-0000-000000000000"]

EquippableComponent

An item that can worn or armed by a character.

Name /typeDescription /example
EquipmentType
String (WeaponType)
The specific type of this item.
"None"
EquipmentSlot
String (PermittedEquipmentSlot)
The permitted equipment slot this item can be equipped in.
"None"
AppearancePiece
AppearancePiece
Render settings for displaying the item.
ItemModsIDs
Guid[] (ItemModGameData)
The modifications placed on the item.
["00000000-0000-0000-0000-000000000000"]
OnEquipVisualEffects
ItemVisualEffect[]
When the item is equipped, play these visual effect on the item.
[]
RestrictedToClassIDs
Guid[] (CharacterClassGameData)
If empty, all classes can equip this item. Otherwise, only the listed classes can equip it.
["00000000-0000-0000-0000-000000000000"]
RestrictedToPlayer
Boolean
If true, only the Player Character would be allowed to equip this item.
"false"
EquipConditionals
ConditionalOnly
Conditionals that must pass to equip this item. oei_owner is the target character.
ProficientAbilityID
Guid (GenericAbilityGameData)
An ability granted to the equipped owner if he is proficient with this item.
"00000000-0000-0000-0000-000000000000"
CannotUnequip
Boolean
If set, item can't be unequipped when worn.
"false"
ItemRendererPrefab
String
The prefab to instantiate if the item is to be rendered as a model on a character.
"prefabs/itemrenderers/*.prefab"
ItemModel
String
The .fbx model associated with the weapon.
"art/character/weapons/*.fbx"
AnimationController
String
The runtime animation controller to attach to the loaded model.
"art/animation/animationcontrollers/*.*"
PaperdollOverrideRenderer
String
If set, an override renderer prefab to use for the paperdoll.
"prefabs/itemrenderers/*.prefab"
AttackSummonID
Guid (AttackSummonGameData)
The summon this equippable summons.
"00000000-0000-0000-0000-000000000000"
CannotSheathe
Boolean
If true, this item will always try to stay unsheathed (in hand/arm).
"false"
PropVisualEffects
VisualStateVisualEffect[]
VFX to play with this set. Only works with AnimEvents since the props may be "equipped" at any time.
[]

ExperienceTableComponent

Experience Table used for quest experience.

Name /typeDescription /example
ExperienceReference
ExperienceStructure[]
Experience Table for most experience types
[]
MajorQuestWeight
Uint32
Weight for major quests and crit path quests.
4
StandardQuestWeight
Uint32
Weighting for standard quests.
2
MinorQuestWeight
Uint32
Weighting for minor quests.
1
StoredExperiencePercent
Int32
The percentage of experience that stored companions should gain, while the active party is earning experience.
100
StoredExperienceHigherLevelPercent
Int32
The percentage of experience that stored companions should gain, while the active party is earning experience. This is used if the party member is higher than the player.
50
PartySizeBonusExperiencePercent
Int32
Bonus percentage experience the party gains, per missing party member.
25
BestiaryExperience
Int32
The amount of experience awarded for unlocking all information about a creature. Note that bestiary references may also use an XP multiplier to determine the final value.
36
MapExplorationExperience
Int32
The amount of experience awarded to the party for entering a scene for the first time.
10
MapMarkerDiscoveryExperience
Int32
The amount of experience awarded to the party for discovering a map marker that grants XP.
25
DisarmTrapExperienceModifier
Int32
This value is multiplied by the difficulty of a disarmed trap to determine how much XP to give the party.
5
PickLockExperienceModifier
Int32
This value is multiplied by the difficulty of a picked lock to determine how much XP to give the party.
5
QuestXPMultiplier
Single
Multiplier used before experience is granted to the party.
1
CombatXPMultiplier
Single
Multiplier used before combat experience is granted to the party.
1
ExplorationXPMultiplier
Single
Multiplier used before exploration experience is granted to the party.
1
TrapLockXPMultiplier
Single
Multiplier used before disarm trap or pick lock experience is granted to the party.
1
TrapLockXPIncrements
Int32
The number of traps or locks of a particular level that must be disarmed for the player to earn the full pool of available XP.
0
WorldMapEncounterExperience
ExperienceTableStructure[]
[]

FactionComponent

Faction data for reputation tracking.

Name /typeDescription /example
DisplayName
Int32 (string id, factions table)
The name of the faction.
0
IsMajorFaction
Boolean
Is this a major faction?
"false"
Scale
Int32
The size of the pools for positive and negative reputation.
50
GlossaryEntryID
Guid (GlossaryEntryGameData)
The glossary entry containing information about this faction.
"00000000-0000-0000-0000-000000000000"
Positive
Int32
The initial value of the positive reputation scale.
0
Negative
Int32
The initial value of the negative reputation scale.
0
Icon
String
Icon to display for this faction.
"GUI/Images/InGameHUD/Ships/*.png"
IconRound
String
Round icon to display for this faction.
"GUI/Icons/GameSystems/*.png"
FlagIcon
String
Large flag sprite displayed on the ship management screen.
"GUI/Images/InGameHUD/Ships/*.png"
FlagIconSmall
String
Small flag icon displayed on the ship management screen.
"GUI/Images/InGameHUD/Ships/*.png"
FlagIconCombat
String
Flag sprite displayed in ship combat scripted interactions.
"GUI/Images/InGameHUD/Ships/*.png"
HideFromReputationUI
Boolean
If true, this faction will not show up in the character sheet reputation UI.
"false"
ReputationCanChangeRelationship
Boolean
If set, then changes in faction reputation may update player relationship (friendly/hostile)
"false"
ReputationScripts
ReputationRankScript[]
Global scripts to call when reaching certain rank thresholds. Triggered by Call Faction Scripts in Reputation Rank data.
[]

FinishingBlowAbilityComponent

Finishing Blow Ability

Name /typeDescription /example
BaseDamageMultiplier
Single
The base damage multiplier for this attack.
1
TargetHealthRatio
Single
The target's health must be below this ratio for the damage multiplier to start increasing above Base Damage Multiplier
0.5
BonusDamageMultiplierPerPercent
Single
The attack's damage multiplier increases by this much for each percentage point the target is below the Target Health Threshold.
0.1

FlankingAbilityComponent

Flanking Ability

Name /typeDescription /example
CombatStartTime
Single
2

FocusTraitComponent

Data for the Focus Trait ability.

Name /typeDescription /example
DamageToFocusRatio
Single
The ratio at which damage dealt is converted to Focus.
0.25
BaseMaxFocus
Int32
The base maximum value for Focus.
20
MaxFocusPerLevel
Single
The increase to maximum focus per character level.
10
StartingFocusRatio
Single
Ratio of their maximum focus a character will start combat with (0-1).
0.25

FoleyAudioComponent

Aaudio events for foley sound effects

Name /typeDescription /example
FoleyAudioEvents
FoleyAudioItem[]
collection of foley audio events
[]

FoleySettingsAudioComponent

General audio data for foley.

Name /typeDescription /example
GroundMaterialMappings
GroundMaterialMappingItem[]
Mapping between ground material type and footstep map color.
[]
MovementType
String
Name for the RTPC paramter to set for movement type
""
Gender
String
Name for the RTPC paramter to set for character gender
""
RacialAnimationAudioData
RaceAnimationAudioData[]
Race specific audio data for animations
[]

FootstepAudioComponent

Collection of footstep and jostle audio events

Name /typeDescription /example
FootstepAudioEvents
FootstepAudioItem[]
audio events to play for character footsteps
[]

GameStateAudioComponent

General audio data for game states (WWise states).

Name /typeDescription /example
MainMenuState
AudioToggleStateData
WWise state for main menu.
LoadingState
AudioToggleStateData
WWise state for loading.
PauseState
AudioToggleStateData
WWise state for pause state.
WorldMapState
AudioToggleStateData
WWise state for world map.
CombatState
AudioToggleStateData
WWise state for combat.
StealthState
AudioEnumStateData
WWise state for stealth.
SoulVisionState
AudioToggleStateData
WWise state for soul vision.
DeathState
AudioToggleStateData
WWise state for death.
ScriptedInteractionState
AudioToggleStateData
WWise state for scripted interaction.
ConversationState
AudioToggleStateData
WWise state for conversation.
BarkStringState
AudioToggleStateData
WWise state for bark string.
DayNightState
AudioToggleStateData
WWise state for day/night.
FatigueWhispersState
AudioToggleStateData
WWise state for fatigue whispers.
InteriorSceneState
AudioToggleStateData
WWise state for whether the scene is interior or exterior.
WindowState
AudioWindowStateData
WWise state for which window is currently active.
WeatherPrecipitationState
AudioEnumStateData
WWise state for weather precipitation.
WeatherAirConditionState
AudioEnumStateData
WWise state for weather air condition.
FadeMusicState
AudioEnumStateData
WWise state for music fading in/out.
FadeGeneralAudioState
AudioEnumStateData
WWise state for general audio fading in/out.
TimeOfDayParam
String
Name of RTPC that represents time of day (between -1 and 1).
""
CombatParam
String
Name of RTPC that represents combat (0 for no comnat, 1 for in combat).
""
Name /typeDescription /example
Type
String (Gender)
The type of this gender.
"Neuter"
DisplayName
Int32 (string id, gui table)
The name of this gender.
0
Icon
String
The icon for this gender.
"GUI/Icons/GameSystems/*.png"
Description
Int32 (string id, gui table)
Long text describing this gender.
0

GeneralWeatherConditionComponent

Parameters for modifying general weather condition parameters.

Name /typeDescription /example
IsTreacherous
Boolean
Weather conditions marked as treacherous will cause NPCs to flee for cover.
"false"

GenericAbilityComponent

Data to use when an ability is triggered.

Name /typeDescription /example
KeywordsIDs
Guid[] (KeywordGameData)
["00000000-0000-0000-0000-000000000000"]
DisplayName
Int32 (string id, abilities table)
The name of the ability displayed to the player.
0
Description
Int32 (string id, abilities table)
The ability description displayed to the player.
0
DescriptionTactical
Int32 (string id, abilities table)
The override ability description displayed to the player in Turn-Based Mode. (If not set, the description will be used)
0
UpgradeDescriptions
AbilityDatabaseString[]
Aditional ability description strings to append to the Description.
[]
UpgradedFromID
Guid (GenericAbilityGameData)
An ability that this ability is an upgraded version of.
"00000000-0000-0000-0000-000000000000"
Vocalization
String (ChatterAbilityVocalization)
The VO set to use when the ability is triggered.
"NoVocalization"
Icon
String
The icon to display for the ability in the UI.
"GUI/Icons/*.png"
UsageType
String (CooldownType)
Indicates which event type needs to happen before an ability can be used again.
"None"
UsageValue
Int32
Depending on the Cooldown Type, the number of uses available, or the resource cost.
0
AbilityClassID
Guid (CharacterClassGameData)
The class this ability is associated with. Leave empty for abilities that are not associated with a class.
"00000000-0000-0000-0000-000000000000"
AbilityLevel
Int32
The level of the ability.
1
IsPassive
Boolean
Inidicates if the ability is active without a trigger.
"false"
StackingRuleOverride
String (EffectStackingOverride)
Rules to follow when trying to stack similar status effect types applied by this ability.
"Default"
TriggerOnHit
Boolean
This ability activates itself when the owner is hit.
"false"
IsModal
Boolean
If the caster activates a Modal ability, all other active Modal abilities from the same group are deactivated and go on cooldown. You can always deactivate a Modal ability.
"false"
ModalGroupID
Guid (ModalGroupGameData)
Modal grouping this ability belongs to. Does nothing unless the ability is modal.
"00000000-0000-0000-0000-000000000000"
IsCombatOnly
Boolean
Indicates if the ability can only be triggered during combat. Status effects triggered from this ability will also check this flag to remove on combat end.
"false"
IsNonCombatOnly
Boolean
Indicates if the ability can only be triggered outside of combat.
"false"
HideFromUI
Boolean
Hides this ability and its status effects from the user completely. Use for backend abilities (e.g. ChanterTrait)
"false"
ShowStatusEffects
Boolean
If Hide From UI is set, overrides it for display of active status effects (HACK: use an enum instead)
"false"
HideFromCombatLog
Boolean
Hides activation messages for this ability in the log.
"false"
UniqueSet
String (AbilityUniqueSetType)
Abilities in the same set stop other abilities in the same set that are active.
"None"
NoiseLevelID
Guid (NoiseLevelGameData)
How much noise is generated when the ability is activated.
"15743f94-1026-40b0-8e13-a667b3f66f63"
DurationOverride
Single
Override for how long (in seconds) all Status Effects associated with the Ability component will last.
0
OverrideEmpower
String (EmpowerOverride)
Overrides for the default empower rules.
"Default"
ClearsOnMovement
Boolean
Ability effect ends if character moves.
"false"
CannotActivateWhileInStealth
Boolean
Cannot activate while in Stealth mode. Useful for abilities like AttackPulseAOEs that assume you are visible or would break you out of stealth.
"false"
CannotActivateWhileInvisible
Boolean
Cannot activate while invisible. Useful for abilities like AttackPulseAOEs that assume you are visible.
"false"
ActivationPrerequisites
PrerequisiteData
The conditionals required to activate the ability.
ApplicationPrerequisites
PrerequisiteData
The conditionals required to apply.
DeactivationPrerequisites
PrerequisiteData
The conditionals required to deactivate the ability
PowerLevelScaling
GenericAbilityLevelScaling
Level scaling settings to apply to this ability. If any of these are set up, the default scale settings will not be used.
StatusEffectKeywordsIDs
Guid[] (KeywordGameData)
All status effects spawned from this attack will use this keyword list unless the status effect has a non-empty keyword list.
["00000000-0000-0000-0000-000000000000"]
StatusEffectsIDs
Guid[] (StatusEffectGameData)
The status effects to apply when the ability is triggered.
["00000000-0000-0000-0000-000000000000"]
RandomizeStatusEffect
Boolean
Pick a random status effect to apply instead of applying all of them.
"false"
VisualEffects
GenericAbilityVisualEffect[]
List of visual effects the ability applies.
[]
SelfMaterialReplacementID
Guid (MaterialReplacementGameData)
Replaces materials on the caster for as long as the ability is active.
"00000000-0000-0000-0000-000000000000"
AttackID
Guid (AttackBaseGameData)
The optional attack to apply when the ability is used.
"00000000-0000-0000-0000-000000000000"
AITargetingConditional
ConditionalAndPreferences
AI will only attempt to use this ability if this conditional passes. The targeting preferences will be used when selecting a target.
AudioEventListID
Guid (AbilityAudioEventListGameData)
Reference to the ability audio event list game data.
"00000000-0000-0000-0000-000000000000"
GrantedViaScript
Boolean
Used to fix up abilities that were granted by script calls pre-3.0. You don't need to set this.
"false"

GenericAbilityWithExtraAttackOnMissAndEndComponent

Generic Ability With Extra Attack On Miss And End

Name /typeDescription /example
ExtraAttackID
Guid (AttackBaseGameData)
"00000000-0000-0000-0000-000000000000"

GenericAbilityWithPrimaryAttackOverridesComponent

Generic Ability With Primary Attack Overrides

Name /typeDescription /example
DefendedBy
String (DefenseType)
"Deflect"
Name /typeDescription /example
DisplayName
Int32 (string id, abilities table)
The localized display name of the talent.
0
Description
Int32 (string id, abilities table)
A prose description of the talent's effects.
0
Icon
String
Path to the icon for this talent.
"GUI/Icons/Abilities/*.png"
Category
String (TalentCategory)
AbilityMods
AbilityModPairStructure[]
Collection of abilities and mods to apply to them.
[]

GibComponent

Data for gib effects.

Name /typeDescription /example
AttachPoint
String (EffectAttachType)
The bone to spawn the gib effect at
"Chest"
Effects
KeywordEffect[]
Effects to tuse for certain damage types. Will use specified effect for none or the global default effect if the types don't match.
[]

GlobalDataReferencesComponent

Global component that holds references to special data objects for code to access.

Name /typeDescription /example
SecondWindAbilityID
Guid (GenericAbilityGameData)
The Second Wind ability.
"00000000-0000-0000-0000-000000000000"
EmptyChantAbilityID
Guid (ChantGameData)
The empty chant ability data.
"00000000-0000-0000-0000-000000000000"
UnarmedProficiencyAbilityID
Guid (GenericAbilityGameData)
The proficiency ability to grant to characters while they are unarmed with unarmed proficiency.
"00000000-0000-0000-0000-000000000000"
MonasticUnarmedAbilityID
Guid (GenericAbilityGameData)
Characters that have this ability qualify to receive the monk default unarmed attack.
"00000000-0000-0000-0000-000000000000"
NormalUnarmedAttackID
Guid (AttackBaseGameData)
The default unarmed attack all characters will recieve.
"00000000-0000-0000-0000-000000000000"
MonkUnarmedAttackID
Guid (AttackBaseGameData)
The default unarmed attack a Monk character will recieve.
"00000000-0000-0000-0000-000000000000"
FlankedAfflictionID
Guid (AfflictionGameData)
The flanked affliction
"00000000-0000-0000-0000-000000000000"
BondedGriefAfflictionID
Guid (AfflictionGameData)
The ranger Bonded Grief affliction.
"00000000-0000-0000-0000-000000000000"
ProneAfflictionID
Guid (AfflictionGameData)
The Prone affliction.
"00000000-0000-0000-0000-000000000000"
FatigueAfflictionID
Guid (AfflictionGameData)
The fatigue affliction to be applied if a normal injury application fails.
"00000000-0000-0000-0000-000000000000"
MaimedAfflictionID
Guid (AfflictionGameData)
The affliction to be applied if the fatigue affliction fails.
"00000000-0000-0000-0000-000000000000"
SlogZoneAfflictionID
Guid (AfflictionGameData)
The affliction to be applied while in a slog zone. Only applies if the mover has Will Force Walk in Slog set.
"00000000-0000-0000-0000-000000000000"
DamageTypeInjuries
InjuryList[]
Injuries to apply for each damage type
[]
InjuryKeywordsIDs
Guid[] (KeywordGameData)
List of Injury keywords in ascending order of value.
["00000000-0000-0000-0000-000000000000"]
SpiritshiftKeywordID
Guid (KeywordGameData)
The keyword for spiritshift abilities.
"00000000-0000-0000-0000-000000000000"
InvisibleKeywordID
Guid (KeywordGameData)
Keyword used to identify invisibility effects
"00000000-0000-0000-0000-000000000000"
ImmunityKeywordID
Guid (KeywordGameData)
Keyword used to identify immunity effects
"00000000-0000-0000-0000-000000000000"
ResistanceKeywordID
Guid (KeywordGameData)
Keyword used to identify resistance effects
"00000000-0000-0000-0000-000000000000"
WeaknessKeywordID
Guid (KeywordGameData)
Keyword used to identify weakness effects
"00000000-0000-0000-0000-000000000000"
SpellKeywordID
Guid (KeywordGameData)
Keyword used to identify spells.
"00000000-0000-0000-0000-000000000000"
BossKeywordID
Guid (KeywordGameData)
Keyword used to identify bosses.
"00000000-0000-0000-0000-000000000000"
KithGibsID
Guid (GibGameData)
The gib data to use for kith (NPC Appearance) characters.
"39fe91da-247f-411b-ac7f-39660c843302"
KithBloodID
Guid (BloodGameData)
The blood data to use for kith (NPC Appearance) characters.
"00000000-0000-0000-0000-000000000000"
DefaultBlood
String
Default blood effect to play if none can be found.
"Prefabs/Effects/*.prefab"
DefaultKeywordEffects
KeywordEffect[]
Default effects to play on hit for different keywords.
[]
NoneSubclassID
Guid (CharacterSubClassGameData)
The "None" subclass.
"00000000-0000-0000-0000-000000000000"
EmpowerGlossaryEntryID
Guid (GlossaryEntryGameData)
The glossary entry for the Empower term.
"00000000-0000-0000-0000-000000000000"
MoneyGlossaryEntryID
Guid (GlossaryEntryGameData)
Glossary entry describing "Money".
"00000000-0000-0000-0000-000000000000"
SevereInjuryKeywordID
Guid (KeywordGameData)
Keyword used to identify severe injuries
"00000000-0000-0000-0000-000000000000"
PlayShipDeepWaterUpgradeID
Guid (ShipUpgradeGameData)
The upgrade that allows the player to travel in deep water (debug use).
"00000000-0000-0000-0000-000000000000"
DefaultGhostMaterialReplacementID
Guid (MaterialReplacementGameData)
"00000000-0000-0000-0000-000000000000"
LockpickReferenceID
Guid (ItemGameData)
Reference to the generic lockpick game data.
"00000000-0000-0000-0000-000000000000"
SummonDurationEffectID
Guid (StatusEffectGameData)
Effect to show remaining summon duration.
"00000000-0000-0000-0000-000000000000"
ProfiencyEquippableDisplays
GlobalDataReferencesProfiencyPairStructure[]
Collection of equippable items that are used to display information for specific profiencies.
[]
PriestClassID
Guid (CharacterClassGameData)
The priest character class object.
"00000000-0000-0000-0000-000000000000"
PaladinClassID
Guid (CharacterClassGameData)
The paladin character class object.
"00000000-0000-0000-0000-000000000000"
RangerClassID
Guid (CharacterClassGameData)
The ranger character class object.
"00000000-0000-0000-0000-000000000000"
SpoiledFoodItemID
Guid (ItemGameData)
Item to replace spoiled food items with.
"00000000-0000-0000-0000-000000000000"

GlobalShipSettingsComponent

Global Ship Settings

Name /typeDescription /example
HungerSurvivalTable
ShipCrewSurvivalState[]
Information about the different states for a crew member's hunger level.
[]
ThirstSurvivalTable
ShipCrewSurvivalState[]
Information about the different states for a crew member's thirst level.
[]
BaseRepairUnitHeal
Int32
The amount of health restored by the use of a single unit of repair supplies.
2
BaseRepairUnitUseRate
Single
The rate of repair unit use. Measured in units per hour.
0.25
CrewTraitUnlockRequirements
ShipCrewLevelUpThreshold[]
Defines the XP values needed for a crewmember to reach each level.
[]
SlotPlaceholderItems
ShipSlotUpgradePair[]
List of placeholder items that will be equipped in the specified slot if it's empty.
[]
MedicalSuppliesPerInjuryDay
Int32
The number of medical supplies that are consumed per injury-day of out-of-combat healing.
1
MoraleGlossaryEntryID
Guid (GlossaryEntryGameData)
Glossary entry explaining Ship Morale.
"00000000-0000-0000-0000-000000000000"
FoodGlossaryEntryID
Guid (GlossaryEntryGameData)
Glossary entry explaining Ship Morale.
"00000000-0000-0000-0000-000000000000"
DrinkGlossaryEntryID
Guid (GlossaryEntryGameData)
Glossary entry explaining Ship Morale.
"00000000-0000-0000-0000-000000000000"
ShipDuelMoraleFleeInferior
Int32
Morale adjustment on fleeing from an inferior enemy in ship combat.
0
ShipDuelMoraleFleeSuperior
Int32
Morale adjustment on fleeing from a superior enemy in ship combat.
0
ShipDuelMoraleWinInferior
Int32
Morale adjustment on beating an inferior enemy in ship combat.
0
ShipDuelMoraleWinSuperior
Int32
Morale adjustment on beating a superior enemy in ship combat.
0
MoraleStates
ShipMoraleState[]
List of morale states the crew can be in.
[]
ShipLootCoinToMoraleRate
Int32
The number of cp in coinage that will convert to 1 point of morale when distributing loot after ship combat.
1
NotEnoughCrewTravelSpeedMult
Single
Multiplier applied to the player's travel speed if they do not have enough crew.
1
PlayerCaptainID
Guid (ShipCaptainGameData)
Special captain object representing the player character.
"00000000-0000-0000-0000-000000000000"

GlossaryCategoryComponent

One dropdown category in the glossary.

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The title of the category.
0
MetaCategory
String (GlossaryMetaCategory bitmask)
The meta category setting controls where in the UI glossary links from this category will be used.
"0"

GlossaryEntryComponent

One term that has text about it in the glossary.

Name /typeDescription /example
TermCyclopedia
Int32 (string id, cyclopedia table)
The text of the glossary term.
0
TermGui
Int32 (string id, gui table)
The text of the glossary term.
0
DescriptionCyclopedia
Int32 (string id, cyclopedia table)
The long description of what this term means.
0
DescriptionGui
Int32 (string id, gui table)
The long description of what this term means.
0
DescriptionTactical
Int32 (string id, cyclopedia table)
If set, this description will be used when Turn-Based Mode is active.
0
CategoryID
Guid (GlossaryCategoryGameData)
The category this term goes in.
"00000000-0000-0000-0000-000000000000"
ShowInJournal
Boolean
Should this term be listed in the journal?
"true"
CaseSensitive
Boolean
Is matching for this term case-sensitive?
"false"
AutomaticallyAddLinks
Boolean
If disabled, links will not be automatically added to text for this entry.
"true"
LinkedEntriesIDs
Guid[] (GlossaryEntryGameData)
List of entries that are related in some way to this one.
["00000000-0000-0000-0000-000000000000"]
ParentObjectID
Guid (GlossaryEntryGameData)
If set, this entry will appear underneath the specified one in the UI.
"00000000-0000-0000-0000-000000000000"

GodChallengeComponent

God Challenge Component

Name /typeDescription /example
Type
String (GodChallengeType)
The type of this challenge.
"None"
DisplayName
Int32 (string id, gui table)
The display name of this challenge.
0
StarsSprite
String
"GUI/Images/InGameHUD/Challenges/*.PNG"
FilledConstellationSprite
String
"GUI/Images/InGameHUD/Challenges/*.PNG"
SelectedConstellationSprite
String
"GUI/Images/InGameHUD/Challenges/*.PNG"
ActivationPrerequisites
PrerequisiteData
If set, these conditions must pass for this challenge to be activated.
DisableCheats
Boolean
If set, this challenge disables 'iroll20s'
"false"
DisableMods
Boolean
If set, this challenge disables mod loading.
"false"
DisablesNewGameBonuses
Boolean
If set, this challenge disables New Game Bonuses (Berath's Blessings).
"false"
AddAbilityToPartyID
Guid (GenericAbilityGameData)
Adds the specified ability to each party member.
"00000000-0000-0000-0000-000000000000"
CannotFleeCombat
Boolean
If set, combat will not end after fleeing from enemies.
"false"
CannotPause
Boolean
If set, the player can't pause the game.
"false"
CannotSlow
Boolean
If set, the player cannot use a slower-than-normal combat speed.
"false"
ExperienceMultiplier
Single
Multiplies all experience gained by the party.
1
EnemyLevelMultiplier
Single
Multiplies the base level of all enemies. This is done parallel to other level scaling.
1
ExpertMode
Boolean
If set, this challenge forces Expert mode.
"false"
TrialOfIron
Boolean
If set, this challenge forces Trial of Iron.
"false"
PathOfTheDamned
Boolean
If set, this challenge forces Path of the Damned difficulty.
"false"
LevelScalingOnlyUp
Boolean
If set, this challenge forces Level Scaling and Only Up.
"false"
ProhibitPartyMembers
Boolean
If set, the player cannot recruit party members.
"false"
EnableEquipmentWear
Boolean
If set, equipment will degrade with use.
"false"
FogRevealRadiusBonus
Single
Bonus applied to party member fog-of-war reveal radius. Applies at night and indoors on maps that are not "Well Lit".
0
WellLitFogRevealRadiusBonus
Single
Bonus applied to party member fog-of-war reveal radius. Applies at night and indoors on maps that are "Well Lit".
0
AdditionalEffectStrings
GuiDatabaseString[]
Strings for effects of this Challenge that don't have automatic strings (such as the Add Ability To Party)
[]
UIOrder
Int32
Order at which to sort this item in the UI.
0
EnableEndOfWorldCountdown
Boolean
If enabled, game will end when quests arn't completed by their due date.
"false"
FoodSpoils
Boolean
If set, food items can spoil when this challenge is enabled.
"false"
OverrideMovers
Boolean
While this challenge is active, mover game data will use Override Run and Walk speeds.
"false"
ShipRankModifier
Int32
This value will be added to captain and crew ranks of enemy ships while this challenge is active.
0
PerRestResources
Boolean
If set, per encounter resources bahave as per rest when this challenge is enabled.
"false"
RestrictHealthRegeneration
Boolean
If set, health will not be passively restored outside of combat when this challenge is enabled.
"false"
OnlyPreparedMealsRest
Boolean
If set, only items with a Rest Type of "Prepared Meal" on the consumable component will count as resting with food.
"false"
ObfuscateNumbers
Boolean
If set, hides most combat math numbers from the player.
"false"
ActivatesAllChallenges
Boolean
Enabling this challenge will activate all other challenges.
"false"

GraphicsQualityComponent

Describes a preset graphics quality.

Name /typeDescription /example
SortOrder
Int32
The UI sort order for this setting.
0
DisplayName
Int32 (string id, gui table)
The display name of the setting.
0
MSAA
Int32
Number of MSAA samples.
1
Glow
Boolean
Enable FDR glow?
"false"
AO
Boolean
Enable ambient occlusion?
"false"
HQShadows
Boolean
Enable high-quality shadow maps?
"true"
Buoyancy
Boolean
Enable buoyant structures?
"true"
Wildlife
Boolean
Enable wildlife (birds and fish)?
"true"
WeatherEffects
Boolean
Enable weather effects?
"true"
Lighting
Boolean
Enable lighting?
"true"
HairTransparency
Boolean
Enable hair transparency?
"true"
FXAA
Boolean
Enable FXAA?
"true"
FootstepEffects
Boolean
Enable footstep effects?
"true"
Vegetation
Boolean
Enable vegetation?
"true"

GrimoireComponent

Component indicating that an Equippable is a Grimoire and storing its starting data.

Name /typeDescription /example
NPCsAutomaticallyFill
Boolean
If set, any NPC holding this grimoire will try to add as many spells as possible into it.
"false"
SchoolID
Guid (MagicSchoolGameData)
The school of magic this grimoire is associated with.
"00000000-0000-0000-0000-000000000000"
SpellsIDs
Guid[] (GenericAbilityGameData)
List of spells that start in this grimoire.
["00000000-0000-0000-0000-000000000000"]
Name /typeDescription /example
TrapPrefab
String
The trap prefab to use on this hazard attack
"prefabs/*.prefab"

HeartOfFuryAbilityComponent

Heart Of Fury Ability

Name /typeDescription /example
FuryAoeRadius
Single
2

InnRoomComponent

Component holding data on a room in an Inn.

Name /typeDescription /example
RestBonusID
Guid (AfflictionGameData)
The effect granted to characters when they rest in this room.
"00000000-0000-0000-0000-000000000000"
DisplayName
Int32 (string id, interactables table)
The display name for this room.
0
Cost
Int32
The cost to rest in this room.
0
DisplayImage
String
The image to display for this room (expected dimensions are 76x96).
"GUI/InnIcons/*.png"
VisibilityRequirements
ConditionalOnly
Requirements that must pass for this room to be visible.
Name /typeDescription /example
Interval
Single
The time in seconds between each tick at this interval rate.
3
OnlyWhileMoving
Boolean
If set, the interval will only tick while the target character is moving.
"false"

InventoryItemAudioEventListComponent

Collection of inventory item audio events

Name /typeDescription /example
ItemAudioEventList
InventoryAudioItem[]
Audio event for every inventoy action type.
[]

ItemAudioComponent

General audio data for items.

Name /typeDescription /example
SharedItemSoundBank
String (Wwise audio bank)
Sound bank with item sounds that are used repeatedly (always loaded).
InventoryAudioEventListID
Guid (InventoryItemAudioEventListGameData)
Reference to default inventory item audio event list.
"705deb97-3f84-48c8-a84b-e3c34e2d0e3a"

ItemComponent

An item in the world that can be collected.

Name /typeDescription /example
DisplayName
Int32 (string id, items table)
The name of the item to display to the user.
0
DescriptionText
Int32 (string id, items table)
The description of the item to display to the user.
0
DescriptionTextTactical
Int32 (string id, items table)
The override description of the item to display to the user when in Turn-Based Mode.
0
FilterType
String (ItemFilter)
The category to place the item in when displayed in the inventory screen.
"Misc"
InventoryAudioEventListID
Guid (InventoryItemAudioEventListGameData)
Reference to inventory item audio event list.
"705deb97-3f84-48c8-a84b-e3c34e2d0e3a"
IsQuestItem
Boolean
If this is set, the item cannot be sold, dropped, or otherwise lost by the player.
"false"
IsIngredient
Boolean
If this is set, the item is stored in the player's ingredients inventory. These can be sold.
"false"
IsCurrency
Boolean
If this is set, the item is a form of currency.
"false"
IsAdventuringItem
Boolean
If set, this item will be allowed to show as a tag when checked in conversations.
"false"
IsJunk
Boolean
If set, causes a red icon to appear over this item in the inventory.
"false"
CanSellForFullValue
Boolean
If this is set, stores buy this item from the player at its full value.
"false"
MaxStackSize
Int32
The maximum number of this item that can be within a stack.
1
NeverDropAsLoot
Boolean
If this is set, the loot system will never drop this item in a container or body bag.
"false"
CanBePickpocketed
Boolean
Determines whether or not this item can be pickpocketed.
"true"
IsUnique
Boolean
If this is set, the UI will identify this as a unique item.
"false"
Value
Int32
The base of the item (equivalent to the cost to purchase from a default shop).
0
IconTextureSmall
String
The small image to use for the item.
"GUI\Icons\Items/*.png"
IconTextureLarge
String
The large image to use for the item. Dimensions are not restricted (standard is 100x100).
"GUI\Icons\Items/*.png"
PencilSketchTexture
String
Path to a large pencil-sketch image of the item
"GUI\ItemSketches/*.png"
InspectOnUseButton
UsableItemData[]
When you inspect this item, you can customize a button with scripts.
[]
IsPlaceholder
Boolean
If set, this item will be immediately destroyed when removed from a slot.
"false"

ItemListComponent

Holds a list of items.

Name /typeDescription /example
ItemsIDs
Guid[] (ItemGameData)
The list of items.
["00000000-0000-0000-0000-000000000000"]

ItemModComponent

Modifactions that can be applied to an item externally.

Name /typeDescription /example
DisplayName
Int32 (string id, itemmods table)
The name of the modification displayed to the player.
0
HideFromUI
Boolean
Hides this item mod from the player.
"false"
EnchantCategory
String (EnchantCategory)
The type of enchantment placed on the item.
"None"
Cost
Int32
The amount needed in order to purchase the item.
0
CursesItem
Boolean
Indicates if the item becomes cursed when the modification is applied.
"false"
DurabilityDamage
Single
The amount of durability damage this mod is applied at.
0
StatusEffectsOnEquipIDs
Guid[] (StatusEffectGameData)
Apply these status effects when the item is equipped.
["00000000-0000-0000-0000-000000000000"]
StatusEffectsOnLaunchIDs
Guid[] (StatusEffectGameData)
The status effects to apply to the attacker when launching an attack with this weapon or shield.
["00000000-0000-0000-0000-000000000000"]
StatusEffectsOnAttackIDs
Guid[] (StatusEffectGameData)
The status effects to apply to the victim of the attack on impact.
["00000000-0000-0000-0000-000000000000"]
AbilityModsOnEquipIDs
Guid[] (AbilityModGameData)
The ability mods to apply when the item is equipped.
["00000000-0000-0000-0000-000000000000"]
OnEquipVisualEffects
ItemVisualEffect[]
When the item is equipped, play these visual effect on the item.
[]
DamageProcs
DamageProc[]
Additional damage bonuses to be applied.
[]
AbilitiesOnEquipIDs
Guid[] (GenericAbilityGameData)
Grant these abilities when the item is equipped.
["00000000-0000-0000-0000-000000000000"]

ItemRepairSettingsComponent

Stores data related to the item wear/repair system.

Name /typeDescription /example
WeaponDamageModsIDs
Guid[] (ItemModGameData)
Weapon damage mods, in order of ascending severity.
["00000000-0000-0000-0000-000000000000"]
WeaponDestroyThreshold
Single
Weapons are destroyed when they have at least this many wear points.
0
ShieldDamageModsIDs
Guid[] (ItemModGameData)
Shield damage mods, in order of ascending severity.
["00000000-0000-0000-0000-000000000000"]
ShieldDestroyThreshold
Single
Shields are destroyed when they have at least this many wear points.
0
ArmorDamageModsIDs
Guid[] (ItemModGameData)
Armor damage mods, in order of ascending severity.
["00000000-0000-0000-0000-000000000000"]
ArmorDestroyThreshold
Single
Armor is destroyed when it has at least this many wear points.
0
BrokenWeaponItemID
Guid (ItemGameData)
Item to replace broken weapons with.
"00000000-0000-0000-0000-000000000000"
BrokenShieldItemID
Guid (ItemGameData)
Item to replace broken shields with.
"00000000-0000-0000-0000-000000000000"
BrokenArmorItemID
Guid (ItemGameData)
Item to replace broken armor with.
"00000000-0000-0000-0000-000000000000"
Name /typeDescription /example
GuiDisplayString
Int32 (string id, gui table)
The display name of the keyword (GUI table).
0
AbilitiesDisplayString
Int32 (string id, abilities table)
The display name of the keyword (Abilities table).
0
Description
Int32 (string id, abilities table)
A description of the keyword.
0
OverridePluralEffect
Int32 (string id, gui table)
0
Icon
String
The icon associated with this keyword.
"GUI/Icons/Keywords/*.png"
TintableIcon
String
The tintable icon associated with this keyword, if any.
"GUI/Icons/GameSystems/*.png"

LegacyHistoryMappingComponent

Legacy History Mapping

Name /typeDescription /example
DefaultHistories
LegacyHistoryMappingStructure[]
[]

LightningComponent

Parameters for modifying weather lightning.

Name /typeDescription /example
LightningType
String (LightningType)
Type of lightning (none, thunder, or thunder and lightning).
"None"
LightningDistance
String (DistanceType)
Only used to determine lightning audio delay. Near lightning occurs in the scene, distant lightning appears outside of the scene.
"VeryNear"
LightningStrengthType
String (WeatherSettingsStrengthType)
Determines frequency of lightning strikes.
"Inactive"

LinkedEffectAbilityComponent

Linked Effect Ability

LoadingScreenList

Loading Screen List

Name /typeDescription /example
LoadingScreenGroups
LoadingScreensGroup[]
[]
LoadingScreenImages
LoadingScreenImage[]
A collection of loading screen images
[]

LoadScreenComponent

This data is used for loading screens.

Name /typeDescription /example
LoadScreenImage
String
The image displayed for the load screen (expected dimensions are 1920x1440).
"Art/LoadingScreens/*.tif"

LootListComponent

Contains the items to drop when loot is spawned.

Name /typeDescription /example
Conditional
ConditionalOnly
Conditional needs to pass for loot to drop on this list.
OutputChance
Single
The chance that this loot list will spawn any items. Is used regardless of what "Output Mode" is set to.
1
OutputMode
String (LootListOutputMode)
How the loot list will select which entries to output.
"All"
Items
LootItem[]
The items to potentially drop.
[]

MagicSchoolComponent

Magic School Component

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The display name of this school.
0
GrimoireNugget
String
The icon nugget to use in the grimoire.
"GUI/Images/InGameHUD/Grimoire/*.png"

MapDataComponent

Component holding metadata about one scene in the game.

Name /typeDescription /example
MapType
String (MapType)
Enum value for the scene.
"None"
SceneName
String
The name of the Unity scene.
""
Path
String
The project path of the scene.
"Scenes/*.unity"
ScenesToPreloadIDs
Guid[] (MapGameData)
List of scene that should be preloaded when this scene is active.
["00000000-0000-0000-0000-000000000000"]
LoadScreenID
Guid (LoadScreenGameData)
The load screen to use for this scene.
"00000000-0000-0000-0000-000000000000"
DiscordImageKey
String
"lg_defaultscene"
GrantsExplorationXp
Boolean
If set, this map grants xp the first time the player enters it.
"true"
AudioDataID
Guid (AudioSceneGameData)
Audio data for the scene.
"00000000-0000-0000-0000-000000000000"
WeatherForecastID
Guid (WeatherForecastGameData)
Weather forecast for this map. Every zone map data should have a weather forecast. You can override the zone weather by setting the weather forecast on the scene map data.
"00000000-0000-0000-0000-000000000000"
CanCamp
Boolean
Should the player be allowed to camp on this map?
"false"
CanAccessStash
Boolean
Should the player be allowed free access to the stash in this map?
"false"
Interior
Boolean
Whether this is an interior or exterior scene.
"false"
IsWellLit
Boolean
If set, the fog-of-war reduction from challenges will be lessened on this map.
"false"
IsSeaMap
Boolean
Is this scene an above-decks ocean map with player/enemy ships?
"false"
IsRandomEncounterMap
Boolean
Is this scene for a random encounter?
"false"
IsCritPathArea
Boolean
Determines whether creatures in the area level scale with crit path scaling values.
"false"
HasShipCrew
Boolean
True if this scene requires the ship crew objects to be loaded because they may need to be spawned in visually or they may need to be accessed via scripting.
"false"
ShowOnCityMap
Boolean
If set, this map will show in the City Map when its zone is selected.
"false"
CityMapOverrideName
Int32 (string id, maps table)
If set, this is the name that will be used for the area in the City Map UI.
0
StoryTimeSpawnSetting
String (GameDifficulty)
Story Time mode will use this difficulty when spawning encounters on this map.
"Easy"
OverridePlayerLevelBasedScalingTableID
Guid (CharacterLevelScalingTableGameData)
Use this level scaling table for this map instead of the default global player level table.
"00000000-0000-0000-0000-000000000000"
OverridePartySizeBasedScalingTableID
Guid (PartySizeLevelScalingTableGameData)
Use this level scaling table for this map instead of the default party size global table.
"00000000-0000-0000-0000-000000000000"
ExpectedPlayerLevel
Int32
What level do we expect the player to be when first traversing this map. This will be used to evaluate if creatures need their levels scaled. (-1 means use no player level scaling)
-1
ExpectedPartySize
Int32
What party size do we expect the player's when first traversing this map. This will be used to evaluate if creatures need their levels scaled. (-1 means use no party based level scaling)
-1
AdditiveSceneLayersIDs
Guid[] (MapGameData)
Additional Scene Layers that can be loaded (say, as an expansion extention)
["00000000-0000-0000-0000-000000000000"]
IncludedInBeta
Boolean
"false"
CanStartDLC
Boolean
If true, new DLC can be triggered from this map.
"true"
SceneTransitionFadeColor
String (SceneFadeColorType)
The game will fade in/out of this color when transitioning to/from this map
"Black"

MastersCallAttackComponent

A teleport attack, but hits all characters along the teleport path with the attack.

MaterialReplacementComponent

A way to replace the properties of a material.

Name /typeDescription /example
Material
String
Replace the current material with this material.
"art/*.mat"
ReplaceColor
Boolean
Should the color value of the material be replaced.
"false"
ReplaceNormal
Boolean
Should the normal map value of the material be replaced.
"false"
ReplaceEmissive
Boolean
Should the emissive value of the material be replaced.
"false"
ReplaceTint
Boolean
Should the tint value of the material be replaced.
"false"
SearchSkeleton
Boolean
If true, the material replacement will also search through the skeleton transforms for renderers to replace.
"false"

MetaTeamComponent

Component for groups of teams.

Name /typeDescription /example
TeamListIDs
Guid[] (TeamGameData)
List of teams that belong to this meta team.
["00000000-0000-0000-0000-000000000000"]

MinorBlightsAbilityComponent

Minor Blights Ability

Name /typeDescription /example
WeaponPrefabsIDs
Guid[] (EquippableGameData)
["00000000-0000-0000-0000-000000000000"]
Name /typeDescription /example
NumberOfCopies
Int32
1

ModalGroupComponent

Holds data about a grouped set of modal abilities.

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The localized display name of this group.
0
MustBeActive
Boolean
If set, a modal from this group must be active at all times.
"false"

ModScriptHookComponent

Mod Script Hook Component

Name /typeDescription /example
RunOnlyOnce
Boolean
If set, the hook will only run once per savegame.
"false"
SucceedOnlyOnce
Boolean
If set, the script will only be run until it succeeds once.
"false"
Script
ConditionalAndScripts
The scripts to run.

MoverComponent

Individual mover settings.

Name /typeDescription /example
Radius
Single
Radius of mover.
0.5
Acceleration
Single
Mover acceleration.
1024
AnimationRunSpeed
Single
Mover animation run speed.
4
AnimationWalkSpeed
Single
Mover animation walk speed.
2
RunSpeed
Single
Mover run speed.
4
WalkSpeed
Single
Mover walk speed.
2
RunSpeedChallengeOverride
Single
The mover speed to use if an active challenge overrides run speed (used by Ondra's Challenge)
-1
WalkSpeedChallengeOverride
Single
The mover speed to use if an active challenge overrides walk speed (used by Ondra's Challenge)
-1
ClipThroughObstacles
Boolean
Whether the mover can pass directly through obstacles.
"false"
CanFly
Boolean
Whether the mover can fly (use fly NavMesh in addition to walk NavMesh).
"false"
CanJump
String (JumpType)
Whether the character can jump.
"Default"
OverrideDefaultRotationRates
Boolean
If checked, overrides mover rotation rates with below values.
"false"
StationaryInCombatRotationRate
Single
Rotation rate (degrees/second) when mover is stationary.
960
StationaryOutOfCombatRotationRate
Single
Rotation rate (degrees/second) when mover is stationary.
480
MovingRotationRate
Single
Rotation rate (degrees/second) when mover is moving.
720
MovingSubtleRotationRate
Single
WARNING - avoid changing this if possible - Subtle rotation rate (degrees/second) when mover is moving.
180
MovingSubtleRotationThreshold
Single
WARNING - avoid changing if possible - Angle (degrees) at which subtle rotation rate is used.
38
SlogForceWalk
Boolean
If this mover is in a slog zone, it will force walk if applicable
"true"
SlogVFX
Boolean
If this mover is in a slog zone, it will spawn a VFX trail if applicable.
"true"

MusicTrackComponent

Music Event (WWise State)

Name /typeDescription /example
Track
String (Wwise state)
The music track to play (WWise State)

NewGameBonusComponent

New Game Bonus

Name /typeDescription /example
DisplayString
Int32 (string id, gui table)
0
Cost
Int32
0
DisabledChallengesAndAchievementsIDs
Guid[] (ChallengeGameData)
["00000000-0000-0000-0000-000000000000"]
ScriptsToRun
ScriptsOnly
WhenToRunScripts
String (NewGameBonusActivationMethod)
"OnPrologueComplete"

NewGameBonusGroupComponent

New Game Bonus Group

Name /typeDescription /example
DisplayString
Int32 (string id, newgamebonuses table)
0
DescriptionString
Int32 (string id, newgamebonuses table)
0
DisabledAchievementsAndChallengesIDs
Guid[] (ChallengeGameData)
["00000000-0000-0000-0000-000000000000"]
WhenToRunScripts
String (NewGameBonusActivationMethod)
"OnPrologueComplete"
Bonuses
NewGameBonus[]
[]
IsChallenge
Boolean
"false"

NewGameSettingsComponent

New Game Settings

Name /typeDescription /example
NewGameStartMapID
Guid (MapGameData)
This is the map that will be loaded when pressing New Game
"00000000-0000-0000-0000-000000000000"
NewGamePartyID
Guid (DebugPartySetupGameData)
This is the party configuration that will be used when pressing New Game
"00000000-0000-0000-0000-000000000000"
LegacyHistoryScriptedInteractionID
Guid (Conversation)
"00000000-0000-0000-0000-000000000000"
BackerBetaStartingMapID
Guid (MapGameData)
This is the map that will be loaded when pressing New Game (in Backer Beta mode)
"00000000-0000-0000-0000-000000000000"
BackerBetaPartyID
Guid (DebugPartySetupGameData)
This is the party configuration that will be used when pressing New Game (in Backer Beta mode)
"00000000-0000-0000-0000-000000000000"
NewGameShortcutMapID
Guid (MapGameData)
This is the map that will be loaded when pressing New Game Shortcut
"00000000-0000-0000-0000-000000000000"

NoiseLevelComponent

Noise Level Component

Name /typeDescription /example
Name
Int32 (string id, gui table)
The localized display name of this noise level.
0
Radius
Single
Radius in which this noise can be heard (meters).
0

NPCAppearanceOptionsComponent

NPCAppearance Options

Name /typeDescription /example
NudeBodyVisualData
String
Visual data for the npc nude bodies
"prefabs/*.asset"
SubraceAppearanceDatas
SubraceAppearanceData[]
[]
MaleHairLists
HairLists
FemaleHairLists
HairLists
MajorColorList
Color[]
[]
TattooColorList
Color[]
[]

OCLAudioEventListComponent

Audio event list for OCL objects

Name /typeDescription /example
OpenAudioEvent
String (Wwise event)
audio event to play when the object is opened
CloseAudioEvent
String (Wwise event)
audio event to play when the object is closed
LockedAudioEvent
String (Wwise event)
audio event to play when the object attempts to open but is locked
UnlockedAudioEvent
String (Wwise event)
audio event to play when the object is unlocked

OldBackgroundMappingsComponent

Maps the old Background enum to new BackgroundGameData objects.

Name /typeDescription /example
Mappings
BackgroundToBackgroundGameData[]
Mappings from the old enum to the new game data.
[]

OldCharacterClassMappingsComponent

Maps the old CharacterClass enum to new CharacterClassGameData objects.

Name /typeDescription /example
Mappings
CharacterClassToCharacterClassGameData[]
Mappings from the old enum to the new game data.
[]

OneStandsAloneAbilityComponent

One Stands Alone Ability

Name /typeDescription /example
MinEnemiesForBonus
Int32
2

OVSAudioEventListComponent

OVS Audio Event List

Name /typeDescription /example
States
VisualStateAudio[]
List of states with audio events
[]

OVSComponent

OVS Component Data

Name /typeDescription /example
States
VisualState[]
Collection of visual states.
[]
AudioEventListID
Guid (OVSAudioEventListGameData)
Audio events for this OVS
"00000000-0000-0000-0000-000000000000"

PaladinOrderComponent

Contains data about one paladin order in the game.

Name /typeDescription /example
DisplayName
Int32 (string id, factions table)
The name of the order.
0
PositiveDispositionsIDs
Guid[] (DispositionGameData)
List of dispositions this order reacts positively to.
["00000000-0000-0000-0000-000000000000"]
NegativeDispositionsIDs
Guid[] (DispositionGameData)
List of dispositions that this order reacts negatively to.
["00000000-0000-0000-0000-000000000000"]

PaladinSubClassComponent

Paladin Sub Class

Name /typeDescription /example
PaladinOrderID
Guid (PaladinOrderGameData)
The order associated with this subclass.
"00000000-0000-0000-0000-000000000000"

PartySizeLevelScalingTableComponent

Party Size Level Scaling Table

Name /typeDescription /example
ExpectedPartySizeLevelAdjustments
LevelScalingRule[]
[]

PersonalityComponent

Defines animation parameters for personalities

Name /typeDescription /example
Value
Int32
Parameter value for this personality animation
0
AvailableInCharacterCreation
Boolean
Determines whether a personality is visible during Character Creation.
"false"
LocalizedName
Int32 (string id, gui table)
The localized database string for a personality.
0
Name /typeDescription /example
Icon
String
"GUI/Icons/Abilities/Chanter//*.png"
DisplayName
Int32 (string id, abilities table)
0
AbilityClassID
Guid (CharacterClassGameData)
The class this phrase belongs to.
"b4a0f1d1-b8f7-47e7-b899-99e478004a37"
Description
Int32 (string id, abilities table)
0
Vocalization
String (ChatterAbilityVocalization)
Vocalization to play on the phrase
"ChanterChant1"
Level
Int32
1
DefendedBy
String (DefenseType)
"None"
StatusEffectKeywordsIDs
Guid[] (KeywordGameData)
All status effects spawned from this attack will use this keyword list unless the status effect has a non-empty keyword list.
["00000000-0000-0000-0000-000000000000"]
StatusEffectsIDs
Guid[] (StatusEffectGameData)
["00000000-0000-0000-0000-000000000000"]
HostileAttackID
Guid (AttackBaseGameData)
If set, this attack will be launched at each enemy affected by the phrase.
"00000000-0000-0000-0000-000000000000"
OnChanterVisualEffectPath
String
"prefabs/*.prefab"
ChanterVisualEffectAttach
String (EffectAttachType)
"Root"

PlayerNamedFeatureComponent

Player Named Feature

PlayerVoiceComponent

Metadata for one voice the player can select.

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The display name for this voice.
0
SpeakerReferenceID
Guid (SpeakerGameData)
The SpeakerGameData this voice set uses.
"00000000-0000-0000-0000-000000000000"
Conditionals
ConditionalOnly
List of conditionals that the user must meet in order to display this voice set.

PoE1GodBoonsComponent

Has data about the god boons granted in PoE1.

Name /typeDescription /example
Boons
PoE1GodBoonStructure[]
List of god boons from PoE1.
[]

PointOfInterestVisualDataComponent

The GUI settings associated with a point of interest.

Name /typeDescription /example
Type
String (PointOfInterestType)
The type of point of interest.
"None"
Icon
String
The image to show when the point of interest first appears.
"GUI/Images/InGameHUD/AreaMap/*.png"
VisitedIcon
String
The image to show after the point of interest has been interacted with.
"GUI/Images/InGameHUD/AreaMap/*.png"
XPIcon
String
The image to show if the point of interest awards experience for disconvery.
"GUI/Images/InGameHUD/AreaMap/*.png"
Arrow
String
The image to show next to the icon if indicating a direction that points towards the point of interest.
"GUI/Images/InGameHUD/AreaMap/*.png"
AlwaysShowText
Boolean
If checked, text will always be displayed instead of only being displayed on mouse hover.
"false"
UseFriendlyColorForIcon
Boolean
If checked, the icon will use the friendly color specified in the in game HUID,
"false"

PositionalAudioComponent

General data for audio system positioning.

Name /typeDescription /example
OcclusionFadeInRate
Single
Rate at which occlusion transitions from fully occluded to not occluded.
0
OcclusionFadeOutRate
Single
Rate at which occlusion transitions from not occluded to fully occluded.
0
PanningParam
String
Name of RTPC that represents panning (between -100 and 100).
""
ListenerPositionSmoothingRate
Single
Rate at which listener moves from current position to goal position.
0

PowderBurnsAbilityComponent

Powder Burns Ability

Name /typeDescription /example
AttackPistolID
Guid (AttackBaseGameData)
"00000000-0000-0000-0000-000000000000"
AttackArquebusID
Guid (AttackBaseGameData)
"00000000-0000-0000-0000-000000000000"
AttackBlunderbussID
Guid (AttackBaseGameData)
"00000000-0000-0000-0000-000000000000"
PistolEffectDuration
Single
0
ArquebusEffectDuration
Single
0
BlunderbussEffectDuration
Single
0

PrecipitationComponent

Parameters for modifying weather precipitation.

Name /typeDescription /example
PrecipitationType
String (PrecipitationType)
Type of precipitation (none, rain, snow, or hail).
"None"
PrecipitationStrengthType
String (WeatherStrengthType)
Strength of precipitation.
"Inactive"
PrecipitationStrength
Single
Precipitation strength (on a scale of 0 to 1).
0

PriestSubClassComponent

Priest Sub Class Component

Name /typeDescription /example
DeityID
Guid (DeityGameData)
The deity associated with this priest subclass.
"00000000-0000-0000-0000-000000000000"

ProgressionTableManagerComponent

Holds global data for progression tables.

Name /typeDescription /example
RacialProgressionTableID
Guid (ClassProgressionTableGameData)
Progression table containing racial abilities.
"00000000-0000-0000-0000-000000000000"
ProficienciesProgressionTableID
Guid (ClassProgressionTableGameData)
Progression table containing weapon proficiencies.
"00000000-0000-0000-0000-000000000000"
ClassTables
ClassProgressionTable[]
Progression tables for each class.
[]
CharacterCreationAttributePoints
Int32
Total number of attribute points available to the player at character creation.
0
CharacterCreationMaxAttributeGulf
Int32
Maximum number of points apart any two attributes can be.
0
CharacterCreationAttributeMinimum
Int32
The minimum value of a single attribute at character creation.
0
CharacterCreationAttributeMaximum
Int32
The maximum value of a single attribute at character creation.
0
CharacterCreationBaseStat
Int32
The starting value for each attribute at character creation.
0

ProgressionUnlockableComponent

Base class for an object that is unlockable through progression tables.

PromotionalItemCollectionComponent

Collection of promotional items to be granted in game.

Name /typeDescription /example
PromotionalItemCollections
PromotionalItemCollectionStructure

PropInfoComponent

Data for character props

Name /typeDescription /example
PrimaryPropID
Guid (EquippableGameData)
Item to place in the character's primary hand.
"00000000-0000-0000-0000-000000000000"
SecondaryPropID
Guid (EquippableGameData)
Item to place in the character's secondary hand.
"00000000-0000-0000-0000-000000000000"

QuestExperienceTableComponent

Overrides for each quest's experience in the game

Name /typeDescription /example
QuestData
QuestExperienceTableRow[]
The data for this quest experience table.
[]
Strings
QuestExperienceTableRegionStringSetStructure[]
The display information used in the journal.
[]

RaceComponent

Contains stats for a given race.

Name /typeDescription /example
Type
String (Race)
The kind of race for these stats.
"None"
IsKith
Boolean
Is this race considered a "kith" race?
"false"
DisplayName
Int32 (string id, gui table)
The localized display name of the race.
0
DisplayNamePlural
Int32 (string id, gui table)
The localized plural display name of the race.
0
SummaryText
Int32 (string id, cyclopedia table)
A short (1-2 sentence) description of this race.
0
DescriptionText
Int32 (string id, gui table)
The localized long description text for this race.
0
Icon
String
The icon representing this race.
"GUI/Icons/GameSystems/*.png"
Resolve
Int32
Resolve ability adjustment.
0
Might
Int32
Might ability adjustment.
0
Dexterity
Int32
Dexterity ability adjustment.
0
Intellect
Int32
Intellect ability adjustment.
0
Constitution
Int32
Constitution ability adjustment.
0
Perception
Int32
Perception ability adjustment.
0
CharacterCreationSubracesIDs
Guid[] (SubraceGameData)
List of subraces for this race that are valid at character creation.
["00000000-0000-0000-0000-000000000000"]

RecipeCategoryComponent

A category recipes can belong to.

Name /typeDescription /example
Category
String (EnchantCategory)
The enum value for the category.
"None"
DisplayName
Int32 (string id, recipes table)
The display name of the category.
0
SkillRequirement
SkillValue
Required skill and skill level to craft recipes in this category.

RecipeComponent

Data for a recipe the player can craft.

Name /typeDescription /example
DisplayName
Int32 (string id, recipes table)
The display name for the recipe.
0
CraftingLocation
String (CraftingLocation)
A specific location the player must be at to craft the item.
"None"
CategoryID
Guid (RecipeCategory)
The category of the recipe.
"00000000-0000-0000-0000-000000000000"
VisibilityConditions
ConditionalOnly
Conditions that must be met for the player to see the recipe.
CreationConditions
ConditionalOnly
Conditions that must be met for the player to craft this recipe.
Cost
Int32
The amount of money it takes to craft this recipe.
0
CostByValueMultiplier
Single
Multiplies the item's value by this amount and adds it to the cost.
0
Double2HIngredientCost
Boolean
When true, recipe ingredient quantities will be doubled for two-handed weapons.
"true"
CanModifyWeapons
Boolean
If set, this recipe can apply its item mods to weapons.
"false"
CanModifyArmor
Boolean
If set, this recipe can apply its item mods to armor.
"false"
CanModifyShields
Boolean
If set, this recipe can apply its item mods to shields.
"false"
CanModifySpecificItemsIDs
Guid[] (EquippableGameData)
List of specific items this recipe can be applied to.
["00000000-0000-0000-0000-000000000000"]
Ingredients
RecipeIngredient[]
List of ingredients required to craft the recipe.
[]
Output
RecipeProduct[]
List of items produced by the recipe.
[]
PrerequisiteItemModID
Guid (ItemModGameData)
If set, this mod must be on the item in order to craft this recipe.
"00000000-0000-0000-0000-000000000000"
ItemModsToAddIDs
Guid[] (ItemModGameData)
List of item mods that the recipe adds to an item.
["00000000-0000-0000-0000-000000000000"]
ItemModsToRemoveIDs
Guid[] (ItemModGameData)
List of item mods that will be removed from the original item.
["00000000-0000-0000-0000-000000000000"]
Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The localized display name of this speed.
0
Duration
Single
The base recovery duration.
1

ReputationRankComponent

Data for different reputation ranks.

Name /typeDescription /example
Title
Int32 (string id, factions table)
The string to use as the title for this reputation rank.
0
Rank
Int32
The rank of this reputation.
0
RankType
String (RankType)
The enumeration for this rank type.
"Default"
PositiveValue
Int32
The index on the positive axis of the grid that represents this rank.
0
NegativeValue
Int32
The index on the negative axis of the grid that represents this rank.
0
ForceRelationChange
Boolean
Determines if this reputation rank forces a relationship change (friendly/hostile) with the player, assuming Reputation Can Change Relationship is set on the faction.
"false"
CallFactionScripts
Boolean
If set, the associated faction will call any set scripts for this Rank Type when reaching this rank
"false"
VendorRatesID
Guid (VendorRatesGameData)
Rates that will be used by faction vendors when the player's reputation is at this rate.
"bd6efb6b-45e0-477f-b80e-95931b37fa53"

ReputationThresholdComponent

Values that represent different reputation thresholds.

Name /typeDescription /example
Axis
String (Axis)
The axis for this set of thresholds.
"Positive"
Thresholds
Float[]
Thresholds for each reputation rank.
[]

RighteousSoulAbilityComponent

Righteous Soul Ability

Name /typeDescription /example
ResistedKeywordsIDs
Guid[] (KeywordGameData)
["00000000-0000-0000-0000-000000000000"]
ResistedStatusEffectsIDs
Guid[] (StatusEffectGameData)
["00000000-0000-0000-0000-000000000000"]
ResistedDefenseAdjustment
Int32
15
ResistedDurationAdjustment
Single
-5
Name /typeDescription /example
RiposteOnMissChance
Single
The chance that this character will riposte when Missed.
0.2
RiposteOnGrazeChance
Single
The chance that this character will riposte when Grazed.
0.3

SafeguardAbilityComponent

Safeguard Ability

Name /typeDescription /example
SafeguardDuration
Single
30
StaminaTriggerPercent
Single
0.5
AoeProneAttackID
Guid (AttackAOEGameData)
"00000000-0000-0000-0000-000000000000"

SaveGameImportDataComponent

Save Game Import Data

Name /typeDescription /example
AbilitiesOrTalentsToSearchFor
LegacyGlobalVariableData[]
[]

ScheduleComponent

A series of time slices that makes up a daily schedule.

Name /typeDescription /example
TimeSlices
TimeSliceStructure[]
The time segments that comprise a daily schedule.
[]

ScriptedInteractionImageComponent

Holds data about one image that can be shown in a scripted interaction.

Name /typeDescription /example
Image
String
The image to show.
"GUI/InteractionPortraits/*.png"
TextStyle
String (ScriptedInteractionTextStyle)
How the text related to this image should be displayed.
"TopLeft"

ScriptingProfileComponent

Player and party settings to use while testing scripts.

Name /typeDescription /example
Gender
String (Gender)
The player's gender.
"Male"
RaceID
Guid (RaceGameData)
The player's race.
"00000000-0000-0000-0000-000000000000"
Subrace
String (Subrace)
The player's subrace.
"None"
CultureID
Guid (CultureGameData)
The player's culture.
"00000000-0000-0000-0000-000000000000"
BackgroundID
Guid (BackgroundGameData)
The player's background.
"00000000-0000-0000-0000-000000000000"
DeityID
Guid (DeityGameData)
The player's deity.
"00000000-0000-0000-0000-000000000000"
PaladinOrderID
Guid (PaladinOrderGameData)
The player's paladin order.
"00000000-0000-0000-0000-000000000000"
Classes
ScriptingProfileClassesStructure
The character classes of the player.
Attributes
ScriptingProfileAttributesStructure[]
The attributes of the player.
[]
Skills
ScriptingProfileSkillsStructure
The skill levels of the player.
Dispositions
ScriptingProfileDispositionsStructure
The disposition ranks of the player.
Companions
ScriptingProfileCompanionsStructure
The companions currently in the party.
Difficulty
String (GameDifficulty)
The game difficulty.
"Normal"
CurrentHourOfDay
Int32
The hour of the current time of day.
12

SharedTargetAbilityComponent

Shared Target Ability

Name /typeDescription /example
ShareTarget
String (ShareTargetTypes)
Caster will apply status effects when attacking if the target is threatened by this
"AnimalCompanion"

ShieldAudioEventListComponent

Audio event list for specific shield.

Name /typeDescription /example
SwitchAudioEvent
String (Wwise event)
Audio event to play when shield is switched to (via weapon sets).
EquipAudioEvent
String (Wwise event)
Audio event to play when shield is equipped (unholstered).
HolsterAudioEvent
String (Wwise event)
Audio event to play when weapon is holstered.

ShieldComponent

Stats for a protective shield.

Name /typeDescription /example
ShieldType
String (ShieldType)
The category of shield.
"Small"
AttachmentType
String (ShieldAttachmentType)
The attachment point where to link the shield on the character.
"Arm"
AnimationStanceID
Guid (AnimationStanceGameData)
The stance parameter value used for animations while this shield is equipped.
"00000000-0000-0000-0000-000000000000"
BaseDeflectBonus
Int32
Needs Description.
10
BaseReflexBonus
Int32
Needs Description.
2
BaseAccuracyBonus
Int32
Needs Description.
0
AudioEventListID
Guid (ShieldAudioEventListGameData)
Audio events associated with the shield.
"00000000-0000-0000-0000-000000000000"

ShipAttributeComponent

Ship Attribute Component

Name /typeDescription /example
Type
String (ShipAttributeType)
The enum value to which this data corresponds.
DisplayName
Int32 (string id, gui table)
The localized display name of the attribute.
0
Icon
String
The icon associated with this attribute.
"GUI/Icons/GameSystems/*.png"

ShipCaptainComponent

Ship Captain Component

Name /typeDescription /example
ShipID
Guid (ShipGameData)
"00000000-0000-0000-0000-000000000000"
TraitID
Guid (ShipCrewTraitGameData)
"00000000-0000-0000-0000-000000000000"
CaptainPrefab
String
Prefab for the opposing captain
"*.prefab"
FactionID
Guid (FactionGameData)
"00000000-0000-0000-0000-000000000000"
PersonalitiesIDs
Guid[] (ShipCrewPersonalityGameData)
Personalities that can be used to determine the AI behavior of the captain during combat.
["00000000-0000-0000-0000-000000000000"]
AIWeights
ShipDuelAIWeights
Set of weights representing the captain's objectives in combat.
ShipSunkLootListID
Guid (LootListGameData)
Loot list to grant to the player for sinking this captain.
"00000000-0000-0000-0000-000000000000"
TetherDistance
Single
How far this captain's ship can go from it's patrol path before tethering back.
10
TriggerDistance
Single
How far this captain's ship needs to be before it triggers an encounter.
2.5
PerceptionDistance
Single
If the player is any closer to this captain's ship than this specified value, the ship will aggro towards the player if hostile.
0
MoverReferenceID
Guid (MoverGameData)
Reference to the mover game data that this captain's ship should be using.
"00000000-0000-0000-0000-000000000000"
Conditionals
ConditionalOnly
Conditionals for whether this captain's ship should be showing or not after encounters or level loads.
PointOfInterestIcon
String
Icon to be used if this captain is represented as a point of interest on the map.
"GUI/Images/InGameHUD/*.png"

ShipComponent

Data component for ships

Name /typeDescription /example
ShipPrefab
String
The prefab of this ship to use
"Prefabs/Ships/*.prefab"
NameplateFBX
String
The nameplate prefab for this ship
"Art/Ships_New/Props/Name_Plates//*.fbx"
ShipType
String (ShipType)
Category of this ship
"None"
WorldMapModelVisualData
String
The model visual data to use for this type of ship on the world map.
"*.asset"
MinimumCrewSize
Int32
If the ship has less crew than this, it will receive harsh penalties.
0
Slots
ShipUpgradeSlotDefinition[]
List of available upgrade slots on this ship.
[]
Actions
ShipActionData[]
Data on each action this ship can take.
[]
MovementEffects
ShipMovementEffect[]
Visual effects to spawn for each movement type.
[]
WorldMapMovementEffect
String
Visual effect to attach to the ship on the world map.
"Prefabs/Effects/*.prefab"
MinimumDeckhandRanks
Int32
The ship will move at half speed if it doesn't have at least this many ranks of deckhands assigned.
1
MinimumHelmsmanRanks
Int32
The ship will have penalties if it doesn't have at least this many ranks of helmsmen assigned.
1
CrewJobs
ShipCrewJobCount[]
Number of crew members in each job this ship supports
[]
BaseStats
ShipAttributeStat[]
Base stats for the standard ship combat stats
[]
SupplyLimits
ShipSupplyCount[]
Upper limit of each supply that this ship can carry
[]
ShipName
Int32 (string id, characters table)
Name of the ship.
0
ShipTypeName
Int32 (string id, gui table)
Display name for the type of ship
0
ShipTypeIconMetal
String
Metal icon to use to designate this ship's type.
"GUI/Images/InGameHUD/Ships/*.png"
ShipTypeIconParchment
String
Parchment icon to use to designate this ship's type.
"GUI/WorldMap/CityMap/*.png"
ShipPortrait
String
Small portrait of the ship for the management screen (expected dimensions are 200x175).
"GUI/NonAtlased/Ships/*.png"
Defenders
Int32
Number of defenders that can be spawned for combat on this ship.
0
SailsMajorColor
Color
The default major color for the ship's sails.
SailsMinorColor
Color
The default minor color for the ship's sails.
ShipNameColor
Color
HullColor
Color
The default hull color for the ship.
RTPCValue
Single
The value of the Ship Type RTPC for this ship.
0
CloseToBoardDamageMultiplier
Single
Multiplies Close to Board damage when this ship is closing to board.
1
CloseToBoardDefensiveDamageMultiplier
Single
Multiplies Close to Board damage when this ship is being closed on.
1

ShipCrewAttributeComponent

Ship Crew Attribute Component

Name /typeDescription /example
Type
String (ShipCrewAttribute)
"Level"
DisplayName
Int32 (string id, gui table)
0

ShipCrewJob

Ship Crew Job

Name /typeDescription /example
Type
String (ShipCrewJobType)
"Captain"
Location
String (ShipLocation)
The location on the ship where crewmembers in this job work.
"BelowDeck"
JobName
Int32 (string id, gui table)
Display name of the job.
0
Icon
String
The icon representing this job.
"GUI/Icons/GameSystems/*.PNG"

ShipCrewMemberDataComponent

Represents the static data needed to represent a crew member

Name /typeDescription /example
CrewPrefab
String
The prefab associated with this crew member
"*.prefab"
CharacterStatsID
Guid (CharacterStatsGameData)
Character Stats data associated with this crew member
"4c2363a7-a3f9-4140-9d31-d1c0bcdb4bce"
VisibilityConditions
PrerequisiteData
Conditions listed here must pass for the crew member to be visible in the Crew Recruit Page.
HireCost
Int32
Initial cost to hire this crew member.
0
BaseWage
Int32
Base amount of coin it costs to pay this crew member whenever payroll is deducted.
0
BaseFood
Int32
Base amount of food this crew member uses whenever it's eating time.
0
BaseDrink
Int32
Base amount of drink this crew member consumes when it's drinking time.
0
OverrideSailorTales
Int32
If this value is not 0, it will be used as your starting sailor tales instead of the value computed based on your default traits.
0
DefaultTraits
ShipCrewJobTraitStructure[]
Default crew traits this crew member has. Their starting days at sea, sailor tales, and learned traits will be computed from this as well.
[]
PersonalityIDs
Guid[] (ShipCrewPersonalityGameData)
List of personality types this crew member has.
["00000000-0000-0000-0000-000000000000"]
Portrait
String
Portrait to use for this crew member in the ship crew UI
"GUI/Portraits/*.png"

ShipCrewPersonalityComponent

Defines the personality of a crew member.

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
0
Icon
String
The icon representing this crew personality
"GUI/Icons/GameSystems/*.png"
DisqualifyAsSpeaker
Boolean
If set, crew with this personality cannot be speakers in SIs.
"false"

ShipCrewTraitComponent

Comopnent format for ship crew traits

Name /typeDescription /example
TraitName
Int32 (string id, gui table)
Display name for the crew trait
0
Rank
Int32
Integer to track what rank this trait is.
0
CrewAttributeMultiplier
Single
How much to multiply an attribute by for crew members with this trait.
0
CaptainAdvantageBonus
Int32
Bonus value to be applied to advantage for captain with this trait.
0
CaptainActions
Int32
The number of actions a captain of this rank gets.
1
SurgeonHealAmount
Single
Amount of in-combat healing given by a surgeon with this level. 1 = 1 crewman per round.
0
SurgeonRecoveryRateMultiplier
Single
Out-of-combat recovery rate multiplier granted by a surgeon of this skill.
1
CannoneerEventChance
Single
The chance that a cannoneer of this rank will inflict an event.
0
BoatswainEventRateMultiplier
Single
Multiplies the rate at which the crew fixes critical events.
1
CookFoodConsumedMultiplier
Single
Food consumption multiplier granted by a cook of this level.
1
NavigatorTravelSpeedMult
Single
Multiplier applied to the ship's travel speed by a navigator of this rank.
1
Icon
String
The icon for this trait, on a crewmember.
"GUI/Icons/GameSystems/*.png"
CaptainIcon
String
The icon for this trait, on a captain.
"GUI/Icons/GameSystems/*.png"

ShipDuelAmmoTypeComponent

Describes a type of ammo that can be loaded into cannons in ship duels.

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The display name of the ammo type.
0
Description
Int32 (string id, gui table)
Localized description of what this ammo does.
0
Icon
String
The icon that represents the ammo type.
"GUI\Icons\GameSystems/*.png"
IsStandard
Boolean
Standard ammo types are ones that are available by default.
"false"
UIOrder
Int32
Ammo types in UI elements are sorted by this value, ascending.
0
DamageTypes
ShipDuelDamageTypeWeight[]
Collection of weighted damage types that can be dealt by this ammunition.
[]

ShipDuelAudioSettingsComponent

Ship Duel Audio Settings Component

Name /typeDescription /example
HullDamageRange
Range1DStructure
The possible range of hull damage values.
SailDamageRange
Range1DStructure
The possible range of sail damage values.
CrewDamageRange
Range1DStructure
The possible range of crew damage values.
FullSailEvent
String (Wwise event)
Audio event fired when a ship does a Full Sail action.
HalfSailEvent
String (Wwise event)
Audio event fired when a ship does a Half Sail action.
BoardEvent
String (Wwise event)
Audio event fired when a ship does a Board action.
HoldEvent
String (Wwise event)
Audio event fired when a ship does a Hold action.
TurnStarboardEvent
String (Wwise event)
Audio event fired when a ship does a Turn Starboard action.
TurnPortEvent
String (Wwise event)
Audio event fired when a ship does a Turn Port action.
TurnReverseEvent
String (Wwise event)
Audio event fired when a ship does a Turn Reverse action.
FireCannonsEvents
String (Wwise event)
Audio event fired when a ship does a Fire Cannons action.
ReportEvent
String (Wwise event)
Audio event fired when a ship does a Report action.
BraceForImpactEvent
String (Wwise event)
Audio event fired when a ship does a Brace for Impact action.
RamEvent
String (Wwise event)
Audio event fired when a ship does a Ram.
FireCannonIndividualEvent
String (Wwise event)
Audio event fired for each individual cannon fired.
CannonMissEvent
String (Wwise event)
Event fired when an individual cannon misses the target.
CannonDamageEvent
String (Wwise event)
Event fired when a ship receives damage from cannonfire.
RamDamageEvent
String (Wwise event)
Event fired when a ship receives damage from ramming.
OtherDamageEvent
String (Wwise event)
Event fired when a ship receives damage from other sources.
DamageEventJumpstart
ThresholdValue[]
Time (in seconds) to play damage sounds before the display of the associated message. Selected based on range.
[]
FleeEvent
String (Wwise event)
Event Fired When the Ship Attempts to Flee

ShipDuelEventComponent

Object containing data about a type of Event that can occur in a ship duel.

Name /typeDescription /example
DisplayName
Int32 (string id, shipduel table)
The localizable display name of the event.
0
ApplicationNotification
Int32 (string id, shipduel table)
Message printed when this event is applied.
0
Location
String (ShipLocation)
The location where this event takes place.
"BelowDeck"
SupersedesIDs
Guid[] (ShipDuelEventGameData)
List of events that are superseded by this one.
["00000000-0000-0000-0000-000000000000"]
Icon
String
The icon for the event.
"GUI\Images\InGameHUD\Ships\Tinted/*.png"
CrewCapacity
Int32
The maximum number of crewmen that can be assigned to this event.
4
TurnsToResolve
Int32
The number of turns it takes one unaided crewmember to resolve the event.
12
Effects
ShipDuelEventEffect[]
The effects this event has each round.
[]
OnResolveEffects
ShipDuelEventEffect[]
The effects this event has when it's resolved.
[]
AudioEventStart
String (Wwise event)
Audio event fired when this event starts.
AudioEventResolved
String (Wwise event)
Audio event fired when this event is resolved.
AudioEventApplied
String (Wwise event)
Audio event fired when this event applies its effects.
AudioEventProgress
String (Wwise event)
Audio event fired when progress is made toward resolving this event.
AudioEventLoop
String (Wwise event)
Audio event left on as long as the event is active.
AudioEventLoopFadeOut
Single
The length of the fade out for the Loop audio event.
1

ShipDuelEventSettingsComponent

Ship Duel Event Settings Component

Name /typeDescription /example
EventTypeData
ShipDuelEventData[]
Metadata for each ship duel event type.
[]

ShipDuelImageComponent

Ship Duel Image Component

Name /typeDescription /example
Images
ShipDuelDamageImage[]
List of images to display based on damage state
[]
ShipType
String (ShipType)
Ship type for images
"None"
Distances
String (ShipDistance bitmask)
Distances to use these images for
"0"

ShipDuelSettings

Ship Duel Settings

Name /typeDescription /example
RakingFireDefenseBonus
Single
Percentage subtracted from the base hit chance for raking fire.
0
TurnDefenseBonus
Single
Percentage subtracted from the base hit chance if the target turns.
0
MovementDefenseBonusMultiplier
Single
When a ship moves, its chance to get hit goes down by this times the distance moved.
0
CannoneerHitChancePerLevel
Single
Cannoneers grant this bonus to-hit for each cannoneer level they have.
0
IncompententHelmsmanAccuracyBonus
Int32
Bonus to cannon accuracy applied after turning with an incompetent helmsman.
0
JibAccuracyBonus
Int32
Value added to the ship's accuracy the turn after it jibes.
0
CannonTooClosePenalty
Single
Accuracy "bonus" applied for each meter within the minimum range of a cannon.
0
CannonTooFarPenalty
Single
Accuracy "bonus" applied for each meter outside the maximum range of a cannon.
0
CannonMaxRangeBonus
Single
Maximum bonus that will be given to a cannon at its ideal range (falls off slowly about that range).
0
CannonHitThreshold
Int32
Cannons must roll greater than this value to hit.
0
AdvantageMovementBonus
Int32
Bonus movement granted to the player with the advantage.
0
IncompententDeckhandsMovementMultiplier
Single
Multiplier applied to movement distance when there are not enough deckhand ranks.
0
GlobalAIWeights
ShipDuelAIWeights
Weights to apply globally to all ship captain AIs.
RetreatDistance
Int32
The distance at which a ship will automatically retreat from a ship duel.
0
HoldAccuracyBonus
Single
Accuracy bonus granted to cannons for a turn after Holding.
0
RammeeDamage
ShipDamageData
The damage dealt to a ship that gets rammed.
RammerDamage
ShipDamageData
The damage dealt to a ship that rams another ship.
CloseToBoardDamage
ShipDamageData[]
Base damage inflicted on ships that Close to Board.
[]
MaxEvents
Int32
The maximum number of events that can be active on a single ship at the same time.
0
InjuriesIDs
Guid[] (AfflictionGameData)
List of injuries that are eligible to be applied during ship combat.
["00000000-0000-0000-0000-000000000000"]
HitPowderStoreChance
Single
Chance for a ship to immediately explode on being hit.
0
BraceForImpactInjuryPreventionChance
Single
The chance that any crewmember that gets injured will instead shrug it off.
0
RakingFireSailDamageMultiplier
Single
1
RakingFireHullDamageMultiplier
Single
1
RakingFireCrewDamageMultiplier
Single
1
AdvantageCannonMaxRangeMultiplier
Single
Multiplies the max range of the cannons for the ship with advantage.
1
CannonResultDelay
Single
Time (seconds) between the posting of the initial cannon fire messages and the result messages.
0
CannonInstanceDelay
Single
Time (seconds) between the posting of each cannon attack result.
0
OnFireCannons
ScriptsOnly
Script event called when beginning to display cannonfire results.
DifficultySettings
ShipDuelDifficultyLevel[]
Ship duel difficulty adjustments for each difficulty level.
[]
RepairHullEventID
Guid (ShipDuelEventGameData)
The Repair Hull event data object.
"00000000-0000-0000-0000-000000000000"
RepairSailsEventID
Guid (ShipDuelEventGameData)
The Repair Sails event data object.
"00000000-0000-0000-0000-000000000000"
ShipSunkExperienceMultiplier
Single
Multiplies encounter experience awarded when sinking an enemy ship.
1
ShipSunkTalesMultiplier
Single
Multiplies sailor tales awarded when sinking an enemy ship.
1
PlayerSurrenderSupplyRatio
Single
On surrendering a duel, the player will lose this ratio of each supply.
0
PlayerSurrenderMinimumFoodDrink
Int32
On surrendering a ship duel, the minimum amount of food and drink the player will lose.
0
PlayerSurrenderMoneyRatio
Single
On surrendering a ship duel, the player loses this much money.
0
PlayerSurrenderMinimumMoney
Int32
On surrendering a ship duel, the minimum amount of money the player will lose.
0
PlayerSurrenderSailorTales
Int32
On surrendering a ship duel, the player's crew receives this many sailor tales.
0
CloseToBoardDamageMultPerDefenderRank
Single
Multiplier applied to Close to Board damage for each rank the defending captain has above the attacker.
1
CloseToBoardDamageMultPerAttackerRank
Single
Multiplier applied to Close to Board damage for each rank the attacking captain has above the defender.
1
PlayerFleeBasePercentage
Single
The base percentage (whole number) the player has to flee
45
PlayerFleeRankDifferenceMultiplier
Single
How much the rank difference is multiplied by
3
PlayerFleeSpeedDifferenceMultiplier
Single
How much the speed difference is multiplied by
0.5
PlayerFleeMinimumChance
Single
The minimum chance (value 0 - 1) the player has to flee.
0.05
PlayerFleeMaximumChance
Single
The max chance (value 0 - 1) the player has to flee.
0.95
IntimidateChanceBaseValue
Single
5
IntimidateLevelDifferenceMultiplier
Single
5
IntimidateDefenderDifferenceMultiplier
Single
3
IntimidateMoneyMultiplier
Int32
50
IntimidateSupplyMultiplier
Int32
4
IntimidateAdjustmentID
Guid (ChangeStrengthGameData)
"00000000-0000-0000-0000-000000000000"
IntimidateFoodLootListID
Guid (LootListGameData)
A list of food supply the player may obtain when intimidating an enemy ship. Make LL to output as "One Random".
"00000000-0000-0000-0000-000000000000"
IntimidateDrinkLootListID
Guid (LootListGameData)
A list of water supply the player may obtain when intimidating an enemy ship. Make LL to output as "One Random".
"00000000-0000-0000-0000-000000000000"

ShipHostilityManagerComponent

Component that handles the relationships between different ship factions and relationships.

Name /typeDescription /example
FactionHostilitySets
ShipHostilityFactionSet[]
Set of factions and their conditionals for them to be hostile to the player.
[]
CaptainOverrides
ShipHostilityCaptainOverride[]
Overrides for specific Captain's to have different hostility conditionals.
[]

ShipItemComponent

Ship Item Component

Name /typeDescription /example
ShipID
Guid (ShipGameData)
The ship granted by this item.
"00000000-0000-0000-0000-000000000000"

ShipSupplyComponent

Ship Supply Component

Name /typeDescription /example
Type
String (ShipSupplyType)
The supply type that this data describes.
"Ammunition"
DisplayName
Int32 (string id, gui table)
Localized display name of the supply type.
0
Icon
String
The icon associated with this ship supply.
"*.png"
GlossaryEntryID
Guid (GlossaryEntryGameData)
The glossary entry that explains this supply.
"00000000-0000-0000-0000-000000000000"

ShipSupplyItemComponent

Optional component for an item that is a ship supply.

Name /typeDescription /example
SupplyType
String (ShipSupplyType)
If this item is a ship supply, this is the type of supply it represents.
SupplyValue
Int32
Amount of supply provided to the player by this item if it's a ShipSupply.
0

ShipTriumphComponent

Component to represent a triumph

Name /typeDescription /example
DisplayName
Int32 (string id, characters table)
Name to display for the triumph.
0
Icon
String
Icon to display for the triumph in the UI
"GUI/Images/InGameHUD/Ships/*.png"
Prefab
String
Flag prefab to spawn for this triumph.
"Art/*.fbx"

ShipTrophyComponent

Component to represent a trophy

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
Name to display for this trophy.
0
Icon
String
Icon to display for this trophy
"GUI/Images/InGameHUD/Ships/*.png"

ShipUpgradeCannonComponent

Optional component for a ShipUpgrade that is a Cannon.

Name /typeDescription /example
IdealRangeMin
Int32
This is the optimal range for the cannon. Incurs large penalties below this range, and gradual penalties above.
0
IdealRangeMax
Int32
The cannon stops receiving any range bonuses at this range and beyond.
0
Damage
ShipDamageData
Structure defining how much damage this cannon does when it hits.
AllowStandardAmmoTypes
Boolean
If set, the cannon can fire any "standard" ammo type.
"false"
SpecialAmmoTypesIDs
Guid[] (ShipDuelAmmoTypeGameData)
Special ammo types that can be loaded into this cannon.
["00000000-0000-0000-0000-000000000000"]
AmmoConsumption
Int32
Amount of ammo consumed per shot.
1
Events
ShipCannonEventData[]
List of events this cannon can inflict when it does damage.
[]
ReloadTime
Int32
How many turns it takes to reload this cannon.
3
RTPCValue
Single
Value to assign to the cannon type RTPC when using this cannon.
0

ShipUpgradeComponent

Data for ship upgrades

Name /typeDescription /example
UpgradeType
String (ShipUpgradeType)
The type this upgrade applies to.
"None"
VisualData
ShipUpgradeVisualData[]
Visual data to apply for given ship types
[]
WorldMapVisualData
ShipUpgradeVisualData[]
Visual changes to apply to world map ships that have this upgrade.
[]
StatBonuses
ShipAttributeStat[]
List of bonuses applied to the ship's stats by this upgrade
[]
Flags
String (ShipUpgradeFlags bitmask)
Flags that are set for the ship when it has this upgrade.
"0"
FlagIcon
String
For flags, this is the larger texture displayed in the management screen.
"GUI/Images/InGameHUD/Ships/*.png"
FlagIconSmall
String
For flags, this is the smaller icon used to select flags in the ship management screen.
"GUI/Images/InGameHUD/Ships/*.png"
FlagIconCombat
String
For flags, this is displayed in the scripted interaction sequence.
"GUI/Images/InGameHUD/Ships/*.png"
UpgradeDisplayName
Int32 (string id, gui table)
Name to display for this upgrade.
0
UpgradeDescriptionText
Int32 (string id, gui table)
Description of this upgrade.
0

SigilComponent

Component data for sigils.

Name /typeDescription /example
Range
Single
The range at which this sigil affects the party.
5
PulseTime
Single
How often this sigil pulses to attack the party.
3
ActivationPrerequisites
PrerequisiteData
Any conditions listed here must pass for the sigil to activate (Target conditions are not valid here). Sigil will deactivate if conditions are not met.
AbilityID
Guid (GenericAbilityGameData)
The attack this sigil performs.
"00000000-0000-0000-0000-000000000000"
WardItemID
Guid (ItemGameData)
The item type that acts as a ward for this sigil.
"00000000-0000-0000-0000-000000000000"
DeathEffects
SigilEffects[]
Effects that will happen if the sigil is destroyed.
[]
MustDieForCombatToEnd
Boolean
If true, once this sigil activates, it must be destroyed for the global combat state to end.
"false"

SkillAssistThresholdComponent

Skill Assist Threshold

Name /typeDescription /example
AssistThresholds
SkillAssist[]
List of thresholds to check when applying skill assists.
[]

SkillAudioEventListComponent

Audio event list for specific skill.

Name /typeDescription /example
ScriptedInteractionCheckAudioEventList
ScriptedInteractionCheckAudioEventListStructure
Audio events to play when a scripted interaction check occurs.

SkillComponent

Data for skills

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
Localized name of the skill
0
Description
Int32 (string id, gui table)
Localized description of the skill
0
Icon
String
The icon associated with this skill.
"GUI/Icons/GameSystems/*.png"
ActiveSkill
Boolean
Flag that separates passive and active skills
"false"
AudioEventListID
Guid (SkillAudioEventListGameData)
Audio events related to this skill.
"cf7c7e4c-0248-47f7-88ed-faffbf904646"
GlossaryEntryID
Guid (GlossaryEntryGameData)
The glossary entry for this skill.
"00000000-0000-0000-0000-000000000000"
Name /typeDescription /example
StealthSkillID
Guid (SkillGameData)
The skill to use when checking the stealth skill for gameplay
"00000000-0000-0000-0000-000000000000"
AthleticsSkillID
Guid (SkillGameData)
The skill to use when checking the athletics skill for gameplay
"00000000-0000-0000-0000-000000000000"
MechanicsSkillID
Guid (SkillGameData)
The skill to use when checking the mechanics skill for gameplay
"00000000-0000-0000-0000-000000000000"
SurvivalSkillID
Guid (SkillGameData)
The skill to use when checking the survival skill for gameplay
"00000000-0000-0000-0000-000000000000"
AlchemySkillID
Guid (SkillGameData)
The skill to use when checking the alchemy skill for gameplay
"00000000-0000-0000-0000-000000000000"
HerbalismSkillID
Guid (SkillGameData)
The skill to use when checking the herbalism skill for gameplay
"00000000-0000-0000-0000-000000000000"
ArcanaSkillID
Guid (SkillGameData)
The skill to use when checking the arcana skill for gameplay
"00000000-0000-0000-0000-000000000000"
SleightOfHandSkillID
Guid (SkillGameData)
The skill to use when checking the sleight of hand skill for gameplay
"00000000-0000-0000-0000-000000000000"

SleightOfHandSettingsComponent

Sleight Of Hand Settings

Name /typeDescription /example
VisionModifier
Int32
Sleight of Hand skill check modifier when in vision of the target character.
0
DetectionModifier
Int32
Sleight of Hand skill check modifier to see if the party would be detected while pickpocketing.
0
LevelModifiers
SleightOfHandLevelModifier[]
Sleight of Hand base skill check for character level.
[]
ItemModifiers
SleightOfHandItemModifier[]
Sleight of Hand skill check modifiers based on item type.
[]

SliderAudioEventList

Audio events for slider increment/decrement.

Name /typeDescription /example
AudioEventList
SliderAudioItem[]
Audio event for every slider event type.
[]

SoulbindComponent

Component holding soulbind level-up information for the attached item.

Name /typeDescription /example
ProhibitUnbind
Boolean
If set, the item cannot be unbound once bound.
"false"
BindableClassesIDs
Guid[] (CharacterClassGameData)
List of classes that the item can be bound to (if empty, can be bound to any class)
["00000000-0000-0000-0000-000000000000"]
BindConditions
ConditionalOnly
Conditional scripts that must pass to bind this item. oei_owner is the target character.
UnlockStages
SoulbindStage[]
The soulbind unlock progression will run through these in order.
[]

SoulMirrorAbilityComponent

Owner has a chance to reflect any attack that misses his Deflection.

Name /typeDescription /example
ReflectChance
Single
The chance that attacks will be reflected.
0

SpeakerComponent

Contains the display name of a character along with localization and VO info.

Name /typeDescription /example
Gender
String (Gender)
The gender of the character.
"Male"
ChatterFile
String
The chatter file to play when chatter events are triggered on the character. This will also insert chatter VO lines for this character.
"chatter/*.chatter"
ExternalChatterVOID
Guid (SpeakerGameData)
The speaker whose chatter VO lines to use. When a chatter event occurs, the VO lines of this external speaker will be played. Leave blank if a chatter file has been specified.
"00000000-0000-0000-0000-000000000000"
ChatterPrefix
String
The file prefix to place on VO audio files for chatter nodes. This is required if the character is voiced.
""
WwiseChatterEventOverride
String
When playing chatter, pass this event to Wwise for special characters.
""
WwiseChatterVoiceOverride
String
When playing chatter, pass this voice to Wwise for special characters.
""

SpecialGenericAbilityComponent

Special Generic Ability

Name /typeDescription /example
SpecialGenericAbilityType
String (SpecialGenericAbilityType)

SpellSettingsComponent

Stores global settings related to spellcasting.

Name /typeDescription /example
MaxSpellLevel
Int32
The maximum spell level available in the game.
8
GrimoireMaxSpellsPerLevel
Int32
The maximum number of spells that can be in a grimoire for each level.
4
SpellUsageType
String (ConsumableUsageType)
Controls when spellcasts are reset.
"PerEncounter"

StatusEffectAttackFilterDisplayStyleComponent

Holds data about one style of displaying a status effect attack filter.

Name /typeDescription /example
FormatString
Int32 (string id, gui table)
Format string to use for the filter. {0} is the effect, {1} is the filter.
0
IntrinsicAttackFilters
GuiDatabaseString[]
List of attack-filter-like strings that are intrinsic to this effect.
[]

StatusEffectAudioEventListComponent

Audio events related to a status effect.

Name /typeDescription /example
ActivateAudioEvents
DelayedSoundEvent[]
Audio event fired when the status effect is applied.
[]
ActiveAudioEvents
LoopingSoundEvent[]
Audio event that plays while the status effect is active.
[]
ProcAudioEvents
DelayedSoundEvent[]
Audio event fired when the status effect procs (may occur multiple times).
[]
TriggerOnAudioEvents
DelayedSoundEvent[]
Audio event fired when the status effect triggers on.
[]
TriggeringAudioEvents
LoopingSoundEvent[]
Audio event that plays while the status effect is triggered.
[]
TriggerOffAudioEvents
DelayedSoundEvent[]
Audio event fired when the status effect triggers off.
[]
DeactivateAudioEvents
DelayedSoundEvent[]
Audio event fired when the status effect is removed.
[]
UnloadBankDelay
Single
After status effect ends, wait this duration before unloading its sound bank (to let audio events finish playing without getting cut off).
2.5

StatusEffectComponent

The standard status effect component.

Name /typeDescription /example
StatusEffectType
String (StatusEffectType)
What this status effect does.
"None"
OverrideDescriptionString
Int32 (string id, statuseffects table)
Override description string to display instead of generating one.
0
OverrideDescriptionStringTactical
Int32 (string id, statuseffects table)
Override description string to display instead of generating one. (Turn Based)
0
UseStatusEffectValueAs
String (StatusEffectChildUsageType)
Defines how the Status Effect Value effects will be used.
"None"
BaseValue
Single
The value of the status effect. Not used by all types.
0
DynamicValue
StatusEffectDynamicValueAdjustment
Defines an adjustment to apply to the Value dynamically based on runtime numbers. The final Value of the effect is (Dynamic Value * Multiply By) +/x Value.
KeywordsIDs
Guid[] (KeywordGameData)
Mutliple keywords for status effect usage.
["00000000-0000-0000-0000-000000000000"]
DurationType
String (StatusEffectDurationType)
This determines the duration of the effect.
"UseDurationTime"
Duration
Single
Duration for the status effect. Can use the ability duration to override. Need to set Duration Type to Use Duration Time.
1
MaxStackQuantity
Int32
If this effect stacks, then it will stack up to this count with status effects of the same name. 0 is no limit.
0
ApplicationBehavior
String (StatusEffectApplyBehavior)
Determines what should be done with the effect if the same effect already exists on the target.
"UseLongerDurationIfAlreadyApplied"
ApplicationType
String (StatusEffectApplyType)
Determines when the status effect should apply its effects.
"ApplyOnStart"
IntervalRateID
Guid (IntervalRateGameData)
If the Application Type is Apply on Tick or Apply Over Time, the interval at which the application should occur.
"00000000-0000-0000-0000-000000000000"
StackedChildrenApplyEffects
Boolean
Override field for forcing stacking child effects to apply effects or attacks when triggered by events.
"false"
InclusionConditions
ConditionalOnly
Conditionals that must pass for the status effect to be show or used at all.
ApplicationPrerequisites
PrerequisiteData
Conditionals that must pass for the status effect can be applied.
TriggerAdjustment
StatusEffectTrigger
Status effect will be activated and adjusted by this trigger.
PowerLevelScaling
StatusEffectLevelScaling
Data describing how to scale this ability based on the caster's power level.
IsHostile
Boolean
Determines if an attack, generic ability, or affliction is hostile. Hostile means red tooltip.
"false"
ClearOnCombatEnd
Boolean
If set, the effect will clear when combat is over.
"false"
ClearOnRest
Boolean
If set, the status effect will clear on ANY party rest.
"false"
ClearOnFoodRest
Boolean
If set, the status effect will clear when the owner rests, if they are eating.
"false"
ClearWhenAttacks
Boolean
If set, this effect will be cleared if the owner launches an attack.
"false"
ClearOnDeath
Boolean
If set, this effect will be cleared if the target is unconscious/destroyed/dead.
"false"
HideFromCombatTooltip
Boolean
Hides the status effect from the combat tooltip/party bar.
"false"
HideFromCombatLog
Boolean
Hides the status effect from display in the combat log.
"false"
HideFromUI
Boolean
Hides the status effect from display on any UI.
"false"
HideIfNoValue
Boolean
Hides the effect from all UI if it has no effective value (additive +0 or multiplier 1.0).
"false"
VisualEffects
StatusEffectVisualEffect[]
Status effect visual effects to be applied during this status effect.
[]
MaterialReplacementID
Guid (MaterialReplacementGameData)
A material override to apply to the target of this status effect.
"00000000-0000-0000-0000-000000000000"
AttackFilter
StatusEffectAttackFilter
Values used to restrict the types of attack this bonus applies to.
AttackTargetFilter
StatusEffectAttackTargetFilter
Values used to restrict the status effect based on the target of the attack. Only valid for status effects that can use the attack filter.
ExtraValue
Single
This is an extra parameter used by some status effect types.
0
OverridePenetration
Single
If not set to zero, this effect will use this override penetration value when calculating damage.
0
DamageTypeValue
String (DamageType)
This is an extra parameter used by some status effect types.
"All"
KeywordValueID
Guid (KeywordGameData)
This is an extra parameter used by some status effect types.
"00000000-0000-0000-0000-000000000000"
RaceValue
String (Race)
This is an extra parameter used by some status effect types.
"None"
StatusEffectTypeValue
String (StatusEffectType)
This is an extra parameter used by some status effect types.
"None"
ItemValueID
Guid (ItemGameData)
Item to be used for summon weapon and other equipment status effects.
"00000000-0000-0000-0000-000000000000"
AfflictionTypeValueID
Guid (AfflictionTypeGameData)
Affliction Type used by some particular status effects.
"00000000-0000-0000-0000-000000000000"
StatusEffectsValueIDs
Guid[] (StatusEffectGameData)
A list of status effects, used by some status effect types, and by the Use Status Effect Value As setting.
["00000000-0000-0000-0000-000000000000"]
AttackValueID
Guid (AttackBaseGameData)
A reference to an attack, used by some status effects.
"00000000-0000-0000-0000-000000000000"
AttackOverrideValue
String (OverrideAttackValue)
If this is set, the status effect will use its owner's attack for the overridden value.
"None"
EventValue
String (StatusEffectEventType)
This is an extra parameter used by some status effect types.
"OnApply"
ClassValueID
Guid (CharacterClassGameData)
A class type, used by some status effects.
"00000000-0000-0000-0000-000000000000"
WeaponTypeValue
String (WeaponType)
A weapon type, used by some status effects.
"None"
AttackHitType
String (HitType)
Hit type of the attack (if valid) to check for applying this status effect.
"None"
SkillValueID
Guid (SkillGameData)
Skill to modifiy with status effect.
"00000000-0000-0000-0000-000000000000"
AudioEventListID
Guid (StatusEffectAudioEventListGameData)
Audio event list for this status effect.
"00000000-0000-0000-0000-000000000000"
BedRestDaysMinimum
Int32
Minimum number of days of bed rest needed to recover
0
BedRestDaysMaximum
Int32
Minimum number of days of bed rest needed to recover
0

StatusEffectManagerComponent

Manager for status effect data.

Name /typeDescription /example
StatusEffectTypeData
StatusEffectTypeData[]
This is the collection of data for each status effect type.
[]
StatusEffectEventTypeData
StatusEffectEventTypeMetadata[]
Contains metadata on each Status Effect Event Type.
[]
KeywordToChatter
StatusEffectKeywordToChatter[]
Chatter events to trigger when keywords are applied to character. (Poison for example).
[]

StatusEffectsAudioComponent

General audio data for status effects.

Name /typeDescription /example
SharedStatusEffectSoundBank
String (Wwise audio bank)
Sound bank with status effect sounds that are used repeatedly (always loaded).
SlogZoneParam
String
Parameter to set to slog value of the zone that character is moving through.
""

StealthDetectionComponent

Stats for detecting stealth.

Name /typeDescription /example
HearingRadius
Single
Determines the range a creature can hear noise and detect stealth.
8
VisionAngle
Single
Determines the angle in degrees of the creature's vision cone for detecting stealth.
90
VisionDistance
Single
Determines the length of the creature's vision cone for detecting stealth.
8

StealthSettingsComponent

Global settings for stealth.

Name /typeDescription /example
HearingSuspicionRate
Int32
Percent value of the stealth suspicion rate while in the hearing radius.
10
VisionSuspicionRate
Int32
Percent value of the stealth suspicion rate while in the vision cone.
20
HearingMovementRatio
Single
Ratio of the size of the hearing radius while a creature is moving.
0.75
StealthDecayRate
Single
Percent value to decay stealth while not under suspicion
15
StealthDecayDelay
Single
Delay in seconds before stealth meter begins to decay
0.75
MaxSuspicionStealthAccelerationMultiplier
Single
The max acceleration rate for gaining suspicion during stealth
4
MaxSuspicionStealthDecelerationMultiplier
Single
The max deceleration rate for gaining suspicion during stealth
0.05
MinDistanceMultiplier
Single
The max penalty for stealth distance (target is close)
2
MaxDistanceMultiplier
Single
The min bonus for stealth distance (target is far)
0.5

SubraceComponent

Subrace Component

Name /typeDescription /example
Type
String (Subrace)
The subrace type.
"None"
RaceID
Guid (RaceGameData)
The race that this is a subrace for.
"00000000-0000-0000-0000-000000000000"
CanHaveHair
Boolean
Can characters of this subrace have hair?
"true"
HasFaceCustomization
Boolean
Do characters of this subtype have any face customization options?
"true"
DisplayName
Int32 (string id, gui table)
The display name for this subrace.
0
SummaryText
Int32 (string id, cyclopedia table)
A short (1-2 sentence) description of this subrace.
0
DescriptionText
Int32 (string id, gui table)
The text description of the subrace.
0
OptionalAbilityReferencesIDs
Guid[] (ProgressionUnlockableGameData)
Reference to the abilities gained, in the racial progression table, for this specific subrace, used for display purposes only.
["00000000-0000-0000-0000-000000000000"]

TacticalModeSettingsComponent

Tactical Mode Settings

Name /typeDescription /example
MovementTimePerRound
Single
The amount of movement a character can take per turn (in seconds).
0
EffectTimePerRound
Single
The amount of time ticked on timed effects per round of combat (seconds).
0
ImmediateTimeThreshold
Single
Durations under this value will advance on real time rather than turn time.
0
TimedTurnsDuration
Single
The time-out duration for player turns in Magran's god challenge.
0
EnterCombatBaseRecovery
Single
Base recovery time to assign to characters who have just entered combat.
0
Name /typeDescription /example
ItemGuidString
String
The unique Guid to reference this item game object
"00000000-0000-0000-0000-000000000000"
ScriptName
String
String name to use when trying to reference this item from scripts.
""
TalkingItemPrefab
String
The prefab to load for the persisted talking item object.
"prefabs/items/*.prefab"
SpeakerID
Guid (SpeakerGameData)
Speaker data for the talking item.
"00000000-0000-0000-0000-000000000000"

TeamComponent

Team information for FriendlyNeutral/Hostile states.

Name /typeDescription /example
FactionID
Guid (FactionGameData)
The faction tied to this team.
"00000000-0000-0000-0000-000000000000"
DefaultRelationship
String (Relationship)
The default relationship this team has towards all other teams.
"Neutral"
TeamType
String (TeamType)
The category of the team.
"None"
HostileTeamsIDs
Guid[] (TeamGameData)
List of other teams which this team is hostile to.
["00000000-0000-0000-0000-000000000000"]
NeutralTeamsIDs
Guid[] (TeamGameData)
List of other teams which this team is neutral to.
["00000000-0000-0000-0000-000000000000"]
FriendlyTeamsIDs
Guid[] (TeamGameData)
List of other teams which this team is friendly to.
["00000000-0000-0000-0000-000000000000"]
InjuredReputationChangeID
Guid (ChangeStrengthGameData)
Amount to change faction reputation when noticing an injury.
"00000000-0000-0000-0000-000000000000"
MurderedReputationChangeID
Guid (ChangeStrengthGameData)
Amount to change faction reputation when noticing a murder.
"00000000-0000-0000-0000-000000000000"
Name /typeDescription /example
SkipRaycast
Boolean
MONSTER USE ONLY. Allows the teleport to go anywhere, even to unconnected nav.
"false"
Retreating
Boolean
If true, the AI will pick the teleport's destination to avoid the target instead of teleporting to it.
"false"

TemperatureComponent

Parameters for modifying weather temperature.

Name /typeDescription /example
TemperatureType
String (TemperatureType)
Preset temperature (freezing to boiling, or custom).
"Neutral"
Temperature
Single
Custom temperature (Celsius).
0

TextRollSettingsComponent

Text Roll Settings

Name /typeDescription /example
TextRollString
Int32 (string id, gui table)
0
ParagraphTimings
Float[]
[]
ParagraphAudioNames
String[]
[]
StartAudioEvent
String
""
CompleteAudioEvent
String
""

TopicComponent

Represents topics that affect companion relationships.

Name /typeDescription /example
Value
Int32
The multiplier value for this topic
1
DisplayName
Int32 (string id, companiontopics table)
The localizable display name of this topic (noun form).
0
Icon
String
The icon representing this topic.
"GUI/Icons/GameSystems/*.png"
CircularIcon
String
The icon representing this topic, in a circular token format.
"GUI/Icons/GameSystems/*.png"
NegativeDescription
Int32 (string id, companiontopics table)
Long string providing details about a companion who feels negatively about this topic. {0:Name} is replaced with the character's name.
0
PositiveDescription
Int32 (string id, companiontopics table)
Long string providing details about a companion who feels negatively about this topic. {0:Name} is replaced with the character's name.
0

TopicWeightComponent

Used to weight how much a companion cares about a topic

Name /typeDescription /example
Value
Int32
Modifier value for how much relatioship will change for corresponding topic
1

TownieScheduleSettingsComponent

Global settings for the townie schedule manager.

Name /typeDescription /example
MinWaypointsToVisit
Int32
Minimum number of waypoints that a townie will visit before despawning.
0
MaxWaypointsToVisit
Int32
Maximum number of waypoints that a townie will visit before despawning.
0
MinHoursPassedRequiredToReset
Single
How many hours that must pass while away from the scene before all schedules are regenerated.
0
MinTimeBetweenDespawnAndSpawn
Single
Minimum time after despawn that a townie will potentially spawn.
0
MaxTimeBetweenDespawnAndSpawn
Single
Maximum time after despawn that a townie will potentially spawn.
0
MinTimeBetweenSpawns
Single
Minimum time after spawn that another townie will potentially spawn.
0
MaxTimeBetweenSpawns
Single
Maximum time after spawn that another townie will potentially spawn.
0
OccupiedMeetingPointBias
Single
When selecting a waypoint, scale its weight by this extra bias if the waypoint is a meeting point and is currently occupied.
1
ShortDistanceBias
Single
When selecting a waypoint, scale its weight by this extra bias if the waypoint is short distance away (determined by ShortDistanceThreshold)
1
MediumDistanceThreshold
Single
How far away a waypoint needs to be to be considered a medium distance away.
1
MediumDistanceBias
Single
When selecting a waypoint, scale its weight by this extra bias if the waypoint is medium distance away (determined by MediumDistanceThreshold)
1
LongDistanceThreshold
Single
How far away a waypoint needs to be to be considered a long distance away.
1
LongDistanceBias
Single
When selecting a waypoint, scale its weight by this extra bias if the waypoint is long distance away (determined by LongDistanceThreshold)
1
VeryLongDistanceThreshold
Single
How far away a waypoint needs to be to be considered a very long distance away.
1
VeryLongDistanceBias
Single
When selecting a waypoint, scale its weight by this extra bias if the waypoint is very long distance away (determined by VeryLongDistanceThreshold)
1

TownieSettingsComponent

Global settings for townie AI.

Name /typeDescription /example
WaypointSearchRadius
Single
Radius to search for a waypoint to flee to.
25
GuardSearchRadius
Single
Radius to search for a guard to flee to.
30
MinWaypointDistanceToCombat
Single
Minimum distance from combat townie will flee to a waypoint.
9
MinGuardDistanceFromCombat
Single
Minimum distance from combat townie will flee to a guard.
9
MinFleeAngle
Single
Minimum angle the townie will flee from combat at (180 degrees is directly away from combat)
90
MinFleeAngleBackup
Single
Minimum angle the townie will flee from combat at if there are no options that meet the original angle requirement (180 degrees is directly away from combat)
60
RequestHelpFrequency
Single
How often (in seconds) townie shouts for help as he flees.
1
CowerRequestHelpImmediately
Boolean
Whether townie will shout for help whenever he begins to cower.
"false"
WaypointRequestHelpImmediately
Boolean
Whether townie will shout for help whenever he begins to flee to a waypoint.
"false"
WaypointRequestHelpIntermittently
Boolean
Whether townie will shout for help intermittently while he flees to a waypoint.
"false"
WaypointRequestHelpOnArrival
Boolean
Whether townie will shout for help when he arrives at the flee waypoint.
"false"
GuardRequestHelpImmediately
Boolean
Whether townie will shout for help whenever he begins to flee to a guard.
"true"
GuardRequestHelpIntermittently
Boolean
Whether townie will shout for help intermittently while he flees to a guard.
"true"
GuardRequestHelpOnArrival
Boolean
Whether townie will shout for help when he arrives at the guard.
"true"
RandomCowerProbability
Single
If townie is set to randomly choose a reaction, probability that townie will choose to cower.
0.4
RandomFleeToWaypointProbability
Single
If townie is set to randomly choose a reaction, probability that townie will choose to flee to a waypoint.
0.4
RandomFleeToGuardProbability
Single
If townie is set to randomly choose a reaction, probability that townie will choose to flee to a guard.
0.2
MaxCowerDistanceToConsiderFleeing
Single
Distance at which townie considers fleeing from party member.
6
MinCowerDistanceToBeAbleToFlee
Single
Distance at which townie cannot flee from party member since they are so close.
3
MinCowerTime
Single
Time townie waits to flee from party member if they get too close.
1.3
CowerInCombatDuration
Single
How long the townie should be considered "In-Combat" while cowering.
0

TransitionOVSEffectComponent

Transition OVS Effect

Name /typeDescription /example
StateNameID
Guid (VisualStateNameGameData)
The OVS state name to transition to.
"00000000-0000-0000-0000-000000000000"

TrapAudioEventListComponent

Audio event list for trap objects

Name /typeDescription /example
TriggeredAudioEvent
String (Wwise event)
Audio event to play when the trap is triggered
DisarmedAudioEvent
String (Wwise event)
Audio event to play when the trap is disarmed
DisarmFailAudioEvent
String (Wwise event)
Audio event to play when a character fails to disarm the trap.

TriggeredImmunityAbilityComponent

Triggered Immunity Ability

Name /typeDescription /example
EnduranceTrigger
Single
"Ability triggers when owner loses at least this ratio of his endurance (0-1)."
0.1

TutorialComponent

Tutorial Component

Name /typeDescription /example
Title
Int32 (string id, tutorial table)
Title to display on the tutorial box
0
Display
TutorialDisplay[]
Text and image to display
[]
Triggers
TutorialTrigger[]
Trigger events that will trigger this tutorial popup
[]
Conditionals
ConditionalOnly
Conditionals to evaluate when trying to display this tutorial.
FollowedByID
Guid (TutorialGameData)
The tutorial that should succeed this one
"00000000-0000-0000-0000-000000000000"
Soft
Boolean
If set, this tutorial will not show as long as other tutorials are showing
"false"
ShowEvenIfDisabled
Boolean
If set, this tutorial will show even if tutorials are turned off.
"false"
Category
String (TutorialCategoryEnum)
Category of this tutorial, to be broken up in the Journal.
"None"
IgnoreAntiSpamTimer
Boolean
If this is checked, the tutorial anti-spam timer will be ignored when this tutorial is triggered.
"false"

TutorialSettingsComponent

Tutorial Settings

Name /typeDescription /example
MinimumTimeBetweenTutorials
Single
This is the amount of time that must pass before we can display a tutorial notification after a previous one was shown. If a tutortial is triggered by a script call, this timer will be ignored.
15
TutorialNotificationDisplayDelay
Single
How long to delay displaying the tutorial notification after we get a signal from the engine or via script. This should not be lower than 1 second.
1
TimeUntilAutoHideTutorialNotification
Single
How much time is allowed to pass before the tutorial notification will auto slide off the screen.
10

UIAudioComponent

General audio data for UI.

Name /typeDescription /example
UISoundBank
String (Wwise audio bank)
Sound bank which contains all UI sounds.
UIAudioEventList
UIAudioItem[]
Audio event for every UI audio event type.
[]
StealthUIAudioEventList
StealthUIAudioItem[]
Audio event for every stealth UI audio event type.
[]
QuestUIAudioEventList
QuestUIAudioItem[]
Audio event for every quest UI audio event type.
[]
CraftingUIAudioEventList
CraftingUIAudioItem[]
Audio event for every crafting UI audio event type.
[]
StrongholdUIAudioEventList
StrongholdAudioItem[]
Audio event for every stronghold audio event type.
[]
WindowAudioEventLists
WindowAudioItem[]
Audio event list for every UI window.
[]
MainMenuAudioEventList
MainMenuAudioEventListStructure
Audio related to main menu.
ScriptedInteractionAudioEventList
ScriptedInteractionAudioEventListStructure
Audio related to scripted interactions.
WorldMapAudioEventList
WorldMapAudioEventListStructure
Audio related to world map.
MovieAudioEventList
MovieAudioEventListStructure
Audio related to movies.

UsableAudioEventListComponent

Audio event list for usable objects

Name /typeDescription /example
UsedAudioEvent
String (Wwise event)
Audio event to play when the usable is used
UnloadBankDelay
Single
Whenever the usable is unloaded due to a scene transition, wait this duration before unloading its sound bank (to let audio events finish playing without getting cut off). This parameter only applies to SceneTransition usables.
2.5

VendorComponent

Holds data on a vendor (store or inn) in the game.

Name /typeDescription /example
VendorName
Int32 (string id, interactables table)
The display name of the vendor.
0
StoreIconPath
String
Path to the icon or emblem texture for the store (expected dimensions are 74x74).
"GUI/InnIcons/*.png"
PortraitPath
String
Path to the NPC portrait for the store.
"GUI/Portraits/*.png"
StartingFactionID
Guid (FactionGameData)
The starting faction this vendor belongs to. Automatically applies a discount based on reputation.
"00000000-0000-0000-0000-000000000000"
ConditionalRates
ConditionalizedVendorRates[]
The first condition in this list that is met will be used. If none are met, rates are calculated based on reputation with the vendor's current Faction.
[]
LockedDescriptionString
Int32 (string id, items table)
String to display on "mouse over" when the item is locked (but still visible).
0

VendorRatesComponent

Defines price rates used by a vendor.

Name /typeDescription /example
SellMultiplier
Single
Multiplier applied to the cost of goods the store sells.
1.5
BuyMultiplier
Single
Multiplier applied to the value of goods the store buys from the player.
0.2
InnMultiplier
Single
Multiplier applied to the cost of rooms the inn provides.
1

VengefulDefeatAbilityComponent

Vengeful Defeat Ability

Name /typeDescription /example
AOERadius
Single
The radius of the attack.
2

VisualEffectAudioEventListComponent

Audio events related to a visual effect.

Name /typeDescription /example
ActivateAudioEvents
DelayedSoundEvent[]
Audio event fired when the visual effect is activated.
[]
ActiveAudioEvents
LoopingSoundEvent[]
Audio event that plays while the visual effect is active.
[]
DeactivateAudioEvents
DelayedSoundEvent[]
Audio event fired when the visual effect is deactivated.
[]
OverrideDuration
Boolean
Mark as true to use the below duration before calling audio deactivate on the visual effect.
"false"
Duration
Single
Duration before deactivate audio is called. This should only be used for one-off visual effects. The duration must be less than the visual effects overall duration. This is only used if Override Duration is marked as true.
0

VisualEffectModifiersComponent

Settings to change on a visual effect when used on an appearance.

Name /typeDescription /example
EmissionRatio
Single
The ratio to change the emission rate by
1
BoxSize
Vector3
The size of the box when changing shapes.
"0.050.050.3"

VisualEffectsAudioComponent

General audio data for visual effects.

Name /typeDescription /example
SharedVisualEffectSoundBank
String (Wwise audio bank)
Sound bank with visual effect sounds that are used repeatedly (always loaded).

VisualStateAnimationComponent

Animation data for visual states.

Name /typeDescription /example
Trigger
String
The animation parameter to trigger.
""
InitialTrigger
String
(Optional) The animation parameter to trigger if the object is initialzing to this animation.
""

VisualStateNameComponent

Names for visual states.

Name /typeDescription /example
InitializeConditions
ConditionalOnly
If set, the OVS will evaluate these conditionals to determine if it should initialize to this state when enabled. This will override settings in editor and persistent data.

WaitInterruptionComponent

Wait Interruption

Name /typeDescription /example
InterruptAtHour
Single
The hour of the day at which this interruption will occur.
0
Prerequisites
ConditionalOnly
This interruption will not be used unless the conditional passes.
Script
ScriptsOnly
This script will be run immediately if this interruption is triggered.

WeaponAttackAbilityComponent

Ability that casts attack with equipped weapons.

Name /typeDescription /example
Type
String (AbilityWeaponType)
Which weapon slots to use for the attack.
"Primary"
Range
String (AttackRangeCategory)
Only use attacks that fit the selected range.
"None"
AttackVariationID
Guid (AttackVariationGameData)
Override the attack variation for the weapon attack.
"00000000-0000-0000-0000-000000000000"
RecoveryTimeID
Guid (RecoveryTimeGameData)
Override the recovery time for the weapon attack.
"00000000-0000-0000-0000-000000000000"
BonusDamageMultiplier
Single
Multiplies minimum and maximum damage on the weapon attack.
1
BonusAccuracy
Single
Adds accuracy bonus on performed weapon attack
0
BonusPenetration
Single
Adds penetration bonus on performed weapon attack
0
BonusPushDistance
Single
Additional distance to push the target on weapon attack.
0
DefendedBy
String (DefenseType)
Defense type override for attacks. The default type Count acts as if no override is selected.
"Count"
AfflictionsDefendedBy
String (DefenseType)
Affliction defense type override for attacks. The default type Count acts as if no override is selected.
"Count"
InterruptsOn
String (HitType)
Attacks of this hit type will interrupt.
"None"
InterruptType
String (HitReactType)
The type of interrupt/hit react to play.
"Normal"
ApplyEffectsToPrimaryOnly
Boolean
If set, status effects will only be applied to the primary target of the weapon attack (if there is one).
"false"
AttackKeywordsIDs
Guid[] (KeywordGameData)
Additional keywords to be applied to this attack
["00000000-0000-0000-0000-000000000000"]
AttackStatusEffectsIDs
Guid[] (StatusEffectGameData)
Additional status effects to be applied by this attack.
["00000000-0000-0000-0000-000000000000"]
AttackVisualEffects
AttackBaseVisualEffect[]
Special visual effects to play with the attack.
[]
IsMultiHit
Boolean
Enables the Is Multi Hit property on the weapon attack if it is a ranged attack.
"false"
ProjectilePrefab
String
Overrides the projectile property of the weapon attack if it is a ranged attack.
"Prefabs/Projectiles/*.prefab"
ProjectileCount
Int32
If greater than 0, will override the weapon's projectile count for this attack.
0

WeaponAudioComponent

Audio data for every weapon type.

Name /typeDescription /example
SharedWeaponSoundBank
String (Wwise audio bank)
Sound bank with weapon sounds that are used repeatedly (always loaded).
WeaponAudioEventLists
WeaponAudioEventListStructure[]
Weapon audio event list for every weapon type.
[]
ShieldAudioEventLists
ShieldAudioItem[]
Shield audio event list for every shield type.
[]
StackHitAudioEvents
Boolean
If true, hit and ineffective hit audio events will be stacked together whenever a hit is effective or critical.
"false"
EquipDelayMinimum
Single
Minimum delay (seconds) between equipping primary weapon audio and equipping secondary weapon audio.
0
EquipDelayMaximum
Single
Maximum delay (seconds) between equipping primary weapon audio and equipping secondary weapon audio.
0

WeaponAudioEventListComponent

Audio event list for specific weapon type.

Name /typeDescription /example
HitAudioEventList
WeaponAudioEventStructure[]
Audio event to play when attack is a hit (per armor basis).
[]
CriticalHitAudioEvent
String (Wwise event)
Audio event to play when attack is a critical hit (plays in addition to Hit Audio Event).
MissAudioEvent
String (Wwise event)
Audio event to play when attack is missed (no visual feedback).
ParryAudioEvent
String (Wwise event)
Audio event to play when attack is parried.
SwitchAudioEvent
String (Wwise event)
Audio event to play when weapon is switched to (via weapon sets).
EquipAudioEvent
String (Wwise event)
Audio event to play when weapon is equipped (unholstered).
HolsterAudioEvent
String (Wwise event)
Audio event to play when weapon is holstered.
ActivateAudioEvent
DelayedSoundEvent
Audio cue to play when the weapon is activated or used.
ProjectileActiveAudioEvent
LoopingSoundEvent
Looping sound that plays when a projectile created by the weapon is flying through the air.
ApplyToSingleProjectile
Boolean
Whether the audio should play on only a single spawned projectile or all spawned projectiles.
"true"

WeaponComponent

Allows items to be used as weapons.

Name /typeDescription /example
Stance
String (Stance)
The animation stance to use when this weapon is equipped.
"OneHanded"
AnimationStanceID
Guid (AnimationStanceGameData)
The stance parameter value used for animations while this weapon is equipped.
"00000000-0000-0000-0000-000000000000"
StatusEffectsOnLaunchIDs
Guid[] (StatusEffectGameData)
These status effects will be applied to the owner when the attached attack is launched.
["00000000-0000-0000-0000-000000000000"]
IsDisplayedWhenAlternate
Boolean
If true, the item will be displayed as an attachment on the character when in the secondary weapon slot.
"true"
IsUniversalType
Boolean
If set, any WeaponFocus and WeaponSpecialization can apply to this weapon, regardless of the Weapon Type.
"false"
AttackID
Guid (AttackBaseGameData)
The attack to issue when using this weapon.
"00000000-0000-0000-0000-000000000000"
NoiseLevelID
Guid (NoiseLevelGameData)
How much noise is generated when the weapon attacks.
"15743f94-1026-40b0-8e13-a667b3f66f63"
ForceBackScabbard
Boolean
If set, this weapon will always be scabbarded on the back.
"false"
ScabbardAppearancePiece
AppearancePiece
Render settings for displaying the scabbard
ScabbardRendererPrefab
String
The prefab to instantiate if the item has a scabbard that should be rendered as a model on a character.
"prefabs/itemrenderers/*.prefab"
ScabbardModel
String
The .fbx model associated with the scabbard .
"art/character/weapons/*.fbx"
AudioEventListID
Guid (WeaponAudioEventListGameData)
Audio event list (if blank, default audio will be played based on weapon type).
"00000000-0000-0000-0000-000000000000"

WeaponFocusAbilityComponent

Weapon Focus Ability Component

Name /typeDescription /example
SpecializationCategory
String (WeaponSpecializationCatagory)

WeaponMetaTypeComponent

Broad categories or classes of weapons (e.g. swords, knives, bows, firearms, etc)

Name /typeDescription /example
WeaponTypesIDs
Guid[] (WeaponTypeGameData)
A collection of weapon types that belong to this metatype.
["00000000-0000-0000-0000-000000000000"]
DisplayName
Int32 (string id, gui table)
The name of the broad type of weapons (e.g. Bows, Firearms, etc)
0

WeaponSpecializationComponent

Ability to give groupings of weapon specialization from a weapon category

Name /typeDescription /example
SpecializationCategory
String (WeaponSpecializationCatagory)
Grants the owner the specified Bonus Damage when attacking with a weapon that is in the specified category.
"Adventurer"
BonusDamageMult
Single
Grants the owner the specified Bonus Damage when attacking with a weapon that is in the specified category.
0

WeaponSpecializationDataComponent

Weapon Specialization Data

Name /typeDescription /example
AdventurerWeaponTypes
WeaponTypeStructure[]
[]
KnightWeaponTypes
WeaponTypeStructure[]
[]
NobleWeaponTypes
WeaponTypeStructure[]
[]
PeasantWeaponTypes
WeaponTypeStructure[]
[]
RuffianWeaponTypes
WeaponTypeStructure[]
[]
SoldierWeaponTypes
WeaponTypeStructure[]
[]

WeaponTypeComponent

Weapon Type Component

Name /typeDescription /example
DisplayName
Int32 (string id, items table)
The localized display name of this weapon type.
0
ArchetypeID
Guid (EquippableGameData)
The standard instance of this weapon type.
"00000000-0000-0000-0000-000000000000"
Type
String (WeaponType)
The enum corresponding to this weapon type.

WeaponTypeSpecializationComponent

Gives a bonus to a specific weapon type.

Name /typeDescription /example
WeaponType
WeaponTypeStructure[]
Type of weapon you are specializing in.
[]
DisallowUniversal
Boolean
If set, Universal weapons do not automatically qualify for this bonus.
"false"
BonusAccuracyStatusEffectID
Guid (StatusEffectGameData)
Status effect that applies the accuracy bonus for weapons of this type. Should be one hit use.
"00000000-0000-0000-0000-000000000000"

WeatherAudioComponent

Weather audio information for a scene.

Name /typeDescription /example
RainSoundEvent
String (Wwise event)
Sound of rain.
HailSoundEvent
String (Wwise event)
Sound of hail.
SnowSoundEvent
String (Wwise event)
Sound of snow.
DepthFogSoundEvent
String (Wwise event)
Sound of depth fog.
VolumeFogSoundEvent
String (Wwise event)
Sound of volume fog.
DustSoundEvent
String (Wwise event)
Sound of dust.
AshSoundEvent
String (Wwise event)
Sound of ash.
WindSoundEvent
String (Wwise event)
Sound of wind.
LightningStrikeSoundEvent
String (Wwise event)
Sound of on-screen lightning strike.
PrimaryLightningFlashSoundEvent
String (Wwise event)
Sound of off-screen primary lightning flash (first in cluster of flashes).
SecondaryLightningFlashSoundEvent
String (Wwise event)
Sound of off-screen primary lightning flash (secondary in cluster of flashes).

WeatherAudioSettingsComponent

General audio data for weather.

Name /typeDescription /example
LightningAudioDelays
LightningAudioDelayItem[]
Audio delays associated with various lightning distances.
[]

WeatherForecastComponent

Set of potential weather patterns.

Name /typeDescription /example
WeatherPatterns
RandomWeatherPattern[]
Set of potential weather patterns.
[]

WeatherPatternComponent

Collection of potential weather conditions.

Name /typeDescription /example
WeatherPattern
WeatherPattern
Collection of potential weather conditions.

WeatherSettingsComponent

Weather settings including transition rates and general weather properties.

Name /typeDescription /example
WindSettings
WindSettingsStruct
Wind general settings.
CloudinessSettings
CloudinessSettingsStruct
Cloudiness general settings.
PrecipitationSettings
PrecipitationSettingsStruct
Precipitation general settings.
AirConditionsSettings
AirConditionsSettingsStruct
Air conditions general settings.
LightningSettings
LightningSettingsStruct
Lightning general settings.
TemperatureSettings
TemperatureSettingsStruct
Temperature general settings.
ColorLevelSettings
ColorLevelSettingsStruct
Color level general settings.
AnimationSettings
WeatherAnimationSettings
Animation general settings.
AISettings
WeatherAISettings
General weather AI settings.

WindComponent

Parameters for modifying weather wind.

Name /typeDescription /example
WindStrengthType
String (WeatherStrengthType)
Strength of wind (breeze, wind, gale).
"Inactive"
WindDirectionType
String (WindDirectionType)
Wind direction type (random, custom).
"Custom"
WindDirection
Single
Wind direction (in degrees, 0 = north, 90 = east, 180 = south, 270 = west)
90
WindStrength
Single
Wind strength (on a scale of 0 to 1).
0
WindTurbulence
Single
Wind turbulence (on a scale of 0 to 1).
0

WorldMapComponent

Holds data on one world map scene.

Name /typeDescription /example
SceneName
String
The name of the main scene for this world map.
""
TotalBounds
RectData
The total size of this map.
AreaMapStages
WorldMapSizeStep[]
List of different stages this world map can be in on the area map.
[]

WorldMapEncounterComponent

Data for one encounter on the World Map.

Name /typeDescription /example
PopUpTitle
Int32 (string id, areanotifications table)
Title of the pop-up dialog that will show before starting the encounter.
0
PopUpText
Int32 (string id, areanotifications table)
Text of the pop-up dialog that will show before starting the encounter.
0
MapIconName
Int32 (string id, gui table)
Name to display along with the icon on the world map
0
ScriptedInteractionID
Guid (Conversation)
Path to a scripted interaction to play instead of directly loading the encounter map.
"00000000-0000-0000-0000-000000000000"
EncounterConversationStartID
Int32
The node ID to start the conversation at when triggered by script while the encounter scene is active. Uses the same conversation file specified in Scripted Interaction. An ID of -1 will skip triggering the conversation.
-1
PreEncounterScripts
ConditionalAndScripts
Scripts fired before loading the encounter map.
ValidityConditions
ConditionalOnly
Conditions that must be met for this encounter to be considered.
BiomeID
Guid (EncounterBiomeGameData)
The biome to use to find a map to load.
"00000000-0000-0000-0000-000000000000"
OverrideMapID
Guid (MapGameData)
If this is set, the encounter will always spawn on this map.
"00000000-0000-0000-0000-000000000000"
CreatureSpawns
WorldMapEncounterSpawn[]
Creatures to spawn
[]
ShipSpawnID
Guid (ShipGameData)
Ship to spawn for random encounter ship
"00000000-0000-0000-0000-000000000000"
AudioEvent
String (Wwise event)
Audio event fired whenever this encounter is triggered.
OnceOnly
Boolean
If set, this encounter will only occur once per game.
"false"
EncounterLevel
Int32
Level of random encounter. Used in doling out experience to the crew and player for the encounter.
1
EncounterType
String (WorldMapEncounterType)
Type of encounter. Used in determining the amount of experience given to the player and crew for the encounter.
"Minor"
SailorTalesReward
Int32
The number of sailor tales that will be granted to each crewmember when this encounter is completed.
0
IsHostile
Boolean
Set to true if this encounter is by default hostile to the player.
"false"
IsCritPath
Boolean
Determines whether creatures in the encounter level scale with crit path scaling values.
"false"
ScriptedMusicForSI
String
Music to be played during the SI. If blank, the world map music will be played. This will be pushed and popped using the scripted music system.
""
CombatEndsWhenAllAreDead
Boolean
If set, all enemies spawned with RandomEncounterSpawner components must die for combat to end.
"false"

WorldMapLocationComponent

Base component for world map locations.

Name /typeDescription /example
DisplayName
Int32 (string id, maps table)
Display name for the location.
0
StartingVisibility
String (MapVisibilityType)
The initial visibility of the scene on the world map.
"Hidden"

WorldMapPassiveItemComponent

Optional component for an item that has a passive effect on the world map.

Name /typeDescription /example
SpyglassRange
Single
Allows identification of land icons from sea at this range.
7
SeaFogRangeBonus
Single
Bonus added to the fog-of-war reveal range while at sea.
0

WorldMapSettings

Settings related to the world map

Name /typeDescription /example
BaseSailSpeed
Single
Movement speed when sailing on the world map. The units for this number are 'unity units per game hour'.
10
BaseWalkSpeed
Single
Movement speed when sailing on the world map. The units for this number are 'unity units per game hour'.
1
ShallowWaterSpeedMultiplier
Single
Multiplier applied to ship movement speed in shallow water.
1
GameSecondsPerRealSecond
Single
The number of game seconds that should advance for each real second of movement on the world map.
0
CoordinatesBottomLeft
Vector2
The minimum coordinates of the world map (i.e. the coordinates of the bottom-left corner).
"00"
CoordinatesTopRight
Vector2
The maximum coordinates of the world map (i.e. the coordinates of the top-right corner).
"00"
PlayerFogRevealRadius
WorldMapTransitModeValues
The radius around the player to reveal the fog.
PlayerAtLocationFogRevealRadius
Single
The player's base fog reveal radius when inside a location.
0
RevealedLocationFogRevealRadius
Single
The radius to reveal fog around a revealed location on the world map.
0
DiscoveryRadius
WorldMapTransitModeValues
The radius in which the player will discover hidden icons.
IdentifyRadius
WorldMapTransitModeValues
The radius in which the player will identify unknown icons.

WorldTimeSettingsComponent

Global component holding game clock/calendar configuration.

Name /typeDescription /example
GameToRealTimeRatio
Single
The number of game time units that will elapse for each real time unit (at normal speed).
24
StartTime
GameDateTime
The world time when the game starts.
DaytimeStartHour
Int32
The hour of the day at which "daytime" starts.
6
NighttimeStartHour
Int32
The hour of the day at which "nighttime" starts.
20
YearSuffix
Int32 (string id, gui table)
Text suffixed to a year number.
0
MonthTransitionNames
FictionalLanguageText[]
List of names of the transitional months.
[]
NormalMonthNames
FictionalLanguageText[]
List of names of the normal months.
[]
DayNames
FictionalLanguageText[]
The names of the days of the week.
[]
TimesOfDay
TimeOfDayStructure[]
Defines names for vague times of the day.
[]

WoundsTraitAbilityCompoent

Wounds Trait Ability

Name /typeDescription /example
WoundDamageConversionPercent
Int32
The % of incoming damage that is counted towards gaining a wound
20
OutgoingWoundDamageConversionPercent
Int32
The % of outgoing melee damage that is counted towards gaining a wound
0
WoundNumberMax
Int32
Maximum number of wounds on a monk.
10
WoundThreshold
Int32
How much health needs to be accumulated per wound.
10

ZoneComponent

Zone Component

Name /typeDescription /example
DisplayName
Int32 (string id, maps table)
0
ZoneMapID
Guid (MapGameData)
"00000000-0000-0000-0000-000000000000"
MapsInZoneIDs
Guid[] (MapGameData)
["00000000-0000-0000-0000-000000000000"]