Structures

AbilityDatabaseString

Ability Database String

Name /typeDescription /example
String
Int32 (string id, abilities table)
The database string.
0
StringTactical
Int32 (string id, abilities table)
The database string override if in Turn-Based Mode.
0

AbilityModPairStructure

Ability Mod Pair Structure

Name /typeDescription /example
AbilityID
Guid (GenericAbilityGameData)
The ability to modify.
"00000000-0000-0000-0000-000000000000"
ModsIDs
Guid[] (AbilityModGameData)
List of mods to apply to the ability.
["00000000-0000-0000-0000-000000000000"]

AchievementCondition

Achievement Condition

Name /typeDescription /example
AchievementStat
String (TrackedAchievementStat)
CompareOperator
String (Operator)
CompareValue
Int32
0

AcousticEnvironmentConditional

Acoustic Environment Conditional

Name /typeDescription /example
Environment
String (Wwise environment)
An audio environment to apply to a scene
EnvironmentCondition
ConditionalOnly
The condition to determine if this audio environment is activated

AIDecisionTreeCollectionItem

AI Decision Tree Collection Item

Name /typeDescription /example
AIDecisionTreeID
Guid (AIDecisionTree)
"00000000-0000-0000-0000-000000000000"

AirConditionsSettingsStruct

Air Conditions Settings

Name /typeDescription /example
DepthFogSettings
AirConditionTypeSettingsStruct
General depth fog settings.
VolumeFogSettings
AirConditionTypeSettingsStruct
General volume fog settings.
FogVFXSettings
FogVFXSettingsStruct
General fog VFX settings.
DustSettings
AirConditionTypeSettingsStruct
General dust settings.
DustVFXSettings
DustVFXSettingsStruct
General dust VFX settings.
AshSettings
AirConditionTypeSettingsStruct
General ash settings.

AirConditionTypeSettingsStruct

Air Condition Type Settings

Name /typeDescription /example
TransitionTime
Single
Transition time from none to heavy strength (world minutes).
1
StrengthSettings
IndividualAirConditionTypeSettingsStruct[]
Individual settings for each strength option.
[]

AmbientMusicCustomDynamicState

Ambient Music Custom Dynamic State

Name /typeDescription /example
StateID
String
Identifier for this custom state.
""
Category
String (AmbientMusicStateType)
Category of this custom state.
"Default"
RTPCValueSet
RTPCValueSet
RTPC goal values.
FromTransitions
AmbientMusicTransitions
Transition data from the below states to the above state.
ToTransitions
AmbientMusicTransitions
Transition data from the above state to the below states.
FromTransitionsCustom
CustomMusicTransitions
Transition data from the below states to the above state.

AmbientMusicDynamicState

Ambient Music Dynamic State

Name /typeDescription /example
RTPCValueSet
RTPCValueSet
RTPC goal values.
FromTransitions
AmbientMusicTransitions
Transition data from the below states to the above state.

AmbientMusicDynamicStateItem

Ambient Music Dynamic State Item

Name /typeDescription /example
State
String (AmbientMusicStateType)
Ambient Music State
"Default"
DynamicState
AmbientMusicDynamicState
Settings of this ambient music state.

AmbientMusicTrackItem

Ambient Music Track Item

Name /typeDescription /example
StaticTrack
String (Wwise state)
The static music track to play (WWise State). This will be ignored if a dynamic music track is specified below.
DynamicTrackID
Guid (DynamicAmbientMusicGameData)
The dynamic music track to play.
"00000000-0000-0000-0000-000000000000"
TrackCondition
ConditionalOnly
The condition that controls if this track will play

AmbientMusicTransition

Ambient Music Transition

Name /typeDescription /example
State
String (AmbientMusicStateType)
State associated with the transition.
"Default"
Transition
DynamicMusicTransition
Transition data.

AmbientMusicTransitions

Ambient Music Transitions

Name /typeDescription /example
Transitions
AmbientMusicTransition[]
Transition data.
[]

AnchorPointAttachmentItem

Anchor Point Attachment Item

Name /typeDescription /example
AnchorTag
String
The anchor point tag to spawn the Attachment Prefab at
""
AttachmentPrefab
String
A prefab to spawn on the Anchor Tag
"Prefabs/*.prefab"

AnimationAIAudioItem

Animation AI Audio Item

Name /typeDescription /example
AnimationAIAudioEventType
String (AnimationAIAudioEventType)
the AI event to trigger the audio event
"Cower"
EnterAudioEvent
DelayedSoundEvent
the audio event to play when the AI state is entered
ExitAudioEvent
DelayedSoundEvent
the audio event to play when the AI state is exited

AnimationAudioItem

Animation Audio Item

Name /typeDescription /example
AnimationEvent
String
the animation event to trigger the audio event
""
AnimationAudioEvent
String (Wwise event)
the audio event to play when the animation event is triggered

AnimationEventProperties

Animation Event Properties

Name /typeDescription /example
AnimationEvents
String (AnimationEventFunctions)
For enum collection
EventFunction
String
The function to call for this animation event
""
EventFunctionDisplayName
String
Name to display in the editor for the event function
""
EventDescription
String
Discription of the animation event
"Programmer has not set a description"
UseIntParam
Boolean
True if this event uses the Int animation parameter
"false"
IntParamDescription
String
Description of how the int param is used by the event
"Programmer has not set a description"
UseFloatParam
Boolean
True if this event uses the Float animation parameter
"false"
FloatParamDescription
String
Description of how the float param is used by the event
"Programmer has not set a description"
UseStringParam
Boolean
True if this event uses the String animation parameter
"false"
StringParamDescription
String
Description of how the string param is used by the event. Also acts as the global script and gamedata param description.
"Programmer has not set a description"
UsesGlobalScriptParameter
Boolean
True if this event uses the String animation parameter to load a global script
"false"
UsesObjectParameter
Boolean
"false"
ObjectParamDescription
String
"Programmer has not set a description"
UsesGameDataParameter
Boolean
True if this event uses the string parameter to load a GameData file
"false"

AnimationGenderOverride

Animation Gender Override

Name /typeDescription /example
Gender
String (Gender)
Gender enumeration for overrides.
"Neuter"
Controller
String
The controller to use as an override to default based on race and gender
"Art\Animation\AnimationControllers/*.overrideController"
PaperDoll
String
The paperdoll controller to use as an override to default based on race and gender
"Art\Animation\AnimationControllers\PaperDoll/*.overrideController"

AnimationRaceOverride

Animation Race Override

Name /typeDescription /example
Race
String (Race)
Race enumeration for overrides
"Human"
GenderOverride
AnimationGenderOverride[]
Overrides controllers for gender
[]

AppearancePiece

Appearance Piece

Name /typeDescription /example
ModelVisualDataPath
String
"prefabs/*.asset"

ArmorLevelScaling

Armor Level Scaling

Name /typeDescription /example
BaseLevel
Int32
The baseline level (increase is not applied on this level).
1
LevelIncrement
Int32
The increase is applied every [this many] levels after the Base Level.
1
MaxLevel
Int32
The level at which the effect stops tracking increases. If 0, it's infinite.
0
ArmorRatingAdjustment
Single
Increases the Armor Rating by this amount at each scale threshold.
0

AttackBaseVisualEffect

Attack Base Visual Effect

Name /typeDescription /example
VisualEffect
String
The visual effect asset to spawn.
"Prefabs/Effects/*.prefab"
AttachPoint
String (EffectAttachType)
The place to attach the visual effect.
"Root"
AttachObject
String (EffectAttachObject)
The object to attach the visual effect to.
"Target"
AttachMode
String (EffectAttachMode)
Rules for how the effect attaches to the attach point.
"Attach"
MeshType
String (EffectMeshType)
The mesh tag to look for when attaching this effect to an emission mesh
"None"
Event
String (AttackVisualEffectEvent)
The event on which to spawn the effect.
"OnHit"
AnimEventID
Int32
The ID to reference this effect by when triggered by an anim event.
0
Loop
Boolean
True if this effect should loop throughout the duration of the attack.
"false"
Scale
Boolean
Should the effect scale when used with a AOE
"false"

AttackVariationHitTimeEntry

Attack Variation Hit Time Entry

Name /typeDescription /example
Controller
String
The controller this entry is associated with.
"Art/*.controller"
DoNotAutomaticallyCalculate
Boolean
If set, the duration will not be automatically re-calculated.
"false"
PreHitDuration
Single
The duration of this animation from the start to the hit frame (or the end, if no hit frame)
0
SupportsLooping
Boolean
Set to true if the animation supports looping.
"false"

AudioEnumStateData

Audio Enum State

Name /typeDescription /example
Group
String
Audio state group.
""
EnumStates
AudioStateStructure[]
State for each enum value.
[]
Name /typeDescription /example
AudioState
String (Wwise state)

AudioToggleStateData

Audio Toggle State

Name /typeDescription /example
Group
String
Audio state group.
""
ActiveState
String (Wwise state)
Active state.
InactiveState
String (Wwise state)
Inactive state.

AudioWindowStateData

Audio Window State

Name /typeDescription /example
Group
String
Audio state group.
""
InactiveState
String (Wwise state)
Inactive State Name
EnumStates
AudioWindowStateStructure[]
State for each enum value.
[]

AudioWindowStateStructure

Audio Window State Struct

Name /typeDescription /example
WindowType
String (WindowType)
Window Type
AudioState
String (Wwise state)

BackgroundToBackgroundGameData

Background To Background Game Data

Name /typeDescription /example
Background
String (Background)
The enum mapping for this background.
"None"
BackgroundGameDataID
Guid (BackgroundGameData)
The game data object for this background.
"00000000-0000-0000-0000-000000000000"

BestiaryRevealPointOverride

Bestiary Reveal Point Override

Name /typeDescription /example
Stat
String (IndexableStat)
The stat to override the reveal point for.
"None"
RevealPoint
Single
The unlock ratio at which the stat will be revealed.
1

BlastRadius

Blast Radius

Name /typeDescription /example
Size
String (BlastSize)
Size enumeration ID
"Medium"
Radius
Single
Raidus for specified size
0

BodyTypeCapeCharacterColliders

Body Type Cape Character Colliders

Name /typeDescription /example
Race
String (Race)
"Human"
Gender
String (Gender)
"Male"
CapeColliders
CapeCharacterColliderData[]
[]

BoneMapping

Bone Mapping

Name /typeDescription /example
BoneName
String
The name of the bone that should be mapped.
""
AttachPoint
String (EffectAttachType)
The attachment point the named bone should be mapped as.
"Root"
Offset
Vector3
Local offset from the bone where the attachment point will actually be.
"000"

BounceAttackData

Bounce Attack Data

Name /typeDescription /example
Bounces
Int32
Number of Bounces
0
Multiplier
Single
Damage multiplier that increases exponentially with bounce count.
0.5
Range
Single
Range to check when looking for bounce targets.
10
InRangeOrder
Boolean
Builds list once and sorts based on distance. Bounces to target in cloest range order from the initial target.
"false"
NoRepeatTargets
Boolean
Builds list once and randomizes order. Will not bounce to the same target twice.
"false"
AlwaysBounceAtEnemies
Boolean
Overrides Affected Target Type for bounce attacks to Hostile.
"false"
Delay
Single
Delay before triggering the bounce after the attack impact.
0
NeverBounce
Boolean
If set, this attack will never gain bounces from any modifiers.
"false"

ButtonAudioItem

Button Audio Item

Name /typeDescription /example
ButtonEventType
String (ButtonEventType)
Button event type.
"Down"
AudioEvent
String (Wwise event)
Audio event.

CapeCharacterColliderData

Cape Character Collider Data

Name /typeDescription /example
ColliderName
String
""
Position
Vector3
"000"
Rotation
Vector3
"000"
Scale
Vector3
"000"
ColliderCenter
Vector3
"000"
Radius
Single
0
Height
Single
0
Direction
String (CoordinateAxis)
"Y"
AttachmentBoneName
String
""

CharacterClassData

Character Class Data

Name /typeDescription /example
CharacterClassID
Guid (CharacterClassGameData)
"00000000-0000-0000-0000-000000000000"
CharacterSubClassID
Guid (CharacterSubClassGameData)
"1fe85e8d-d541-44dd-9dbc-fb056810e10e"
ClassLevel
Int32
0

CharacterClassToCharacterClassGameData

Character Class To Character Class Game Data

Name /typeDescription /example
CharacterClass
String (CharacterClass)
The enum mapping for this class.
"None"
ClassGameDataID
Guid (CharacterClassGameData)
The game data object for this class.
"00000000-0000-0000-0000-000000000000"

CharacterCreationAppearanceStructure

Character Creation Appearance Structure

Name /typeDescription /example
Subrace
String (Subrace)
"None"
HairVisualDataPath
String
"prefabs/*.asset"
FacialHairVisualDataPath
String
"prefabs/*.asset"
HeadVisualDataPath
String
"prefabs/*.asset"
HairColor
Color
Hair2Color
Color
Second Hair Color
SkinColor
Color
TattooColor
Color
Secondary skin color useful for characters with colored skin patterns, such as the Aumaua
MajorColor
Color
MinorColor
Color
EyeColor
Color

CharacterCreationLoadout

Character Creation Loadout

Name /typeDescription /example
EquipmentID
Guid (EquipmentSetData)
Default equipment to use for this character configuration.
"00000000-0000-0000-0000-000000000000"
ClassesIDs
Guid[] (CharacterClassGameData)
A character must have all of these classes to recieve this loadout.
["00000000-0000-0000-0000-000000000000"]
CultureID
Guid (CultureGameData)
The culture to use this game data with.
"00000000-0000-0000-0000-000000000000"

CharacterDatabaseString

Character Database String

Name /typeDescription /example
String
Int32 (string id, characters table)
The character database string.
0

CharacterFilenameReference

Character Filename Reference

Name /typeDescription /example
FilenameReference
String
The filename of the character prefab.
"Prefabs/Characters/*.prefab"

ChatterCooldownSet

Chatter Cooldown Set

Name /typeDescription /example
DisplayName
String
The unique tag for the set.
""
MaxSimultaneousVOInGroup
Int32
The maximum number of chatter events that can be played at the same time.
10
ChatterEvents
ChatterCooldownSettings[]
The set of chatter events.
[]

ChatterCooldownSettings

Chatter Cooldown Settings

Name /typeDescription /example
ChatterEvent
String (ChatterEventType)
The event associated with these cooldown settings.
Cooldown
Single
The time to wait in seconds before triggering successive events.
0
MaxSimultaneousVO
Int32
The maximum number of VO sounds playing at the same time for the event.
1
PlayIfOffScreen
Boolean
If checked, the chatter line will play even if the owner is currently not on screen. This is useful for death events.
"false"

ChatterEvent

Chatter Event

Name /typeDescription /example
EventType
String (ChatterEventType)
The type of chatter event these settings belong to.
Priority
Single
Higher priority events will get played first
0
Cooldown
Single
The length of time to wait in seconds before the event can be triggered again.
0
OnInterrupt
String (InterruptType)
What the event will do if another event is playing when the event is received and the new event has higher priority.
"Interrupt"
InterruptionLevel
String (ChatterLevel)
When the event interrupts currently playing Chatter VO, fade out VO at this level.
"Character"
OnQueued
String (QueueType)
What the event will do if another event is playing when the event is received and the new event has lower priority.
"Discard"
MaxWaitTime
Single
If the event has been queued for longer than this period of time in seconds, then the event is discarded. If value is less than or equal to zero, the event will never be discarded from the queue.
0
ChatterPrefix
String
The text to place in front of VO filenames for chatter nodes.
""

CityAlmanacRatioEntry

City Almanac Ratio Entry

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The display name of the entry.
0
Ratio
Single
The ratio to use.
0

CityAlmanacRulerStructure

City Almanac Ruler Structure

Name /typeDescription /example
Ruler
Int32 (string id, characters table)
The current ruler of the city.
0
Gender
String (Gender)
The gender of the ruler.
"Neuter"
Conditions
ConditionalOnly
Conditions that must be true for this entry to be used.

ClassProgressionTable

Class Progression Table

Name /typeDescription /example
CharacterClassID
Guid (CharacterClassGameData)
The character class associated with this progression table.
"00000000-0000-0000-0000-000000000000"
TableID
Guid (ClassProgressionTableGameData)
The progression table for the specified class.
"00000000-0000-0000-0000-000000000000"

CloudinessSettingsStruct

Cloudiness Settings

Name /typeDescription /example
TransitionTime
Single
Transition time from minimum cloud density to maximum cloud density (world minutes).
1
StrengthSettings
IndividualCloudSettingsStruct[]
Individual settings for each: Cloud density option (corresponds to "CloudStart" parameter on Clouds component, uses inverse scale (CloudStart = 1 - density)); cloud intensity option (corresponds to "CloudIntensity" parameter on Clouds component); Individual settings for each cloud speed option (corresponds to "CloudSpeed" parameter on Clouds component).
[]

Color

Color

Name /typeDescription /example
A
Single
The alpha component of the color.
0
R
Single
The red component of the color.
0
G
Single
The green component of the color.
0
B
Single
The blue component of the color.
0

ColorLevelSettingsStruct

Color Level Settings

Name /typeDescription /example
TransitionTime
Single
Transition time between different color levels.
1

CombatMusicCustomDynamicState

Combat Music Custom Dynamic State

Name /typeDescription /example
StateID
String
Identifier for this custom state.
""
RTPCValueSet
RTPCValueSet
RTPC goal values.
FromTransition
DynamicMusicTransition
Transition data from the default state to this custom state.
ToTransition
DynamicMusicTransition
Transition data from this custom state to the default state.
FromTransitionsCustom
CustomMusicTransitions
Transition data from the below states to this custom state.

CombatMusicDynamicState

Combat Music Dynamic State

Name /typeDescription /example
RTPCValueSet
RTPCValueSet
RTPC goal values.

CombatMusicTrackItem

Combat Music Track Item

Name /typeDescription /example
StaticTrack
String (Wwise state)
The static music track to play (WWise State). This will be ignored if a dynamic music track is specified below.
DynamicTrackID
Guid (DynamicCombatMusicGameData)
The dynamic music track to play.
"00000000-0000-0000-0000-000000000000"
TrackCondition
ConditionalOnly
The condition that controls if this track will play

CompanionReactionsDatabaseString

Companion Reactions Database String

Name /typeDescription /example
String
Int32 (string id, companionreactions table)
The database string.
0

CompanionRelationshipThreshold

Companion Relationship Threshold

Name /typeDescription /example
Threshold
String (RelationshipThreshold)
The threshold type
"Neutral"
Value
Single
The ratio of the scale when this threshold is hit.
0

CompanionThresholdInfo

CompanionThreshold Info

Name /typeDescription /example
CompanionID
Guid (CompanionGameData)
The target of this relationship
"00000000-0000-0000-0000-000000000000"
RelationshipThresholds
ThresholdInfo[]
Info for each threshold of the relationship with the target companion
[]

CompanionTopic

Companion Topic

Name /typeDescription /example
TopicID
Guid (TopicGameData)
Game data reference for the topic of concern
"00000000-0000-0000-0000-000000000000"
Axis
String (Axis)
Whether this topic positively or negatively affects relationships.
"Positive"
WeightID
Guid (TopicWeightGameData)
Modifier to affect how much the topic should affect relationships.
"00000000-0000-0000-0000-000000000000"
Conditional
ConditionalOnly
This reaction will only be active if the conditional passes.

CompanionTopicReaction

Companion Topic Reaction

Name /typeDescription /example
ChangeStrengthID
Guid (ChangeStrengthGameData)
The topic change strength off of which these lines will trigger.
"54772c0d-cf3f-4589-8cab-9f3601d575c2"
Axis
String (Axis)
The axis on which these lines will trigger.
"Negative"
Lines
CompanionReactionsDatabaseString[]
List of possible lines to play.
[]

ConditionalAndScripts

Conditional And Scripts

Name /typeDescription /example
Conditional
ConditionalExpression
The conditional expression to evaluate.
Scripts
ScriptCall[]
The list of scripts to execute.
[]

ConditionalExpression

Conditional Expression

Name /typeDescription /example
Operator
Int32
The operator to use with the next expression (0=And, 1=Or).
0
Components
ExpressionComponent[]
A list of boolean statements that make up the conditional expression. Boolean expressions are evaluated right-to-left with no operator precendence.
[]

ConditionalizedVendorRates

Conditionalized Vendor Rates

Name /typeDescription /example
RatesID
Guid (VendorRatesGameData)
The vendor rates to use if this condition is met.
"bd6efb6b-45e0-477f-b80e-95931b37fa53"
Condition
ConditionalOnly
The condition that must be met for these rates to be used.

ConditionalOnly

Conditional Only

Name /typeDescription /example
Conditional
ConditionalExpression
The conditional expression to evaluate.

CraftingUIAudioItem

Crafting UI Audio Item

Name /typeDescription /example
EventType
String (CraftingUIAudioEventType)
The type of crafting UI event.
"ItemCrafted"
AudioEvent
String (Wwise event)
Audio event to play for this stealth UI event type.

CustomAIActionSet

Custom AI Action Set

Name /typeDescription /example
AbilityID
Guid (GenericAbilityGameData)
"00000000-0000-0000-0000-000000000000"
AbilityPackageID
Guid (CustomAIAbilityPackageGameData)
"00000000-0000-0000-0000-000000000000"
TargetingFilterID
Guid (CustomAITargetingFilterGameData)
"00000000-0000-0000-0000-000000000000"
TargetingPreferenceID
Guid (AITargetingPreferenceGameData)
"00000000-0000-0000-0000-000000000000"

CustomAIConditionalActionSet

Custom AI Conditional Action Set

Name /typeDescription /example
DisplayString
Int32 (string id, customai table)
0
DisplayStringOld
Int32 (string id, gui table)
0
ConditionalSets
CustomAIConditionalSet[]
[]
ActionSets
CustomAIActionSet[]
[]
AllowedMovementToTarget
String (AllowedMovementToTargetType)
"MoveWithinRange"
Cooldown
Single
10

CustomAIConditionalSet

Custom AI Conditional Set

Name /typeDescription /example
ConditionalSetID
Guid (CustomAIConditionalScriptSetGameData)
"00000000-0000-0000-0000-000000000000"
ShouldNotConditional
Boolean
"false"

CustomMusicTransition

Custom Music Transition

Name /typeDescription /example
StateID
String
Identifier for custom state.
""
Transition
DynamicMusicTransition
Transition data.

CustomMusicTransitions

Custom Music Transitions

Name /typeDescription /example
Transitions
CustomMusicTransition[]
Transition data.
[]

CyclopediaDatabaseString

Cyclopedia Database String

Name /typeDescription /example
String
Int32 (string id, cyclopedia table)
The database string.
0

DamageData

Damage Data

Name /typeDescription /example
DamageType
String (DamageType)
The kind of damage being inflicted.
"None"
AlternateDamageType
String (DamageType)
If the target is weaker against the alternate damage type than the main damage type, the alternate damage type is applied instead of the main damage type.
"None"
Minimum
Single
The smallest amount of damage that can be inflicted.
0
Maximum
Single
The highest amount of damage that can be inflicted.
0
TacticalMinimumOverride
Single
If greater than 0, overrides the minimum damage in turn-based mode.
0
TacticalMaximumOverride
Single
If greater than 0, overrides the maximum damage in turn-based mode.
0
DamageProcs
DamageProc[]
A list of damage modifiers to apply.
[]

DamageProc

Damage Proc

Name /typeDescription /example
DamageType
String (DamageType)
The kind of damage to apply.
"None"
PercentOfBaseDamage
Single
The ratio of the base damage to apply as bonus damage (0-1).
0.1

DataScriptCall

Data Script Call

Name /typeDescription /example
Event
String (DataScriptEvent)
The event on which to fire the script.
"OnItemCollected"
Script
ConditionalAndScripts
The script logic to execute on the event.

DelayedSoundEvent

Delayed Audio Event

Name /typeDescription /example
AudioEvent
String (Wwise event)
Audio event to play after delay.
Delay
Single
Time in seconds to delay the audio event.
0

DestructibleEffects

Destructible Effects

Name /typeDescription /example
KeywordID
Guid (KeywordGameData)
The attack's keyword that triggers this effect.
"00000000-0000-0000-0000-000000000000"
AbilityID
Guid (GenericAbilityGameData)
The ability to cast.
"00000000-0000-0000-0000-000000000000"
SpawnedObject
String
The prefab of the object to spawn
"prefabs/*.prefab"
SelfDestructTimer
Single
If set greater than 0, the destructible will become invulnerable and countdown that time until it self-destructs, playing any death effects of the same keyword type.
0

DifficultyStatAdjustments

Difficulty Stat Adjustments

Name /typeDescription /example
Difficulty
String (GameDifficulty)
The difficulty at which to apply these adjustments.
"Normal"
HealthMultiplier
Single
Multiplier applied to each character's max health.
1
AccuracyBonus
Int32
Value added to each character's Accuracy.
0
DefenseBonus
Int32
Value added to each character's Defenses.
0
ArmorBonus
Int32
Value added to character's Armor.
0
PenetrationBonus
Int32
Value added to character's Penetration.
0
LevelMultiplier
Single
Multiplier applied to each character's level.
1
RecoveryTimeMultiplier
Single
Multiplier applied to each character's recovery times.
1
DisengagementAccuracyBonus
Int32
Bonus accuracy applied to each character's disengagement attacks.
0
HostileEffectDurationMultiplier
Single
Multiplier applied to the durations of hostile effects inflicted by characters.
1

DLCScriptSet

DLC Script Set

Name /typeDescription /example
GlobalConditional
ConditionalOnly
GlobalScript
ScriptsOnly

DustVFXSettingsStruct

Dust VFX Settings

Name /typeDescription /example
FogColor
Color
Color of fog.
StrengthSettings
IndividualDustVFXSettingsStruct[]
Individual settings for each strength option.
[]

DynamicAmbientMusicStateID

Dynamic Ambient Music State ID

Name /typeDescription /example
State
String (AmbientMusicStateType)
State
"Default"
ID
String
Custom state identifier.
""

DynamicAmbientMusicStateItem

Dynamic Ambient Music State Item

Name /typeDescription /example
StateIDs
DynamicAmbientMusicStateID[]
State identifiers.
[]
StateCondition
ConditionalOnly
The condition that controls if this state will be active

DynamicCombatMusicStateItem

Dynamic Combat Music State Item

Name /typeDescription /example
StateID
String
State identifier.
""
StateCondition
ConditionalOnly
The condition that controls if this state will be active

DynamicMusicTransition

Dynamic Music Transition

Name /typeDescription /example
TransitionTiming
String (DynamicMusicTransitionTiming)
When the transition should occur.
"Immediate"
TransitionTimingParameter
String
Custom parameter associated with the transition timing.
""
TransitionAudioEvent
String (Wwise event)
WWise audio event that fires whenever the transition occurs.

ExecScriptReferenceStructure

Exec Script Reference Structure

Name /typeDescription /example
ExecScriptFile
String
The filename of the exec script.
"Resources/BatchFiles/*.txt"
Name /typeDescription /example
Level
Int32
The experience level.
0
TotalExperience
Int32
How much experience is needed to be at this level.
0
QuestExperiencePool
Int32
How much of the total experience granted at this level should be from quests
0
CombatExperiencePool
Int32
How much of the total experience granted at this level should be from combat
0
ExplorationExperiencePool
Int32
How much of the total experience granted at this level should be from exploration
0
TrapLockExperiencePool
Int32
How much of the total experience granted at this level should be from traps and locks
0

ExperienceTableStructure

Experience Table Structure

Name /typeDescription /example
ExperienceList
ExperienceStructure[]
List of experience table entries
[]
EncounterType
String (WorldMapEncounterType)
"Minor"

ExpressionComponent

Expression Component

Name /typeDescription /example
Data
ScriptCallData
Definition of the script to call.
Not
Boolean
If set, perform logical not on the result of the script.
false
Operator
Int32
The logical operator to use with the next component (0=And, 1=Or).
0

FatigueWhispersAudioEventListStructure

Fatigue Whispers Audio Event List

Name /typeDescription /example
FatigueWhispersAudioBank
String (Wwise audio bank)
Audio bank which contains all fatigue whisper audio events.
LoopingAudioEvent
LoopingSoundEvent
Audio event that fires whenever fatigue whispers begin and stops whenever fatigue whispers end.
MinorFatigueLevel
Single
Fatigue level that is passed to WWise whenever in minor fatigue.
0.4
MajorFatigueLevel
Single
Fatigue level that is passed to WWise whenever in major fatigue.
0.75
CriticalFatigueLevel
Single
Fatigue level that is passed to WWise whenever in critical fatigue.
1
FatigueLevelParameterName
String
WWise parameter that will be set to a value based on current fatigue level.
""
VolumeParameterName
String
WWise parameter that will be set to the desired fatigue whispers volume (will normally be 1, but may be changed at runtime via scripts).
""

FictionalLanguageText

Fictional Language Text

Name /typeDescription /example
Text
Int32 (string id, gui table)
The text in a fictional in-game language.
0
TranslatedText
Int32 (string id, gui table)
The text in a real-world language.
0

FileReferenceStructure

File Reference Structure

Name /typeDescription /example
FilenameReference
String
"gui/loadscreens/*.png"

FogVFXSettingsStruct

Fog VFX Settings

Name /typeDescription /example
DepthFogColor
Color
Color of depth fog.
StrengthSettings
IndividualFogVFXSettingsStruct[]
Individual settings for each strength option.
[]

FoleyAudioItem

Foley Audio Item

Name /typeDescription /example
ArmorMaterialType
String (ArmorMaterial)
the type of material the character's armor is made of
FoleyAudioEvent
String (Wwise event)
the audio event to play when the character is jostled

FootstepAudioItem

Footstep Audio Item

Name /typeDescription /example
GroundMaterialType
String (GroundMaterialType)
the type of ground the character is stepping on
FootstepAudioEvent
String (Wwise event)
the audio event to play for the character's footsteps

GameDateTime

Game Date Time

Name /typeDescription /example
Year
Int32
The year component of the time.
0
Month
Int32
The month component of the time.
0
Day
Int32
The day component of the time.
0
Hour
Int32
The hour component of the time.
0
Minute
Int32
The minute component of the time.
0
Second
Int32
The seconds component of the time.
0

GameTimeInterval

Game Time Interval

GenericAbilityLevelScaling

Generic Ability Level Scaling

Name /typeDescription /example
ScalingType
String (ScalingType)
Determines what sources will affect level scaling on this ability.
"Default"
BaseLevel
Int32
The baseline level (increase is not applied on this level). NOTE: For abilities, this is relative to the ability's acquisition level, not an absolute level.
0
LevelIncrement
Int32
The increase is applied every [this many] levels after the Base Level.
1
MaxLevel
Int32
The level at which the effect stops tracking increases. NOTE: For abilities, this is relative to the ability's acquisition level, not an absolute level.
0
DamageAdjustment
Single
Increases the ability's damage by this percentage at each scale threshold.
1
DurationAdjustment
Single
Increases durations of the ability's effects by this percentage at each scale threshold.
1
BounceCountAdjustment
Single
Adds this many bounces to the ability at each scale threshold.
0
ProjectileCountAdjustment
Single
Adds this many projectiles to the ability at each scale threshold.
0
AccuracyAdjustment
Int32
Adds this much bonus accuracy to the ability at each scale threshold.
0
PenetrationAdjustment
Single
Adds this much bonus penetration to the ability at each scale threshold.
0

GenericAbilityVisualEffect

Generic Ability Visual Effect

Name /typeDescription /example
VisualEffect
String
The effect prefab to show.
"Prefabs/Effects/*.prefab"
AttachPoint
String (EffectAttachType)
The place to attach the visual effect.
"Root"
AttachObject
String (EffectAttachObject)
The object to attach the visual effect to.
"Caster"
AttachMode
String (EffectAttachMode)
Rules for how the effect attaches to the attach point.
"Attach"
MeshType
String (EffectMeshType)
The mesh tag to look for when attaching this effect to an emission mesh
"None"
Event
String (AbilityVisualEffectEvent)
The event on which to spawn the effect.
"OnActivate"

GlobalDataReferencesProfiencyPairStructure

Global Data References Profiency Pair Structure

Name /typeDescription /example
ProfiencyAbilityID
Guid (GenericAbilityGameData)
Reference to the ability that will be added by a specific profiency.
"00000000-0000-0000-0000-000000000000"
ItemReferenceID
Guid (EquippableGameData)
Reference to the item that should be used to display for this profiency.
"00000000-0000-0000-0000-000000000000"

GroundMaterialMappingItem

Ground Material Mapping Item

Name /typeDescription /example
GroundMaterialType
String (GroundMaterialType)
"Default"
FootstepMapColor
Color
Color on footstep map that will be associated with the ground material type.

GuiDatabaseString

Gui Database String

Name /typeDescription /example
String
Int32 (string id, gui table)
The database string.
0

HairLists

Hair Lists

Name /typeDescription /example
HairAppearancePieces
AppearancePiece[]
[]
FacialHairAppearancePieces
AppearancePiece[]
[]

HybridClassTitleData

Hybrid Class Title Data

Name /typeDescription /example
OtherClassID
Guid (CharacterClassGameData)
The other class with which to use this title.
"00000000-0000-0000-0000-000000000000"
Title
Int32 (string id, gui table)
0

IndividualAirConditionTypeSettingsStruct

Individual Air Condition Type Settings

Name /typeDescription /example
StrengthType
String (WeatherSettingsStrengthType)
Strength Type
"Inactive"
Strength
Single
Air condition strength.
1

IndividualCloudSettingsStruct

Individual Cloud Settings

Name /typeDescription /example
StrengthType
String (WeatherSettingsStrengthType)
Strength Type
"Inactive"
Density
Single
Density of clouds.
1
Intensity
Single
Intensity of clouds.
0
WaterIntensity
Single
Intensity of clouds over water.
0
EdgeSoftness
Single
Cloud edge softness.
0
Speed
Single
Speed of clouds.
1

IndividualDustVFXSettingsStruct

Individual Dust VFX Settings

Name /typeDescription /example
StrengthType
String (WeatherSettingsStrengthType)
Strength Type
"Inactive"
FogDensity
Single
Fog.Density
0
FogMinDepthDensity
Single
Fog.MinDepthFogDensity
0
FogDepthDensity
Single
Fog.DepthFogDensity
0
DustAlpha
Single
Dust Particle System Alpha
0
DustMeshAlpha
Single
Dust Mesh Particle System Alpha
0
DustMeshEmissionRate
Single
Dust Mesh Particle System Emission Rate
0

IndividualFogVFXSettingsStruct

Individual Fog VFX Settings

Name /typeDescription /example
StrengthType
String (WeatherSettingsStrengthType)
Strength Type
"Inactive"
MinDepthFogDensity
Single
Fog.MinDepthFogDensity
0
DepthFogDensity
Single
Fog.DepthFogDensity
0
VolumeFogDensity
Single
Fog.Density
0
VolumeFogWindSpeed
Single
Fog.WindStrength
0

IndividualLightningSettingsStruct

Individual Lightning Settings

Name /typeDescription /example
StrengthType
String (WeatherSettingsStrengthType)
Strength Type
"Inactive"
MinTimeBetween
Single
Minimum time between lightning strikes.
1
MaxTimeBetween
Single
Maximum time between lightning strikes.
1

IndividualLightningVFXSettingsStruct

Individual Lightning VFX Settings

Name /typeDescription /example
StrengthType
String (WeatherSettingsStrengthType)
Strength Type
"Inactive"
ThunderClusterProbability
Single
Probability of a thunder cluster occurring.
1
ThunderClusterMinCount
Int32
Minimum number of flashes in a thunder cluster.
2
ThunderClusterMaxCount
Int32
Maximum number of flashes in a thunder cluster.
2
ThunderClusterMinTimeBetween
Single
Minimum time between flashes in a thunder cluster.
0
ThunderClusterMaxTimeBetween
Single
Maximum time between flashes in a thunder cluster.
0
ThunderVsLightningProbability
Single
When performing thunder and lightning, the probability of thunder occurring over lightning.
0

IndividualPrecipitationTypeSettingsStruct

Individual Precipitation Type Settings

Name /typeDescription /example
StrengthType
String (WeatherSettingsStrengthType)
Strength Type
"Inactive"
Strength
Single
Precipitation strength.
1

IndividualTemperatureSettingsStruct

Individual Temperature Settings

Name /typeDescription /example
TemperatureType
String (WeatherSettingsTemperatureType)
Temperature Type.
"Freezing"
Temperature
Single
Temperature (degrees celsius).
0

IndividualWindSettingsStruct

Individual Wind Settings

Name /typeDescription /example
StrengthType
String (WeatherSettingsStrengthType)
Strength Type
"Inactive"
Strength
Single
Strength of wind (on a scale of 0 to 1).
1
Turbulence
Single
Turbulence of wind (on a scale of 0 to 1).
1
OceanWindSpeed
Single
Ocean wind speed (WaveSpectrum.windSpeed).
1

InjuryList

Injury List

Name /typeDescription /example
DamageType
String (DamageType)
DamageType
"None"
InjuriesIDs
Guid[] (AfflictionGameData)
Injuries to apply
["00000000-0000-0000-0000-000000000000"]

IntCollection

Int Collection

Name /typeDescription /example
Values
Integer[]
The collection of values.
[]

InventoryAudioItem

Inventory Audio Item

Name /typeDescription /example
InventoryActionType
String (InventoryActionType)
Inventory action type.
"Pickup"
AudioEvent
String (Wwise event)
The audio event to play for this inventory action type.

ItemVisualEffect

Item Visual Effect

Name /typeDescription /example
VisualEffect
String
The visual effect asset to spawn.
"Prefabs/Effects/*.prefab"
AttachPoint
String (EffectAttachType)
The place to attach the visual effect. EmissionMesh always uses mesh type Item
"EmissionMesh"
EmissiveColor
Color
Color for the emissive texture.
EmissiveGlowScale
Single
The size of the emissive glow effect.
0
ScaleToCharacter
Boolean
If set, effect will be scaled to match the scale of the character.
"false"

KeywordEffect

Keyword Effect

Name /typeDescription /example
KeywordID
Guid (KeywordGameData)
The keyword this effect activates for
"00000000-0000-0000-0000-000000000000"
Effect
String
The effect prefab to use
"Prefabs/Effects/*.prefab"

KeywordPair

Keyword Pair

Name /typeDescription /example
KeywordAID
Guid (KeywordGameData)
The first keyword.
"00000000-0000-0000-0000-000000000000"
KeywordBID
Guid (KeywordGameData)
The second keyword.
"00000000-0000-0000-0000-000000000000"

LegacyGlobalVariableData

Legacy Global Variable Data

Name /typeDescription /example
Comment
String
""
LegacyVariableName
String
The name of the global variable to read from in the legacy game.
""
CurrentGameVariableName
String
The name of the global variable to store the imported data into the current game.
""

LegacyHistoryMappingStructure

Legacy History Mapping

Name /typeDescription /example
HistoryFile
String
"Resources/Histories/*.bytes"
DisplayName
Int32 (string id, gui table)
0
DisplayDescription
Int32 (string id, gui table)
0

LevelDifficultyIcons

Level Difficulty Icons

Name /typeDescription /example
LevelDifference
Int32
The level difference between the target and the player
0
NumIcons
Int32
Number of Icons to display
0
IconName
String
Name of the icon to display
""
IconNameHighRes
String
Name of the icon to display, used with high resolution in the Journal
""
QuestTooltipString
Int32 (string id, gui table)
String to display as a tooltip for quest
0
EncounterTooltipString
Int32 (string id, gui table)
String to display as a tooltip for world map encounters.
0

LevelScalingRule

Level Scaling Rule

Name /typeDescription /example
ExpectedDifferenceMin
Int32
The distance the value is from the expected value.
0
ExpectedDifferenceMax
Int32
0
AdjustedLevelAmount
Int32
How much to adjust the character's level by.
0

LightningAudioDelayItem

Lightning Audio Delay Item

Name /typeDescription /example
DistanceType
String (DistanceType)
"Near"
MinDelay
Single
Minimum audio delay after lightning flash.
0
MaxDelay
Single
Maximum audio delay after lightning flash.
0

LightningSettingsStruct

Lightning Settings

Name /typeDescription /example
TransitionTime
Single
Transition time from no lightning to heavy lightning (world minutes).
1
StrengthSettings
IndividualLightningSettingsStruct[]
Individual settings for each lightning strength option.
[]
VFXSettings
IndividualLightningVFXSettingsStruct[]
Individual settings for each lightning strength option.
[]

LoadingScreenImage

Loading Screen Image

Name /typeDescription /example
ImageName
String
Name of the image.
""
ForceUseConditionals
ConditionalOnly
If these conditionals pass, this image will be selected as the loading screen.
VisibilityConditionals
ConditionalOnly
Conditionals that need to pass for these to even be an option for being picked
Image
String
The image to use for the loading screen.
"GUI\LoadScreens/*.png"

LoadingScreenImageTextGroup

Loading Screen Image Text Group

Name /typeDescription /example
Images
FileReferenceStructure[]
[]
TipTexts
LoadingScreenTipText[]
[]

LoadingScreensGroup

Loading Screens Group

Name /typeDescription /example
GroupName
String
""
ForceUseConditionals
ConditionalOnly
If these conditionals pass, this group will be the only group we select load screens for when a load screen pops up.
VisibilityConditionals
ConditionalOnly
Conditionals that need to pass for these to even be an option for being picked
LoadingScreenImageTextGroups
LoadingScreenImageTextGroup[]
[]

LoadingScreenTipText

Loading Screen Tip Text

Name /typeDescription /example
Title
Int32 (string id, loadingtips table)
0
DescriptionText
Int32 (string id, loadingtips table)
0

LoadingTipDatabaseString

Loading Tip Database String

Name /typeDescription /example
String
Int32 (string id, loadingtips table)
0

LoopingSoundEvent

Looping Audio Event

Name /typeDescription /example
AudioEvent
String (Wwise event)
Audio event to play after delay.
Delay
Single
Time in seconds to delay the audio event.
0
FadeTime
Single
Time in seconds to fade out the audio event.
0

LootItem

Loot Item

Name /typeDescription /example
Conditional
ConditionalOnly
Conditional needs to pass for this item to generate from this list.
OutputChance
Single
The chance (0.0 - 1.0) that this item will be output. Only used if Output Mode of the LootList is set to "All".
1
MinCount
Int32
The minimum number of times to drop this entry.
1
MaxCount
Int32
The maximum number of times to drop this entry.
1
Weight
Int32
Determines the relative probability that this item will be dropped compared to the other items in a list. Only used if Output Mode of the LootList is set to "One Random".
1
ItemID
Guid (ItemGameData)
The item to drop.
"00000000-0000-0000-0000-000000000000"
LootListID
Guid (LootListGameData)
Drop items from a loot list instance.
"00000000-0000-0000-0000-000000000000"
LockedVisible
Boolean
Determines if we should still show the item even if it's locked due to the conditional script failing.
"false"

MainMenuAudioEventListStructure

Main Menu Audio Event List

Name /typeDescription /example
MainMenuAudioEvents
MainMenuAudioItem[]
Audio event for every main menu audio event type.
[]

MainMenuAudioItem

Main Menu Audio Item

Name /typeDescription /example
EventType
String (MainMenuUIAudioEventType)
The type of main menu event.
"CorporateLogo"
AudioEvent
String (Wwise event)
Audio event to play for this event type.

MovieAudioEventListStructure

Movie Audio Event List

Name /typeDescription /example
MovieAudioEvents
MovieAudioItem[]
Audio event for every movie.
[]

MovieAudioItem

Movie Audio Item

Name /typeDescription /example
MovieType
String (MovieType)
The type of movie.
"None"
StartAudioEvent
String
Audio event to play when the movie begins.
""
EndAudioEvent
String
Audio event to play at the end of the movie.
""
SkipAudioEvent
String
Audio event to play along with End when the movie is skipped.
""
MusicTrack
String (Wwise state)
The music track to play (WWise State) while the movie is playing.
MusicPriority
Int32
Windows with higher music priority will play their music over windows with lower music priority. Each window needs to have its own UNIQUE priority.
0

MultiSoundEvent

Multi Sound Event

Name /typeDescription /example
ActivateAudioEvent
DelayedSoundEvent
Audio event called when the state activates.
ActiveAudioEvent
LoopingSoundEvent
Audio event that loops while the state is active.
DeactivateAudioEvent
DelayedSoundEvent
Audio event called when the state deactivates.

NewGameBonus

New Game Bonus

Name /typeDescription /example
DisplayString
Int32 (string id, newgamebonuses table)
0
Cost
Int32
0
ScriptsToRun
ScriptsOnly
SpriteIcon
String
"GUI\Images\InGameHUD\NewGameBonuses/*.png"

PlayerUsableScript

Player Usable Script

Name /typeDescription /example
DisplayString
Int32 (string id, customai table)
0
DisplayStringOld
Int32 (string id, gui table)
0
ConditionalScript
ConditionalOnly

PoE1GodBoonStructure

PoE1 God Boon Structure

Name /typeDescription /example
GlobalVariable
String
The global variable that indicates the boon was granted.
""
String
Int32 (string id, tooltips table)
Display string describing the boon.
0

PrecipitationSettingsStruct

Precipitation Settings

Name /typeDescription /example
RainSettings
PrecipitationTypeSettingsStruct
General rain settings.
HailSettings
PrecipitationTypeSettingsStruct
General hail settings.
SnowSettings
PrecipitationTypeSettingsStruct
General snow settings.

PrecipitationTypeSettingsStruct

Precipitation Type Settings

Name /typeDescription /example
TransitionTime
Single
Transition time from none to heavy strength (world minutes).
1
StrengthSettings
IndividualPrecipitationTypeSettingsStruct[]
Individual settings for each strength option.
[]
VFXSettings
PrecipitationVFXSettingsStruct
Settings for precipitation VFX.

PrecipitationVFXSettingsStruct

Precipitation VFX Settings

Name /typeDescription /example
LightPrecipitationMinEmissionRate
Single
Minimum emission rate for light precipitation particle system.
0
LightPrecipitationMaxEmissionRate
Single
Maximum emission rate for light precipitation particle system.
0
ModeratePrecipitationMinEmissionRate
Single
Minimum emission rate for moderate precipitation particle system.
0
ModeratePrecipitationMaxEmissionRate
Single
Maximum emission rate for moderate precipitation particle system.
0
HeavyPrecipitationMinEmissionRate
Single
Minimum emission rate for heavy precipitation particle system.
0
HeavyPrecipitationMaxEmissionRate
Single
Maximum emission rate for heavy precipitation particle system.
0
LightMeshPrecipitationMinEmissionRate
Single
Minimum emission rate for light precipitation mesh emitter particle system.
0
LightMeshPrecipitationMaxEmissionRate
Single
Maximum emission rate for light precipitation mesh emitter particle system.
0
ModerateMeshPrecipitationMinEmissionRate
Single
Minimum emission rate for moderate precipitation mesh emitter particle system.
0
ModerateMeshPrecipitationMaxEmissionRate
Single
Maximum emission rate for moderate precipitation mesh emitter particle system.
0
HeavyMeshPrecipitationMinEmissionRate
Single
Minimum emission rate for heavy precipitation mesh emitter particle system.
0
HeavyMeshPrecipitationMaxEmissionRate
Single
Maximum emission rate for heavy precipitation mesh emitter particle system.
0

PrerequisiteData

Prerequisite Data

Name /typeDescription /example
Conditional
ConditionalOnly
Conditional that needs to pass for this prerequisite to apply. Use oei_this, oei_target, and oei_target_main for parameters.

ProgressionCategory

Progression Category

Name /typeDescription /example
Category
String (ProgressionCategoryFlag)
The Custom* identifier to assign a display name to.
"Custom1"
DisplayName
Int32 (string id, gui table)
The display name for the category.
0

ProgressionPointUnlock

Progression Point Unlock

Name /typeDescription /example
Level
Int32
The level at which these points are unlocked.
1
CategoryObsolete
String (ProgressionCategoryFlag)
The category these points can be allocated to. [This property is no longer being used. Use Categories instead.]
"Custom1"
Categories
String (ProgressionCategoryFlag bitmask)
The categories that these points can be appliead to.
"40d7db8c-5d85-430e-b591-7602dfb83c140e157c4d-6c87-4696-98b2-c68995e43839"
Points
Int32
The number of points gained.
1
UnlockDescription
Int32 (string id, gui table)
//TODO: doc me
0

ProgressionPowerLevelRequirement

Progression Power Level Requirement

Name /typeDescription /example
ClassID
Guid (CharacterClassGameData)
"00000000-0000-0000-0000-000000000000"
MinimumPowerLevel
Int32
0

ProgressionRequirement

Progression Requirement

Name /typeDescription /example
MinimumCharacterLevel
Int32
The minimum level at which a character can recieve this ability.
1
PowerLevelRequirement
ProgressionPowerLevelRequirement
RequiresAbilityID
Guid (ProgressionUnlockableGameData)
A prerequisite ability.
"00000000-0000-0000-0000-000000000000"
Conditional
ConditionalOnly
Conditional expression defining whether a character can pick this unlockable.
VisibilityConditional
ConditionalOnly
Conditional expression defining whether the player can see this unlockable.
IsMutuallyExclusiveUpgrade
Boolean
Should be false on a handful of upgrade abilities that the player can gain more than one of. This field is only looked at if the Requires Ability field is set.
"true"

ProgressionSkillChoice

Progression Skill Choice

Name /typeDescription /example
Level
Int32
The level at which this choice is taken.
1
ActiveSkillID
Guid (SkillGameData)
The character's chosen Active Skill.
"00000000-0000-0000-0000-000000000000"
PassiveSkillID
Guid (SkillGameData)
The character's choice of passive skill.
"00000000-0000-0000-0000-000000000000"
Name /typeDescription /example
ItemReferenceID
Guid (ItemGameData)
Reference to the item game data.
"00000000-0000-0000-0000-000000000000"
Quantity
Int32
How many of the item you want to grant.
1

PromotionalItemCollectionStructure

Promotional Item Collection Structure

Name /typeDescription /example
PromotionalItemCollection
PromotionalItemCollectionItem[]
[]

QuestExperienceTableRegionStringSetStructure

Quest Experience Table Region String Set

Name /typeDescription /example
QuestRegion
String (RegionEnum)
Region that these strings are to be used for.
"None"
DisplayNameGui
Int32 (string id, gui table)
Display name for the category of this quest region (gui table). You only need to fill out one Display Name property.
0
DisplayNamePointsOfInterest
Int32 (string id, pointsofinterest table)
Display name for this region (pointsofinterest table). You only need to fill out one Display Name property.
0

QuestExperienceTableRow

Quest Experience Table Row

Name /typeDescription /example
Level
Int32
The level that the quests are set at.
0
ExperienceMultiplier
Single
The multiplier to be applied to quests at this difficulty level.
1
QuestsAndExperience
QuestExperienceTableStructure[]
The quests and their override experience to be used.
[]

QuestExperienceTableStructure

Quest Experience Table Structure

Name /typeDescription /example
Tag
String
Development purposes only, display name of the referenced quest.
""
QuestReferenceID
Guid (Quest)
The quest that will have an overridden amount of experience.
"00000000-0000-0000-0000-000000000000"
ExperienceAmount
Int32
The override amount of experience this quest will grant.
0
OriginRegion
String (RegionEnum)
Display region to group this quest when the user has selected origin as "Origin" as desired quest categorization.
"None"

QuestUIAudioItem

Quest UI Audio Item

Name /typeDescription /example
EventType
String (QuestUIAudioEventType)
The type of quest UI event.
"QuestComplete"
AudioEvent
String (Wwise event)
Audio event to play for this stealth UI event type.

RaceAnimationAudioData

Race Animation Audio Data

Name /typeDescription /example
Race
String (Race)
The race to associate with the audio data
"None"
AudioEventListID
Guid (AnimationAudioEventListGameData)
Audio event list to use for animation
"00000000-0000-0000-0000-000000000000"

RaceScaleData

Race Scale Data

Name /typeDescription /example
Race
String (Race)
The enumeration for this race.
"None"
MaleScale
Single
Global cale value for males of this race.
1
FemaleScale
Single
Global scale value for females of this race.
1

RandomDuration

Random Duration

Name /typeDescription /example
Probability
Int32
Probability that this is chosen (percent chance).
0
MinDuration
Single
Minimum duration it will last.
0
MaxDuration
Single
Maximum duration it will last.
0

RandomWeatherCondition

Random Weather Condition

Name /typeDescription /example
RandomDuration
RandomDuration
Probability of the weather condition occuring and the random duration for which it will occur (world minutes).
WeatherConditionID
Guid (WeatherConditionGameData)
Constant set of weather properties (wind, precipitation, clouds, lightning, air conditions).
"00000000-0000-0000-0000-000000000000"

RandomWeatherPattern

Random Weather Pattern

Name /typeDescription /example
RandomDuration
RandomDuration
Probability of the weather pattern occuring and the random duration for which it will occur (world minutes).
WeatherPattern
WeatherPattern
Collection of potential weather conditions.

Range1DStructure

Range 1D Structure

Name /typeDescription /example
Min
Single
The minimum value.
0
Max
Single
The maximum value.
0

RecipeIngredient

Recipe Ingredient

Name /typeDescription /example
ItemID
Guid (ItemGameData)
The item that is required as an ingredient.
"00000000-0000-0000-0000-000000000000"
Quantity
Int32
The quantity of the item that is required.
1
IsDestroyed
Boolean
If set, the ingredient is consumed by the crafting process.
"true"

RecipeProduct

Recipe Product

Name /typeDescription /example
ItemID
Guid (ItemGameData)
The item to produce.
"00000000-0000-0000-0000-000000000000"
Quantity
Int32
The quantity of the item to produce.
1

RectData

Rect Data

Name /typeDescription /example
TopLeft
Vector2
The position of the most negative corner of the rectangle.
"00"
Size
Vector2
The size of the rectangle.
"00"

ReplacedVisualEffect

Replaced Visual Effect

Name /typeDescription /example
ExistingVisualEffect
String
The source visual effect to replace.
"Prefabs/Effects/Abilities/*.prefab"
NewVisualEffect
String
The visual effect to swap to.
"Prefabs/Effects/Abilities/*.prefab"

ReputationRankScript

Reputation Rank Script

Name /typeDescription /example
RankType
String (RankType)
s
"Default"
ScriptID
Guid (GlobalScript)
Global script to call when triggered.
"00000000-0000-0000-0000-000000000000"

RTPCValue

RTPC Value

Name /typeDescription /example
Name
String
Name of the WWise RTPC.
""
Value
Single
Value of the WWise RTPC.
0

RTPCValueSet

RTPC Value Set

Name /typeDescription /example
RTPCValues
RTPCValue[]
RTPC goal values.
[]

ScriptCall

Script Call

Name /typeDescription /example
Data
ScriptCallData
The script to call.
Conditional
ConditionalExpression
A conditional expression that must be met for this script to be called.

ScriptCallData

Script Call Data

Name /typeDescription /example
FullName
String (Script/Conditional Signature)
The method signature of the script to call.
""
Parameters
String[]
List of parameters for the script.
[]
UnrealCall
String
Unused.
""
FunctionHash
Int32
Hash of the FullName. Omit or set to 0 for the game to calculate.
0
ParameterHash
Int32
Hash of the function name and parameters. Omit or set to 0 for the game to calculate.
0

ScriptedInteractionAudioEventListStructure

Scripted Interaction Audio Event List

Name /typeDescription /example
ScriptedInteractionAudioEvents
ScriptedInteractionAudioItem[]
Audio event for every scripted interaction audio event type.
[]
ScriptedInteractionCheckAudioEventList
ScriptedInteractionCheckAudioEventListStructure
Audio events to play when a scripted interaction check occurs (this may be overriden in Skill GameData).
ScriptedInteractionCheckInitialDelay
Single
Delay before first scripted interaction check audio event.
0
ScriptedInteractionCheckDelay
Single
Delay between scripted interaction check audio events.
0
PartyMemberButtonAudioEventListSelectableID
Guid (ButtonAudioEventListGameData)
Audio events associated with selecting a party member.
"ab1b5838-921a-43d4-a5f9-2ef76526edb6"
PartyMemberButtonAudioEventListUnselectableID
Guid (ButtonAudioEventListGameData)
Audio events associated with selecting a party member that is unselectable.
"a6fda81a-59f2-4a76-ac1c-f00750285d1c"
AbilityButtonAudioEventListID
Guid (ButtonAudioEventListGameData)
Audio events associated with selecting an ability.
"a12b9aff-4112-4661-846b-45693dc78b7c"

ScriptedInteractionAudioItem

Scripted Interaction Audio Item

Name /typeDescription /example
EventType
String (ScriptedInteractionAudioEventType)
The type of scripted interaction event.
AudioEvent
String (Wwise event)
Audio event to play for this event type.

ScriptedInteractionCheckAudioEventListStructure

Scripted Interaction Check Audio Event List

Name /typeDescription /example
SuccessAudioEvent
String (Wwise event)
Audio event to play when a scripted interaction check passes.
FailureAudioEvent
String (Wwise event)
Audio event to play when a scripted interaction check fails.

ScriptingProfileAttributesStructure

Scripting Profile Attributes

Name /typeDescription /example
AttributeType
String (AttributeType)
The type of attribute for these settings.
Value
Int32
The value of the attribute.
0

ScriptingProfileClassesStructure

Scripting Profile Classes

Name /typeDescription /example
Class0ID
Guid (CharacterClassGameData)
One of the character class types of the player.
"00000000-0000-0000-0000-000000000000"
Class1ID
Guid (CharacterClassGameData)
One of the character class types of the player.
"00000000-0000-0000-0000-000000000000"

ScriptingProfileCompanionsStructure

Scripting Profile Companions

Name /typeDescription /example
Companion0
Guid (Instance ID)
Campanion game object in the party.
"00000000-0000-0000-0000-000000000000"
Companion1
Guid (Instance ID)
Campanion game object in the party.
"00000000-0000-0000-0000-000000000000"
Companion2
Guid (Instance ID)
Campanion game object in the party.
"00000000-0000-0000-0000-000000000000"
Companion3
Guid (Instance ID)
Campanion game object in the party.
"00000000-0000-0000-0000-000000000000"

ScriptingProfileDispositionsStructure

Scripting Profile Dispositions

Name /typeDescription /example
Aggressive
Int32
The aggressive disposition rank of the player.
0
Benevolent
Int32
The benevolent disposition rank of the player.
0
Clever
Int32
The clever disposition rank of the player.
0
Cruel
Int32
The cruel disposition rank of the player.
0
Shady
Int32
The shady disposition rank of the player.
0
Diplomatic
Int32
The diplomatic disposition rank of the player.
0
Honest
Int32
The honest disposition rank of the player.
0
Passionate
Int32
The passionate disposition rank of the player.
0
Rational
Int32
The rational disposition rank of the player.
0
Stoic
Int32
The stoic disposition rank of the player.
0

ScriptingProfileReputationsStructure

Scripting Profile Reputations

Name /typeDescription /example
VailianTradingCompany
Int32
Reputation with Vailian Trading Company.
0
TikawaraHuana
Int32
Reputation with Tikawara Huana.
0

ScriptingProfileSkillsStructure

Scripting Profile Skills

Name /typeDescription /example
Alchemy
Int32
The alchemy skill level of the player.
0
Arcana
Int32
The arcana skill level of the player.
0
Athletics
Int32
The athletics skill level of the player.
0
Herbalism
Int32
The herbalism skill level of the player.
0
Mechanics
Int32
The mechanics skill level of the player.
0
Stealth
Int32
The stealth skill level of the player.
0
Survival
Int32
The survival skill level of the player.
0

ScriptsOnly

Scripts Only

Name /typeDescription /example
Scripts
ScriptCall[]
The list of scripts to execute.
[]

ShieldAudioItem

Shield Audio Item

Name /typeDescription /example
ShieldType
String (ShieldType)
Shield type.
"Small"
ShieldAudioEventListGameDataID
Guid (ShieldAudioEventListGameData)
Audio events associated with a shield.
"00000000-0000-0000-0000-000000000000"

ShipActionData

Ship Action Data

Name /typeDescription /example
Action
String (ShipDuelActionType)
The type of action this data is associated with.
"None"
IsAvailable
Boolean
Can this ship take this action?
"true"
Duration
Int32
The number of turns it takes for this action to complete.
1

ShipAttributeStat

Ship Attribute Stat

Name /typeDescription /example
ShipAttributeType
String (ShipAttributeType)
Attribute type that this stat is associated with.
"CombatSpeed"
StatValue
Int32
Value of the stat associated with the ship attribute type.
0

ShipCannonEventData

Ship Cannon Event Data

Name /typeDescription /example
Weight
Single
Weights the chance that this event will be chosen.
1
DamageTypes
String (ShipDuelDamageType bitmask)
List of damage types the event can be applied with.
"f33319da-1709-4400-b922-197faec73663f1bb5edc-b7dd-4c0b-b457-c66fbb38f42a"
EventID
Guid (ShipDuelEventGameData)
The event to apply.
"00000000-0000-0000-0000-000000000000"

ShipCrewJobCount

Ship Crew Job Count

Name /typeDescription /example
JobType
String (ShipCrewJobType)
The job type this count applies to.
"Captain"
Count
Int32
The number of crew associated with this job.
0
DefaultCrewIDs
Guid[] (ShipCrewMemberData)
List of default crewmen that come with this ship.
["00000000-0000-0000-0000-000000000000"]

ShipCrewJobTraitStructure

Ship Crew Job Trait Structure

Name /typeDescription /example
JobType
String (ShipCrewJobType)
"None"
CrewTraitID
Guid (ShipCrewTraitGameData)
"abd4a293-6f64-4fac-9f65-a90f64c18942"

ShipCrewLevelUpThreshold

Ship Crew Level Up Threshold

Name /typeDescription /example
SailorTales
Int32
The number of Sailor Tales needed for a crewmember to reach this level.
0

ShipCrewSurvivalState

Ship Crew Survival State

Name /typeDescription /example
EfficiencyDecrease
Single
The percentage that the crew member's efficiency will decrease when they are in this survival state.
0
MinimumDaysThreshold
Int32
The number of days at which the crew member enters this state.
0
DeathConstitutionModifier
Single
If a crew member has a constitution lower than the number of days they've been in this state times this modifier, they die.
1

ShipDamageData

Ship Damage Data

Name /typeDescription /example
DamageMin
Int32
Minimum amount of hull/sail damage.
1
DamageMax
Int32
Maximum amount of hull/sail damage.
1
CrewDamageMin
Int32
If this damage hits the deck, the minimum number of crew that will be injured.
1
CrewDamageMax
Int32
If this damage hits the deck, the maximum number of crew that will be injured.
1
DamageTypes
ShipDuelDamageTypeWeight[]
Collection of damage types that can be dealt.
[]

ShipDuelAIWeights

Ship Duel AI Weights

Name /typeDescription /example
SelfHullDamageWeight
Single
Weights how important it is for the AI to avoid taking hull damage.
1
SelfSailDamageWeight
Single
Weights how important it is for the AI to avoid taking sail damage.
1
SelfCrewDamageWeight
Single
Weights how important it is for the AI to avoid taking crew damage.
1
SelfDeathWeight
Single
Weights how important it is for the AI to not die.
1
SelfEventWeight
Single
Weights how important it is for the AI to fix/avoid events.
1
OpponentHullDamageWeight
Single
Weights how important it is for the AI to damage the opponent's hull.
1
OpponentSailDamageWeight
Single
Weights how important it is for the AI to damage the opponent's sails.
1
OpponentCrewDamageWeight
Single
Weights how important it is for the AI to damage the opponent's crew.
1
OpponentDeathWeight
Single
Weights how important it is for the AI to kill the opponent.
1
BoardingWeight
Single
Weights how important it is for the AI to board the opponent.
1
RetreatWeight
Single
Weights how important it is for the AI to retreat.
1
RetreatSkew
Single
Skews the breakpoint at which retreating becomes desirable instead of to be avoided (0-1).
0

ShipDuelDamageImage

Ship Duel Damage Image

Name /typeDescription /example
DamageState
String (ShipDamageState)
"NormalHullNormalSail"
Image
String
"GUI/InteractionPortraits/*.png"

ShipDuelDamageTypeWeight

Ship Duel Damage Type Weight

Name /typeDescription /example
DamageType
String (ShipDuelDamageType)
The damage type.
"Hull"
Weight
Single
The weight at which this damage type will be selected.
0

ShipDuelDifficultyLevel

Ship Duel Difficulty Level

Name /typeDescription /example
Difficulty
String (GameDifficulty)
The difficulty level to apply this values at.
"Normal"
EnemyHealthMultiplier
Single
Multiplies enemy ship health at this difficulty level.
1
EnemyDamageMultiplier
Single
Multiplies enemy ship damage at this difficulty level.
1
EnemyShipAccuracyBonus
Int32
Adds to the enemy ship accuracy at this difficulty.
0
PlayerEventChanceMultiplier
Single
Multiplies the chance for the player to cause events at this level.
1
EnemyEventChanceMultiplier
Single
Multiplies the chance for the player to cause events at this level.
1
PlayerCannotSink
Boolean
If set, the player cannot be sunk at this difficulty level.
"false"
CloseToBoardDamageMultiplier
Single
Multiplier applied to Close to Board damage at this difficulty.
1

ShipDuelEventData

Ship Duel Event Data

Name /typeDescription /example
EventType
String (ShipDuelEventType)
The event type that this structure holds data for.
FormatString
Int32 (string id, shipduel table)
Format string for displaying events of this type.
0

ShipDuelEventEffect

Ship Duel Event Effect

Name /typeDescription /example
EventType
String (ShipDuelEventType)
The type of the event.
"HullDamage"
Value
Single
The value associated with the effect.
1
Chance
Single
The chance for the effect to occur each round.
1

ShipHostilityCaptainOverride

Ship Hostility Captain Override

Name /typeDescription /example
CaptainReferenceID
Guid (ShipCaptainGameData)
Reference to the Captain that should have their hostility conditionals overidden.
"00000000-0000-0000-0000-000000000000"
HostilityConditionals
ConditionalOnly

ShipHostilityFactionSet

Ship Hostility Faction Set

Name /typeDescription /example
FactionReferenceID
Guid (FactionGameData)
Reference to the faction associated with the conditionals.
"00000000-0000-0000-0000-000000000000"
HostilityConditionals
ConditionalOnly
List of conditionals that must be true in order for the player to be chased by a ship of the associated faction.

ShipMoraleState

Ship Morale State

Name /typeDescription /example
Type
String (MoraleStateType)
MinimumMorale
Int32
The minimum morale value that places the crew in this state.
1
DisplayName
Int32 (string id, gui table)
The name of this state.
0
ExperienceMultiplier
Single
Crew experience is multiplied by this while in this state.
1

ShipMovementEffect

Ship Movement Effect

Name /typeDescription /example
MovementType
String (ShipMovementType)
The movement type to use this effect for.
"Sailing"
VisualEffect
String
The visual effect to spawn at the root of the ship.
"Prefabs/Effects/*.prefab"

ShipSlotUpgradePair

Ship Slot Upgrade Pair

Name /typeDescription /example
Slot
String (ShipUpgradeSlotType)
The ship slot.
"None"
UpgradeID
Guid (ShipUpgradeGameData)
The upgrade item.
"00000000-0000-0000-0000-000000000000"

ShipSupplyCount

Ship Supply Count

Name /typeDescription /example
Type
String (ShipSupplyType)
"Ammunition"
Count
Int32
0

ShipUpgradeMaterialData

Ship Upgrade Material Data

Name /typeDescription /example
BaseMaterial
String
The original material name to swap out for the new upgrade material.
"art/*.mat"
NewMaterial
String
The new material that should replace the base material
"art/*.mat"

ShipUpgradePropData

Ship Upgrade Prop Data

Name /typeDescription /example
AttachPoint
String
Name of the bone to attach the prop to.
""
Prop
String
Prop asset to attach
"Prefabs/*.prefab"

ShipUpgradeSlotDefinition

Ship Upgrade Slot Definition

Name /typeDescription /example
UpgradeType
String (ShipUpgradeSlotType)
The type of upgrade being defined.
"None"
Locked
Boolean
If set, these slots can't be changed.
"false"
DefaultItemsIDs
Guid[] (ShipUpgradeGameData)
List of default items for each slot.
["00000000-0000-0000-0000-000000000000"]

ShipUpgradeVisualData

Ship Upgrade Visual Data

Name /typeDescription /example
ShipType
String (ShipType)
Category of ship that this visual data can be applied to. None is the same as all.
"None"
SlotType
String (ShipUpgradeSlotType)
The slot type this prop set corresponds to.
"None"
SlotIndex
Int32
The slot index this prop set corresponds to.
0
Materials
ShipUpgradeMaterialData[]
List of materials to swap for this upgrade.
[]
Props
ShipUpgradePropData[]
List of props to attach
[]

SigilEffects

Sigil Effects

Name /typeDescription /example
AbilityID
Guid (GenericAbilityGameData)
The ability to cast.
"00000000-0000-0000-0000-000000000000"
SpawnedObject
String
The prefab of the asset to spawn
"prefabs/*.prefab"
CheckForWardItem
Boolean
If true, the effect will only fire if the user does not have a ward item.
"true"

SkillAssist

Skill Assist

Name /typeDescription /example
Threshold
Int32
The minimum value to check for when applying this assist
0
AssistValue
Int32
The value to apply for this assist
0

SkillValue

Skill Value

Name /typeDescription /example
SkillID
Guid (SkillGameData)
The skill to reference.
"00000000-0000-0000-0000-000000000000"
Value
Int32
The value for the skill. Either starting value or additive depending on the use case.
0

SleightOfHandItemModifier

Sleight Of Hand Item Modifier

Name /typeDescription /example
ItemType
String (ItemFilter)
The item category for this modifier
Modifier
Int32
The value for the required skill level.
0

SleightOfHandLevelModifier

Sleight Of Hand Level Modifier

Name /typeDescription /example
Level
Int32
The character level for this modifier
0
Modifier
Int32
The value for the required skill level
0

SliderAudioItem

Slider Audio Item

Name /typeDescription /example
SliderEventType
String (SliderEventType)
Slider event type.
"Increment"
AudioEvent
String (Wwise event)
Audio event to play for this slider event type.

SoulbindStage

Soulbind Stage

Name /typeDescription /example
Note
String
Internal note for designers to identify the soulbound stage.
""
LoreToAdd
Int32 (string id, items table)
A lore string to add to the item flavor text when this is unlocked.
0
ItemModsToAddIDs
Guid[] (ItemModGameData)
List of item mods to add to the item at this stage.
["00000000-0000-0000-0000-000000000000"]
ItemModsToRemoveIDs
Guid[] (ItemModGameData)
List of item mods to remove from the item at this stage.
["00000000-0000-0000-0000-000000000000"]
EligibleClassesIDs
Guid[] (CharacterClassGameData)
List of classes that can access this stage.
["00000000-0000-0000-0000-000000000000"]
UnlockActions
SoulbindStageUnlock[]
List of possible ways to unlock this stage.
[]
OverrideIconTextureSmall
String
Override small icon for this item when it reaches this level.
"GUI\Icons\Items/*.png"
OverrideIconTextureLarge
String
Override large icon for this item when it reaches this level.
"GUI\Icons\Items/*.png"
OverrideItemModel
String
Override .fbx model for the weapon when it reaches this level.
"art/character/weapons/*.fbx"
Scripts
ScriptsOnly
Scripts to call when this stage is unlocked.

SoulbindStageUnlock

Soulbind Stage Unlock

Name /typeDescription /example
TargetValue
Single
The value required to unlock this stage.
0
StatType
String (SoulbindUnlockType)
The type of stat to track for this unlock.
OverrideRequirementString
Int32 (string id, items table)
If set, overrides the autogenerated requirement string for this unlock. {0} is the target value.
0
RequireDamageType
String (DamageType)
Damage type that must be used to unlock this stage this way.
"None"
RequireHitType
String (HitType)
Hit type that must be used to unlock this stage this way.
"None"
StatusEffectValueID
Guid (StatusEffectGameData)
A status effect, check by some Stat Types.
"00000000-0000-0000-0000-000000000000"
Prerequisites
PrerequisiteData
Prerequisites that check against me or my attacker. The unlock will not be incremented unless the prereq matches.
Conditional
ConditionalOnly
Conditional to evaluate. Used only when StatType is Conditional.

SoulVisionAudioEventListStructure

Soul Vision Audio Event List Structure

Name /typeDescription /example
SoulVisionAudioBank
String (Wwise audio bank)
Audio bank which contains all soul vision audio events.
LoopingAudioEvent
LoopingSoundEvent
Audio event that fires whenever soul vision begins and stops whenever soul vision ends.
BeginAudioEvent
DelayedSoundEvent
Audio event fired when soul vision begins.
EndAudioEvent
DelayedSoundEvent
Audio event fired when soul vision ends.

SoundBankItem

Sound Bank Item

Name /typeDescription /example
SoundBank
String (Wwise audio bank)
A sound bank

SoundEventConditional

Sound Event Conditional

Name /typeDescription /example
SoundEvent
String (Wwise event)
Audio event to play
SoundEventCondition
ConditionalOnly
The condition to determine if this audio event is activated

StatusEffectAttackFilter

Status Effect Attack Filter

Name /typeDescription /example
KeywordsIDs
Guid[] (KeywordGameData)
If set, an attack must have at least one of these keywords to be affected.
["00000000-0000-0000-0000-000000000000"]
KeywordLogic
String (LogicalOperator)
Logical operator to use when checking against Keywords
"Or"
Race
String (Race)
If set, the owner of the attack must be of this race.
"None"
IsKith
Boolean
If set, the owner must be of a Kith race for the filter to pass. (Human, Dwarf, Elf, Orlan, Aumaua, Godlike)
"false"
HealthPercentage
Single
Health percentage to compare against (0.0-1.0).
0
HealthOperator
String (Operator)
Operator to use when comparing against Health Percentage.
"EqualTo"
Range
String (AttackRangeCategory)
If set, the effect will only apply to attacks of the specified type.
"None"
ClassTypeID
Guid (CharacterClassGameData)
Class which the attack came from.
"00000000-0000-0000-0000-000000000000"
Source
String (AttackOriginCategory)
Source of the attack.
"None"
DefendedBy
String (DefenseType)
Defense type for the attack.
"None"
Empowered
Boolean
If set, the effect will only apply to empowered attacks.
"false"
Disengagement
Boolean
If set, the effect will only apply to disengagement attacks.
"false"
Stealthed
Boolean
If set, will only apply to attacks made from stealth.
"false"
UseStealthLinger
Boolean
If set, will check stealth and invisibility with the linger duration.
"false"
PowerLevel
Int32
Power level of the attack.
0
PowerLevelOperator
String (Operator)
Operator to use when checking against the power level.
"EqualTo"
ChanceToApply
Single
Value from 0.0-1.0 of the chance for this to actually apply based on the conditions.
1
AttackHostility
String (HostilityType)
Checks if the attack is hostile. Defaults to all attacks.
"Default"
TargetType
String (AttackTargetCategory)
The attack target type.
"None"

StatusEffectAttackTargetFilter

Status Effect Attack Target Filter

Name /typeDescription /example
KeywordsIDs
Guid[] (KeywordGameData)
If set, the target of the attack must have at least one of these keywords on character or status effects to be affected.
["00000000-0000-0000-0000-000000000000"]
KeywordLogic
String (LogicalOperator)
Logical operator to use when checking against Keywords
"Or"
Race
String (Race)
If set, the target must be of set race.
"None"
IsKith
Boolean
If set, the target must be of a Kith race for the filter to pass. (Human, Dwarf, Elf, Orlan, Aumaua, Godlike)
"false"
HealthPercentage
Single
Health percentage to compare against (0.0-1.0).
0
HealthOperator
String (Operator)
Operator to use when comparing against Health Percentage.
"EqualTo"
Distance
Single
Distance from attacker to target.
0
DistanceOperator
String (Operator)
Operator to use when comparing against Distance.
"EqualTo"
HasDOT
Boolean
If set, target must have a damage over time status effect
"false"
IsMarked
Boolean
If set, target must have a Marked Prey status effect from the attack owner or master.
"false"
TargetHostility
String (HostilityType)
Checks if the attack target is hostile to the status effect target.
"Default"

StatusEffectDynamicValueAdjustment

Status Effect Dynamic Value Adjustment

Name /typeDescription /example
Stat
String (StatusEffectValueType)
The stat to use as a basis for the Value adjustment.
"None"
SkillDataID
Guid (SkillGameData)
If Stat is SkillValue, the skill to check.
"00000000-0000-0000-0000-000000000000"
ClassID
Guid (CharacterClassGameData)
Class conditional for Power Pool value.
"00000000-0000-0000-0000-000000000000"
MultiplyBy
Single
The dynamic value is multiplied by this.
1
Operator
String (StatusEffectStatModOperatorType)
The operator that should be used when applying the dynamic value to the stated Value.
"Add"

StatusEffectEventTypeMetadata

Status Effect Event Type Metadata

Name /typeDescription /example
EventType
String (StatusEffectEventType)
The event type associated with this data.
"None"
FormatString
Int32 (string id, gui table)
String to use when formatting an effect conditionalized by this event.
0
StandaloneString
Int32 (string id, gui table)
String used as a tag describing when this event triggers.
0
Name /typeDescription /example
KeywordID
Guid (KeywordGameData)
When a status effect is applied with this keyword, the chatter event will be used.
"00000000-0000-0000-0000-000000000000"
Chatter
String (ChatterEventType)

StatusEffectLevelScaling

Status Effect Level Scaling

Name /typeDescription /example
UseCharacterLevel
Boolean
If this is set, the effect will scale with character level instead of ability power level.
"false"
BaseLevel
Int32
The baseline level (increase is not applied on this level). NOTE: For abilities, this is relative to the ability's acquisition level, not an absolute level.
0
LevelIncrement
Int32
The increase is applied every [this many] levels after the Base Level.
1
MaxLevel
Int32
The level at which the effect stops tracking increases. NOTE: For abilities, this is relative to the ability's acquisition level, not an absolute level.
0
ValueAdjustment
Single
Increases value of the effect by this amount at each scale threshold.
0
DurationAdjustment
Single
Increases duration of the effect by this many seconds at each scale threshold.
0

StatusEffectTrigger

Status Effect Trigger

Name /typeDescription /example
TriggerOnEvent
String (StatusEffectEventType)
Event on which to trigger the status effect.
"None"
TriggerOffEvent
String (StatusEffectEventType)
Event on which to untrigger the status effect.
"None"
ValidateWithAttackFilter
Boolean
If true, the trigger will first validate with the attack and target filters before triggering. Only valid with events that have an attack.
"false"
ParamValue
Single
Value changes meaning depending on the Trigger Event.
0
ValueAdjustment
Single
How much should this trigger adjust the value of the status effect.
0
DurationAdjustment
Single
How much should this trigger adjust the duration of the status effect.
0
ResetTriggerOnEffectTimeout
Boolean
If set, when the effect would time out the trigger is just reset instead.
"false"
MaxTriggerCount
Int32
The maximum number of times the status effect can be triggered.
0
IgnoreMaxTriggerCount
Boolean
If set, the effect can trigger arbitrarily many times.
"false"
RemoveEffectAtMax
Boolean
Will remove the effect once we hit max number of triggers.
"false"
ChanceToTrigger
Single
Value from 0.0-1.0 of the chance for this to actually trigger based on the conditions.
1

StatusEffectTypeData

Status Effect Type Data

Name /typeDescription /example
StatusEffectType
String (StatusEffectType)
Enum value for the status effect data.
"None"
DataType
String (StatusEffectDataType bitmask)
Determine how the status effect uses it's data.
"0"
OperatorType
String (StatusEffectStatModOperatorType)
"Add"
DisplayString
Int32 (string id, gui table)
The string to display in stat blocks for this effect.
0
WildcardString
Int32 (string id, gui table)
If the effect can be made a wildcard effect by omitting a parameter, the string to use in that case (e.g. "+X All Power Levels" rather than "+X Monk Power Level").
0
TacticalString
Int32 (string id, gui table)
If set, this string will be used in place of the Display String when in Turn-Based Mode.
0
AttackFilterDisplayStyleID
Guid (StatusEffectAttackFilterDisplayGameData)
Object describing how to display the attack filter for this effect.
"2187499c-ae27-41cd-a373-74cfe55fa59f"
AttackTargetFilterDisplayStyleID
Guid (StatusEffectAttackFilterDisplayGameData)
Object describing how to display the attack target filter for this effect.
"e3c2a249-5355-4d0f-a9e6-ff9441c76e0c"

StatusEffectVisualEffect

Status Effect Visual Effect

Name /typeDescription /example
VisualEffect
String
The visual effect asset to spawn
"Prefabs/Effects/*.prefab"
AttachPoint
String (EffectAttachType)
The place to attach the visual effect.
"Root"
AttachMode
String (EffectAttachMode)
Rules for how the effect attaches to the attach point.
"Attach"
MeshType
String (EffectMeshType)
The mesh tag to look for when attaching this effect to an emission mesh
"None"
Loop
Boolean
True if this effect should loop for the remaining duration of the effect
"false"
Event
String (StatusEffectVisualEffectEvent)
The event to spawn the visual effect.
"OnStart"

StealthUIAudioItem

Stealth UI Audio Item

Name /typeDescription /example
EventType
String (StealthUIAudioEventType)
The type of stealth UI event.
"CaughtPickPocketing"
AudioEvent
String (Wwise event)
Audio event to play for this stealth UI event type.

StrongholdAudioItem

Stronghold Audio Item

Name /typeDescription /example
EventType
String (StrongholdAudioEventType)
The type of stronghold audio event.
"EngageAdventure"
AudioEvent
String (Wwise event)
The audio event to play for this event type.

SubraceAppearanceData

Subrace Appearance Data

Name /typeDescription /example
Subrace
String (Subrace)
MaleHeadAppearancePieces
AppearancePiece[]
[]
FemaleHeadAppearancePieces
AppearancePiece[]
[]
CanHaveHair
Boolean
"true"
CanHaveFacialHair
Boolean
"false"
SkinColors
Color[]
List of valid skin colors for characters of this subrace.
[]
ColorChannel1
String (CharacterColorChannel)
"Skin"
ColorChannel2
String (CharacterColorChannel)
"Tattoo"
HairColors
Color[]
List of valid hair colors for characters of this subrace.
[]
EyeColors
Color[]
List of valid eye colors for characters of this subrace.
[]

SubraceAppearanceVariation

Subrace Appearance Variation

Name /typeDescription /example
Subrace
String (Subrace)
"None"
VariationString
String
""

SummonItem

Summon Item

Name /typeDescription /example
Filename
String
The prefab of the creature to summon.
"Prefabs/Characters/*.prefab"

SummonPath

Summon Path

Name /typeDescription /example
Filename
String
The prefab of the creature to summon.
"Prefabs/Characters/*.prefab"

SupportedTargetingFiltersForAttackedForcedTarget

Supported Targeting Filters For Attacked Forced Target

Name /typeDescription /example
AttackedForcedTargetValue
String (AttackForcedTarget)
SupportedTargetingFiltersIDs
Guid[] (CustomAITargetingFilterGameData)
["00000000-0000-0000-0000-000000000000"]

SupportedTargetingFiltersForTargetType

Supported Targeting Filters For Target Type

Name /typeDescription /example
TargetTypeValue
String (TargetType)
SupportedTargetingFiltersIDs
Guid[] (CustomAITargetingFilterGameData)
["00000000-0000-0000-0000-000000000000"]

TemperatureSettingsStruct

Temperature Settings

Name /typeDescription /example
TransitionTime
Single
Transition time from 0 Celsius to 100 Celsius (world minutes).
0
TemperatureSettings
IndividualTemperatureSettingsStruct[]
Individual settings for each temperature option.
[]

ThresholdInfo

Threshold Info

Name /typeDescription /example
Threshold
String (RelationshipThreshold)
The threshold type
ConversationID
Guid (Conversation)
Conversation to start when this threshold is triggered.
"00000000-0000-0000-0000-000000000000"
Node
Int32
Conversation Node ID to start at.
0
Conditionals
ConditionalOnly
Conditionals to check before starting the conversation.

ThresholdValue

Threshold Value

Name /typeDescription /example
Threshold
Single
The minimum threshold at which this value applies.
0
Value
Single
The value to apply at or above the specified threshold.
0

TimeOfDayStructure

Time Of Day Structure

Name /typeDescription /example
DisplayName
Int32 (string id, gui table)
The localized display name of this time of day.
0
EndHour
Int32
The hour of the day when this time of day ends.
0
Name /typeDescription /example
DisplayName
String
The name of the time slice to display in tools.
""
StartTime
Single
The time of day spcified in hours for when a time slice begins.
0
EndTime
Single
The time of day spcified in hours for when a time slice ends.
0
Conditional
ConditionalOnly
The conditions that must be met in order for this time slice to begin.

TrapDifficultyEntry

Trap Difficulty Entry

Name /typeDescription /example
DisarmMechanics
Int32
The minimum mechanics level required to disarm this trap.
0
DetectionPerception
Int32
The minimum perception level required to percieve this trap.
0

TutorialDisplay

Tutorial Display

Name /typeDescription /example
Text
Int32 (string id, tutorial table)
0
Image
String
The image to show.
"GUI/Tutorials/*.png"
Movie
String
Name of the movie associated with this display.
""
MovieRenderWidth
Int32
768
MovieRenderHeight
Int32
512
Image_English
String
The image to show if the language is English.
"GUI/Tutorials/*.png"
Image_French
String
The image to show if the language is French.
"GUI/Tutorials/*.png"
Image_German
String
The image to show if the language is German.
"GUI/Tutorials/*.png"
Image_Italian
String
The image to show if the language is Italian.
"GUI/Tutorials/*.png"
Image_Korean
String
The image to show if the language is Korean.
"GUI/Tutorials/*.png"
Image_Polish
String
The image to show if the language is Polish.
"GUI/Tutorials/*.png"
Image_Portuguese
String
The image to show if the language is Portuguese.
"GUI/Tutorials/*.png"
Image_Russian
String
The image to show if the language is Russian.
"GUI/Tutorials/*.png"
Image_Chinese
String
The image to show if the language is Chinese.
"GUI/Tutorials/*.png"
Image_Spanish
String
The image to show if the language is Spanish.
"GUI/Tutorials/*.png"

TutorialTrigger

Tutorial Trigger

Name /typeDescription /example
EventType
String (TutorialEventType)
Event type to trigger on.
"None"
MapID
Guid (MapGameData)
If EventType requires a map, the map to check against.
"00000000-0000-0000-0000-000000000000"
WindowType
String (WindowType)
If EventType requires a UI window, the window to check against.
"AreaMap"
IsGrimoire
Boolean
If EventType requires an item, check if it is a grimoire.
"false"
IsConsumable
Boolean
If EventType requires an item, check if it is a consumable.
"false"
IsIngredient
Boolean
If EventType requires an item, check if it is an ingredient.
"false"

UIAudioItem

UI Audio Item

Name /typeDescription /example
EventType
String (UIAudioEventType)
The type of UI event.
"None"
AudioEvent
String (Wwise event)
Audio event to play for this UI event type.

UnlockableAbility

Unlockable Ability

Name /typeDescription /example
Note
String
Internal note for designers to identify the ability.
""
Category
String (ProgressionCategoryFlag)
The category of this unlock.
"General"
UnlockStyle
String (ProgressionUnlockStyle)
How this ability is unlocked when its prereqs are met.
"AutoGrant"
ActivationObject
String (ProgressionActivationObject)
The object to add the unlock to.
"Self"
AddAbilityID
Guid (ProgressionUnlockableGameData)
The Ability, Phrase, or Talent to add.
"00000000-0000-0000-0000-000000000000"
RemoveAbilityID
Guid (ProgressionUnlockableGameData)
An Ability, Phrase, or Talent to remove.
"00000000-0000-0000-0000-000000000000"
Prerequisites
ProgressionRequirement
Prereqs that must be met for this ability to be available.

UsableItemData

Usable Item Data

Name /typeDescription /example
DisplayConditional
ConditionalOnly
Must be true to show use button
DisplayString
Int32 (string id, gui table)
String to display on button.
0
Script
ConditionalAndScripts
Script to run on click.

Vector2

Vector2

Name /typeDescription /example
x
Single
The x component of the vector.
0
y
Single
The y component of the vector.
0

Vector3

Vector3

Name /typeDescription /example
x
Single
The x component of the vector.
0
y
Single
The y component of the vector.
0
z
Single
The z component of the vector.
0

VisualState

Visual State

Name /typeDescription /example
StateNameID
Guid (VisualStateNameGameData)
Reference name for this state
"00000000-0000-0000-0000-000000000000"
Event
String (OVSEvent)
The event that triggers this visual state
"None"
Conditions
ConditionalOnly
Script conditionals to check if the state is valid.
Instant
Boolean
If this is true, this visual state does not become the active state, and instead just performs its visuals as a one shot.
"false"
TransitionsIDs
Guid[] (VisualStateNameGameData)
State transitions that this state can make.
["00000000-0000-0000-0000-000000000000"]
UnloadStateID
Guid (VisualStateNameGameData)
When active as the current visual state when the object is unloaded, it will transition to this unload state when saving (or stay the same if set to None).
"00000000-0000-0000-0000-000000000000"
VisualEffects
VisualStateVisualEffect[]
Visual effects
[]
AnimationsIDs
Guid[] (VisualStateAnimationGameData)
Animation parameters to set
["00000000-0000-0000-0000-000000000000"]
Meshes
VisualStateMeshState[]
Meshes to toggle visibility on
[]

VisualStateAudio

Visual State Audio

Name /typeDescription /example
StateNameID
Guid (VisualStateNameGameData)
OVS state name.
"00000000-0000-0000-0000-000000000000"
Events
VisualStateAudioEvent[]
Events to trigger when entering this visual state.
[]

VisualStateAudioEvent

Visual State Audio Event

Name /typeDescription /example
AudioEvent
String
Audio event to play.
""
Delay
Single
Time in seconds to delay the event.
0
FadeTime
Single
Time in seconds to fade out the event.
0
Looping
Boolean
If true, will post a stop event when the looping should end.
"false"

VisualStateMeshState

Visual State Mesh State

Name /typeDescription /example
MeshName
String
The name of the mesh to toggle
""
Visible
Boolean
Visibility of the mesh.
"false"
AnimEventID
Int32
The ID to reference this effect by when triggered by an anim event.
0
Event
String (VisualStateEffectEvent)
The event that triggers this mesh state
"OnStart"

VisualStateVisualEffect

Visual State Visual Effect

Name /typeDescription /example
VisualEffect
String
The visual effect asset to spawn.
"Prefabs/Effects/*.prefab"
AttachPoint
String (EffectAttachType)
The place to attach the visual effect
"Root"
AttachMode
String (EffectAttachMode)
Rules for how the effect attaches.
"Attach"
MeshType
String (EffectMeshType)
The mesh tag to look for when attaching this effect to an emission mesh
"None"
Loop
Boolean
True if this effect should loop throughout the duration of the state.
"false"
AnimEventID
Int32
The ID to reference this effect by when triggered by an anim event.
0
Event
String (VisualStateEffectEvent)
The event that triggers this visual effect.
"OnStart"

WeaponAudioEventListStructure

Weapon Audio Event List Structure

Name /typeDescription /example
WeaponType
String (WeaponType)
Weapon type.
"Unarmed"
WeaponAudioEventListDataID
Guid (WeaponAudioEventListGameData)
Audio events associated with a weapon.
"00000000-0000-0000-0000-000000000000"

WeaponAudioEventStructure

Weapon Audio Event Structure

Name /typeDescription /example
ArmorMaterial
String (ArmorMaterial)
Armor material.
"None"
HitAudioEvent
String (Wwise event)
Hiit audio event associated with weapon hitting armor material.
IneffectiveHitAudioEvent
String (Wwise event)
Ineffective hit audio event associated with weapon hitting armor material.

WeaponSet

Weapon Set

Name /typeDescription /example
PrimaryWeaponID
Guid (EquippableGameData)
The primary (main-hand) weapon in the set.
"00000000-0000-0000-0000-000000000000"
SecondaryWeaponID
Guid (EquippableGameData)
The secondary (off-hand) weapon in the set.
"00000000-0000-0000-0000-000000000000"

WeaponTypeStructure

Weapon Type Structure

Name /typeDescription /example
WeaponType
String (WeaponType)

WeatherAISettings

Weather AI Settings

Name /typeDescription /example
SeekCoverMaxDistance
Single
Maximum distance a character will travel to seek cover.
0.1
SeekCoverMinDelay
Single
Minimum time after weather change before a character will seek cover.
0.1
SeekCoverMaxDelay
Single
Maximum time after weather change before a character will seek cover.
0.1
LeaveCoverMinDelay
Single
Minimum time after weather change before a character will leave cover.
0.1
LeaveCoverMaxDelay
Single
Maximum time after weather change before a character will leave cover.
0.1

WeatherAnimationSettings

Weather Animation Settings

Name /typeDescription /example
ReacterProportion
Single
Proportion of characters that will react to weather changes.
0.5
MinimumReactionDelay
Single
Minimum time after weather change before a character will react.
0.1
MaximumReactionDelay
Single
Maximum time after weather change before a character will react.
4

WeatherPattern

Weather Pattern

Name /typeDescription /example
DebugName
String
Weather pattern display name.
"Display Name"
WeatherConditions
RandomWeatherCondition[]
Collection of potential weather conditions.
[]

WeatherStrengthTransitionSettingsStruct

Weather Strength Transition Settings

Name /typeDescription /example
TransitionTime
Single
Transition time from none to heavy strength (world minutes).
1
LightStrength
Single
Strength associated with light strength type.
1
ModerateStrength
Single
Strength associated with moderate strength type.
1
HeavyStrength
Single
Strength associated with heavy strength type.
1

WhyNotReadyData

Why Not Ready Data

Name /typeDescription /example
Value
String (NotReadyValue)
"None"
TooltipExplanation
Int32 (string id, gui table)
Explanation shown in the ability tooltip when it can't be cast for this reason.
0

WindowAudioItem

Window Audio Item

Name /typeDescription /example
WindowType
String (WindowType)
The type of window.
"General"
OpenAudioEvent
String (Wwise event)
Audio event to play when window is opened.
CloseAudioEvent
String (Wwise event)
Audio event to play when window is closed.
MusicTrack
String (Wwise state)
The music track to play (WWise State) while the window is open.
MusicPriority
Int32
Windows with higher music priority will play their music over windows with lower music priority. Each window needs to have its own UNIQUE priority.
0

WindowAudioSubItem

Window Audio Sub Item

Name /typeDescription /example
WindowEventType
String (WindowEventType)
Event type.
"Open"
AudioEvent
String (Wwise event)
Audio event to play for this window event type.

WindSettingsStruct

Wind Settings

Name /typeDescription /example
TransitionTime
Single
Transition time from no wind to heavy wind (world minutes).
1
StrengthSettings
IndividualWindSettingsStruct[]
Individual settings for each wind strength option.
[]

WorldMapAudioEventListStructure

World Map Audio Event List

Name /typeDescription /example
WorldMapAudioEvents
WorldMapAudioItem[]
Audio event for every world map audio event type.
[]
LandPathingAudioEvents
MultiSoundEvent
Audio events associated with land pathing start and end.
WaterPathingAudioEvents
MultiSoundEvent
Audio events associated with water pathing start and end.

WorldMapAudioItem

World Map Audio Item

Name /typeDescription /example
EventType
String (WorldMapAudioEventType)
The type of world map event.
"DestinationSelected"
AudioEvent
String (Wwise event)
Audio event to play for this event type.

WorldMapEncounterSpawn

World Map Encounter Spawn

Name /typeDescription /example
SpawnPrefab
String
The prefab to spawn
"Prefabs/Characters/*.prefab"
SpawnType
String (EncounterSpawnType)
The type of waypoint to spawn at
"Any"
AppearsInDifficulty
String (SpawnDifficultySettings bitmask)
Which difficulty should this creature spawn at.
"1778cf01-b677-4220-ba18-d04f0f62907c76c0e42f-f192-4f27-a96f-6e8ada61761def6772e7-40df-4c67-8af8-47aec0d03b2de3fe159d-1cec-44d3-8116-6cc2d440fcbf"
EmergeIndex
Int32
Index of the emerge animation to use. 0 means no emerge.
0
AlternateSpawnPrefab
String
Prefab to spawn in place of Spawn Prefab. For Ship Duels, this is the prefab that is spawned if the CrewKilled value is hit. If this is empty, nothing spawns.
"Prefabs/Characters/*.prefab"
CrewKilled
Int32
If, during the scripted interaction combat, this many crew members on the enemy ship were killed, then spawn the Alternate Spawn Prefab instead. If the value is 0 or less, ignore.
0

WorldMapSizeStep

World Map Size Step

Name /typeDescription /example
DisplayName
Int32 (string id, maps table)
The title for the area map window at this stage.
0
AreaMapTexture
String
The texture to use for the area map at this stage.
"GUI/NonAtlased/*.png"
TopLeft
Vector2
The position of the most negative corner of the rectangle.
"00"
Size
Vector2
The size of the area displayed in the area map at this step.
"00"
OffsetY
Single
The offset between the player's cursor and the map camera's bounds.
15

WorldMapTransitModeValues

World Map Transit Mode Values

Name /typeDescription /example
Sailing
Single
The value while sailing.
0
Walking
Single
The value while walking.
0