Structures
AbilityDatabaseString
Ability Database String
Name /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
AchievementStat String (TrackedAchievementStat) | |
CompareOperator String (Operator) | |
CompareValue Int32 | 0 |
AcousticEnvironmentConditional
Acoustic Environment Conditional
Name /type | Description /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 /type | Description /example |
---|---|
AIDecisionTreeID Guid (AIDecisionTree) | "00000000-0000-0000-0000-000000000000" |
AirConditionsSettingsStruct
Air Conditions Settings
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
State String (AmbientMusicStateType) | Ambient Music State"Default" |
DynamicState AmbientMusicDynamicState | Settings of this ambient music state. |
AmbientMusicTrackItem
Ambient Music Track Item
Name /type | Description /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 /type | Description /example |
---|---|
State String (AmbientMusicStateType) | State associated with the transition."Default" |
Transition DynamicMusicTransition | Transition data. |
AmbientMusicTransitions
Ambient Music Transitions
Name /type | Description /example |
---|---|
Transitions AmbientMusicTransition[] | Transition data.[] |
AnchorPointAttachmentItem
Anchor Point Attachment Item
Name /type | Description /example |
---|---|
AnchorTag String | The anchor point tag to spawn the Attachment Prefab at"" |
AttachmentPrefab String | A prefab to spawn on the Anchor Tag"Prefabs/*. |
AnimationAIAudioItem
Animation AI Audio Item
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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/*. |
PaperDoll String | The paperdoll controller to use as an override to default based on race and gender"Art\Animation\AnimationControllers\PaperDoll/*. |
AnimationRaceOverride
Animation Race Override
Name /type | Description /example |
---|---|
Race String (Race) | Race enumeration for overrides"Human" |
GenderOverride AnimationGenderOverride[] | Overrides controllers for gender[] |
AppearancePiece
Appearance Piece
Name /type | Description /example |
---|---|
ModelVisualDataPath String | "prefabs/*. |
ArmorLevelScaling
Armor Level Scaling
Name /type | Description /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 /type | Description /example |
---|---|
VisualEffect String | The visual effect asset to spawn."Prefabs/Effects/*. |
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 /type | Description /example |
---|---|
Controller String | The controller this entry is associated with."Art/*. |
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 /type | Description /example |
---|---|
Group String | Audio state group."" |
EnumStates AudioStateStructure[] | State for each enum value.[] |
AudioStateStructure
Audio State
Name /type | Description /example |
---|---|
AudioState String (Wwise state) |
AudioToggleStateData
Audio Toggle State
Name /type | Description /example |
---|---|
Group String | Audio state group."" |
ActiveState String (Wwise state) | Active state. |
InactiveState String (Wwise state) | Inactive state. |
AudioWindowStateData
Audio Window State
Name /type | Description /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 /type | Description /example |
---|---|
WindowType String (WindowType) | Window Type |
AudioState String (Wwise state) |
BackgroundToBackgroundGameData
Background To Background Game Data
Name /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
Size String (BlastSize) | Size enumeration ID"Medium" |
Radius Single | Raidus for specified size0 |
BodyTypeCapeCharacterColliders
Body Type Cape Character Colliders
Name /type | Description /example |
---|---|
Race String (Race) | "Human" |
Gender String (Gender) | "Male" |
CapeColliders CapeCharacterColliderData[] | [] |
BoneMapping
Bone Mapping
Name /type | Description /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 /type | Description /example |
---|---|
Bounces Int32 | Number of Bounces0 |
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 /type | Description /example |
---|---|
ButtonEventType String (ButtonEventType) | Button event type."Down" |
AudioEvent String (Wwise event) | Audio event. |
CapeCharacterColliderData
Cape Character Collider Data
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
Subrace String (Subrace) | "None" |
HairVisualDataPath String | "prefabs/*. |
FacialHairVisualDataPath String | "prefabs/*. |
HeadVisualDataPath String | "prefabs/*. |
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 /type | Description /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 /type | Description /example |
---|---|
String Int32 (string id, characters table) | The character database string.0 |
CharacterFilenameReference
Character Filename Reference
Name /type | Description /example |
---|---|
FilenameReference String | The filename of the character prefab."Prefabs/Characters/*. |
ChatterCooldownSet
Chatter Cooldown Set
Name /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
EventType String (ChatterEventType) | The type of chatter event these settings belong to. |
Priority Single | Higher priority events will get played first0 |
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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
TransitionTime Single | Transition time between different color levels.1 |
CombatMusicCustomDynamicState
Combat Music Custom Dynamic State
Name /type | Description /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 /type | Description /example |
---|---|
RTPCValueSet RTPCValueSet | RTPC goal values. |
CombatMusicTrackItem
Combat Music Track Item
Name /type | Description /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 /type | Description /example |
---|---|
String Int32 (string id, companionreactions table) | The database string.0 |
CompanionRelationshipThreshold
Companion Relationship Threshold
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
Conditional ConditionalExpression | The conditional expression to evaluate. |
Scripts ScriptCall[] | The list of scripts to execute.[] |
ConditionalExpression
Conditional Expression
Name /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
Conditional ConditionalExpression | The conditional expression to evaluate. |
CraftingUIAudioItem
Crafting UI Audio Item
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
ConditionalSetID Guid (CustomAIConditionalScriptSetGameData) | "00000000-0000-0000-0000-000000000000" |
ShouldNotConditional Boolean | "false" |
CustomMusicTransition
Custom Music Transition
Name /type | Description /example |
---|---|
StateID String | Identifier for custom state."" |
Transition DynamicMusicTransition | Transition data. |
CustomMusicTransitions
Custom Music Transitions
Name /type | Description /example |
---|---|
Transitions CustomMusicTransition[] | Transition data.[] |
CyclopediaDatabaseString
Cyclopedia Database String
Name /type | Description /example |
---|---|
String Int32 (string id, cyclopedia table) | The database string.0 |
DamageData
Damage Data
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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/*. |
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 /type | Description /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 /type | Description /example |
---|---|
GlobalConditional ConditionalOnly | |
GlobalScript ScriptsOnly |
DustVFXSettingsStruct
Dust VFX Settings
Name /type | Description /example |
---|---|
FogColor Color | Color of fog. |
StrengthSettings IndividualDustVFXSettingsStruct[] | Individual settings for each strength option.[] |
DynamicAmbientMusicStateID
Dynamic Ambient Music State ID
Name /type | Description /example |
---|---|
State String (AmbientMusicStateType) | State"Default" |
ID String | Custom state identifier."" |
DynamicAmbientMusicStateItem
Dynamic Ambient Music State Item
Name /type | Description /example |
---|---|
StateIDs DynamicAmbientMusicStateID[] | State identifiers.[] |
StateCondition ConditionalOnly | The condition that controls if this state will be active |
DynamicCombatMusicStateItem
Dynamic Combat Music State Item
Name /type | Description /example |
---|---|
StateID String | State identifier."" |
StateCondition ConditionalOnly | The condition that controls if this state will be active |
DynamicMusicTransition
Dynamic Music Transition
Name /type | Description /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 /type | Description /example |
---|---|
ExecScriptFile String | The filename of the exec script."Resources/BatchFiles/*. |
ExperienceStructure
Experience
Name /type | Description /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 quests0 |
CombatExperiencePool Int32 | How much of the total experience granted at this level should be from combat0 |
ExplorationExperiencePool Int32 | How much of the total experience granted at this level should be from exploration0 |
TrapLockExperiencePool Int32 | How much of the total experience granted at this level should be from traps and locks0 |
ExperienceTableStructure
Experience Table Structure
Name /type | Description /example |
---|---|
ExperienceList ExperienceStructure[] | List of experience table entries[] |
EncounterType String (WorldMapEncounterType) | "Minor" |
ExpressionComponent
Expression Component
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
FilenameReference String | "gui/loadscreens/*. |
FogVFXSettingsStruct
Fog VFX Settings
Name /type | Description /example |
---|---|
DepthFogColor Color | Color of depth fog. |
StrengthSettings IndividualFogVFXSettingsStruct[] | Individual settings for each strength option.[] |
FoleyAudioItem
Foley Audio Item
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
VisualEffect String | The effect prefab to show."Prefabs/Effects/*. |
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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
String Int32 (string id, gui table) | The database string.0 |
HairLists
Hair Lists
Name /type | Description /example |
---|---|
HairAppearancePieces AppearancePiece[] | [] |
FacialHairAppearancePieces AppearancePiece[] | [] |
HybridClassTitleData
Hybrid Class Title Data
Name /type | Description /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 /type | Description /example |
---|---|
StrengthType String (WeatherSettingsStrengthType) | Strength Type"Inactive" |
Strength Single | Air condition strength.1 |
IndividualCloudSettingsStruct
Individual Cloud Settings
Name /type | Description /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 /type | Description /example |
---|---|
StrengthType String (WeatherSettingsStrengthType) | Strength Type"Inactive" |
FogDensity Single | Fog.Density0 |
FogMinDepthDensity Single | Fog.MinDepthFogDensity0 |
FogDepthDensity Single | Fog.DepthFogDensity0 |
DustAlpha Single | Dust Particle System Alpha0 |
DustMeshAlpha Single | Dust Mesh Particle System Alpha0 |
DustMeshEmissionRate Single | Dust Mesh Particle System Emission Rate0 |
IndividualFogVFXSettingsStruct
Individual Fog VFX Settings
Name /type | Description /example |
---|---|
StrengthType String (WeatherSettingsStrengthType) | Strength Type"Inactive" |
MinDepthFogDensity Single | Fog.MinDepthFogDensity0 |
DepthFogDensity Single | Fog.DepthFogDensity0 |
VolumeFogDensity Single | Fog.Density0 |
VolumeFogWindSpeed Single | Fog.WindStrength0 |
IndividualLightningSettingsStruct
Individual Lightning Settings
Name /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
StrengthType String (WeatherSettingsStrengthType) | Strength Type"Inactive" |
Strength Single | Precipitation strength.1 |
IndividualTemperatureSettingsStruct
Individual Temperature Settings
Name /type | Description /example |
---|---|
TemperatureType String (WeatherSettingsTemperatureType) | Temperature Type."Freezing" |
Temperature Single | Temperature (degrees celsius).0 |
IndividualWindSettingsStruct
Individual Wind Settings
Name /type | Description /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 /type | Description /example |
---|---|
DamageType String (DamageType) | DamageType"None" |
InjuriesIDs Guid[] (AfflictionGameData) | Injuries to apply["00000000-0000-0000-0000-000000000000"] |
IntCollection
Int Collection
Name /type | Description /example |
---|---|
Values Integer[] | The collection of values.[] |
InventoryAudioItem
Inventory Audio Item
Name /type | Description /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 /type | Description /example |
---|---|
VisualEffect String | The visual effect asset to spawn."Prefabs/Effects/*. |
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 /type | Description /example |
---|---|
KeywordID Guid (KeywordGameData) | The keyword this effect activates for"00000000-0000-0000-0000-000000000000" |
Effect String | The effect prefab to use"Prefabs/Effects/*. |
KeywordPair
Keyword Pair
Name /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
HistoryFile String | "Resources/Histories/*. |
DisplayName Int32 (string id, gui table) | 0 |
DisplayDescription Int32 (string id, gui table) | 0 |
LevelDifficultyIcons
Level Difficulty Icons
Name /type | Description /example |
---|---|
LevelDifference Int32 | The level difference between the target and the player0 |
NumIcons Int32 | Number of Icons to display0 |
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 quest0 |
EncounterTooltipString Int32 (string id, gui table) | String to display as a tooltip for world map encounters.0 |
LevelScalingRule
Level Scaling Rule
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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/*. |
LoadingScreenImageTextGroup
Loading Screen Image Text Group
Name /type | Description /example |
---|---|
Images FileReferenceStructure[] | [] |
TipTexts LoadingScreenTipText[] | [] |
LoadingScreensGroup
Loading Screens Group
Name /type | Description /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 /type | Description /example |
---|---|
Title Int32 (string id, loadingtips table) | 0 |
DescriptionText Int32 (string id, loadingtips table) | 0 |
LoadingTipDatabaseString
Loading Tip Database String
Name /type | Description /example |
---|---|
String Int32 (string id, loadingtips table) | 0 |
LoopingSoundEvent
Looping Audio Event
Name /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
MainMenuAudioEvents MainMenuAudioItem[] | Audio event for every main menu audio event type.[] |
MainMenuAudioItem
Main Menu Audio Item
Name /type | Description /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 /type | Description /example |
---|---|
MovieAudioEvents MovieAudioItem[] | Audio event for every movie.[] |
MovieAudioItem
Movie Audio Item
Name /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
DisplayString Int32 (string id, newgamebonuses table) | 0 |
Cost Int32 | 0 |
ScriptsToRun ScriptsOnly | |
SpriteIcon String | "GUI\Images\InGameHUD\NewGameBonuses/*. |
PlayerUsableScript
Player Usable Script
Name /type | Description /example |
---|---|
DisplayString Int32 (string id, customai table) | 0 |
DisplayStringOld Int32 (string id, gui table) | 0 |
ConditionalScript ConditionalOnly |
PoE1GodBoonStructure
PoE1 God Boon Structure
Name /type | Description /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 /type | Description /example |
---|---|
RainSettings PrecipitationTypeSettingsStruct | General rain settings. |
HailSettings PrecipitationTypeSettingsStruct | General hail settings. |
SnowSettings PrecipitationTypeSettingsStruct | General snow settings. |
PrecipitationTypeSettingsStruct
Precipitation Type Settings
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 me0 |
ProgressionPowerLevelRequirement
Progression Power Level Requirement
Name /type | Description /example |
---|---|
ClassID Guid (CharacterClassGameData) | "00000000-0000-0000-0000-000000000000" |
MinimumPowerLevel Int32 | 0 |
ProgressionRequirement
Progression Requirement
Name /type | Description /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 /type | Description /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" |
PromotionalItemCollectionItem
Promotional Item
Name /type | Description /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 /type | Description /example |
---|---|
PromotionalItemCollection PromotionalItemCollectionItem[] | [] |
QuestExperienceTableRegionStringSetStructure
Quest Experience Table Region String Set
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
Min Single | The minimum value.0 |
Max Single | The maximum value.0 |
RecipeIngredient
Recipe Ingredient
Name /type | Description /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 /type | Description /example |
---|---|
ItemID Guid (ItemGameData) | The item to produce."00000000-0000-0000-0000-000000000000" |
Quantity Int32 | The quantity of the item to produce.1 |
ReplacedVisualEffect
Replaced Visual Effect
Name /type | Description /example |
---|---|
ExistingVisualEffect String | The source visual effect to replace."Prefabs/Effects/Abilities/*. |
NewVisualEffect String | The visual effect to swap to."Prefabs/Effects/Abilities/*. |
ReputationRankScript
Reputation Rank Script
Name /type | Description /example |
---|---|
RankType String (RankType) | s"Default" |
ScriptID Guid (GlobalScript) | Global script to call when triggered."00000000-0000-0000-0000-000000000000" |
RTPCValue
RTPC Value
Name /type | Description /example |
---|---|
Name String | Name of the WWise RTPC."" |
Value Single | Value of the WWise RTPC.0 |
RTPCValueSet
RTPC Value Set
Name /type | Description /example |
---|---|
RTPCValues RTPCValue[] | RTPC goal values.[] |
ScriptCall
Script Call
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
AttributeType String (AttributeType) | The type of attribute for these settings. |
Value Int32 | The value of the attribute.0 |
ScriptingProfileClassesStructure
Scripting Profile Classes
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
VailianTradingCompany Int32 | Reputation with Vailian Trading Company.0 |
TikawaraHuana Int32 | Reputation with Tikawara Huana.0 |
ScriptingProfileSkillsStructure
Scripting Profile Skills
Name /type | Description /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 /type | Description /example |
---|---|
Scripts ScriptCall[] | The list of scripts to execute.[] |
ShieldAudioItem
Shield Audio Item
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
JobType String (ShipCrewJobType) | "None" |
CrewTraitID Guid (ShipCrewTraitGameData) | "abd4a293-6f64-4fac-9f65-a90f64c18942" |
ShipCrewLevelUpThreshold
Ship Crew Level Up Threshold
Name /type | Description /example |
---|---|
SailorTales Int32 | The number of Sailor Tales needed for a crewmember to reach this level.0 |
ShipCrewSurvivalState
Ship Crew Survival State
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
DamageState String (ShipDamageState) | "NormalHullNormalSail" |
Image String | "GUI/InteractionPortraits/*. |
ShipDuelDamageTypeWeight
Ship Duel Damage Type Weight
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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/*. |
ShipSlotUpgradePair
Ship Slot Upgrade Pair
Name /type | Description /example |
---|---|
Slot String (ShipUpgradeSlotType) | The ship slot."None" |
UpgradeID Guid (ShipUpgradeGameData) | The upgrade item."00000000-0000-0000-0000-000000000000" |
ShipSupplyCount
Ship Supply Count
Name /type | Description /example |
---|---|
Type String (ShipSupplyType) | "Ammunition" |
Count Int32 | 0 |
ShipUpgradeMaterialData
Ship Upgrade Material Data
Name /type | Description /example |
---|---|
BaseMaterial String | The original material name to swap out for the new upgrade material."art/*. |
NewMaterial String | The new material that should replace the base material"art/*. |
ShipUpgradePropData
Ship Upgrade Prop Data
Name /type | Description /example |
---|---|
AttachPoint String | Name of the bone to attach the prop to."" |
Prop String | Prop asset to attach"Prefabs/*. |
ShipUpgradeSlotDefinition
Ship Upgrade Slot Definition
Name /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
AbilityID Guid (GenericAbilityGameData) | The ability to cast."00000000-0000-0000-0000-000000000000" |
SpawnedObject String | The prefab of the asset to spawn"prefabs/*. |
CheckForWardItem Boolean | If true, the effect will only fire if the user does not have a ward item."true" |
SkillAssist
Skill Assist
Name /type | Description /example |
---|---|
Threshold Int32 | The minimum value to check for when applying this assist0 |
AssistValue Int32 | The value to apply for this assist0 |
SkillValue
Skill Value
Name /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
Level Int32 | The character level for this modifier0 |
Modifier Int32 | The value for the required skill level0 |
SliderAudioItem
Slider Audio Item
Name /type | Description /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 /type | Description /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/*. |
OverrideIconTextureLarge String | Override large icon for this item when it reaches this level."GUI\Icons\Items/*. |
OverrideItemModel String | Override .fbx model for the weapon when it reaches this level."art/character/weapons/*. |
Scripts ScriptsOnly | Scripts to call when this stage is unlocked. |
SoulbindStageUnlock
Soulbind Stage Unlock
Name /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
SoundBank String (Wwise audio bank) | A sound bank |
SoundEventConditional
Sound Event Conditional
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 |
StatusEffectKeywordToChatter
Keyword To Chatter
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
VisualEffect String | The visual effect asset to spawn"Prefabs/Effects/*. |
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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
Subrace String (Subrace) | "None" |
VariationString String | "" |
SummonItem
Summon Item
Name /type | Description /example |
---|---|
Filename String | The prefab of the creature to summon."Prefabs/Characters/*. |
SummonPath
Summon Path
Name /type | Description /example |
---|---|
Filename String | The prefab of the creature to summon."Prefabs/Characters/*. |
SupportedTargetingFiltersForAttackedForcedTarget
Supported Targeting Filters For Attacked Forced Target
Name /type | Description /example |
---|---|
AttackedForcedTargetValue String (AttackForcedTarget) | |
SupportedTargetingFiltersIDs Guid[] (CustomAITargetingFilterGameData) | ["00000000-0000-0000-0000-000000000000"] |
SupportedTargetingFiltersForTargetType
Supported Targeting Filters For Target Type
Name /type | Description /example |
---|---|
TargetTypeValue String (TargetType) | |
SupportedTargetingFiltersIDs Guid[] (CustomAITargetingFilterGameData) | ["00000000-0000-0000-0000-000000000000"] |
TemperatureSettingsStruct
Temperature Settings
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 |
TimeSliceStructure
Time Slice
Name /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
Text Int32 (string id, tutorial table) | 0 |
Image String | The image to show."GUI/Tutorials/*. |
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/*. |
Image_French String | The image to show if the language is French."GUI/Tutorials/*. |
Image_German String | The image to show if the language is German."GUI/Tutorials/*. |
Image_Italian String | The image to show if the language is Italian."GUI/Tutorials/*. |
Image_Korean String | The image to show if the language is Korean."GUI/Tutorials/*. |
Image_Polish String | The image to show if the language is Polish."GUI/Tutorials/*. |
Image_Portuguese String | The image to show if the language is Portuguese."GUI/Tutorials/*. |
Image_Russian String | The image to show if the language is Russian."GUI/Tutorials/*. |
Image_Chinese String | The image to show if the language is Chinese."GUI/Tutorials/*. |
Image_Spanish String | The image to show if the language is Spanish."GUI/Tutorials/*. |
TutorialTrigger
Tutorial Trigger
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
x Single | The x component of the vector.0 |
y Single | The y component of the vector.0 |
Vector3
Vector3
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
VisualEffect String | The visual effect asset to spawn."Prefabs/Effects/*. |
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 /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
WeaponType String (WeaponType) |
WeatherAISettings
Weather AI Settings
Name /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
DebugName String | Weather pattern display name."Display Name" |
WeatherConditions RandomWeatherCondition[] | Collection of potential weather conditions.[] |
WeatherStrengthTransitionSettingsStruct
Weather Strength Transition Settings
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
WindowEventType String (WindowEventType) | Event type."Open" |
AudioEvent String (Wwise event) | Audio event to play for this window event type. |
WindSettingsStruct
Wind Settings
Name /type | Description /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 /type | Description /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 /type | Description /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 /type | Description /example |
---|---|
SpawnPrefab String | The prefab to spawn"Prefabs/Characters/*. |
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/*. |
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 /type | Description /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/*. |
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 /type | Description /example |
---|---|
Sailing Single | The value while sailing.0 |
Walking Single | The value while walking.0 |