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Player variables editing guide: Difference between revisions

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Created page with "== Player Variables Breakdown == === 1. Animation Settings === * '''AnimGraph_BankName''': Specifies the animation bank used for the player model. * '''AnimGraph_GraphName''': Determines the primary animation graph assigned to the player. * '''AnimGraph_PresetName''': Placeholder for animation preset (can be empty). * '''AnimGraph_BindNamespace''': Sets the animation binding namespace (e.g., "Human"). === 2. Manual Slow Motion === * '''ManualSloMoEnabled''': Enables/di..."
 
m added break lines,boldness for the param name, for easier readability
 
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== Player Variables Breakdown ==
This file contains a script that defines various player parameters in the game Dying Light 2.


=== 1. Animation Settings ===
== Animation ==
* '''AnimGraph_BankName''': Specifies the animation bank used for the player model.
* '''AnimGraph_GraphName''': Determines the primary animation graph assigned to the player.
* '''AnimGraph_PresetName''': Placeholder for animation preset (can be empty).
* '''AnimGraph_BindNamespace''': Sets the animation binding namespace (e.g., "Human").


=== 2. Manual Slow Motion ===
'''AnimGraph_BankName:''' The name of the animation graph bank.<br>
* '''ManualSloMoEnabled''': Enables/disables slow motion manually ('''true''' or '''false''').
'''AnimGraph_GraphName:''' The name of the animation graph.<br>
* '''ManualSloMoCooldown''': Cooldown time (in seconds) before slow motion can be used again.
'''AnimGraph_PresetName:''' The name of the animation graph preset.<br>
'''AnimGraph_BindNamespace:''' The namespace to bind the animation graph to.


=== 3. Wall Running Mechanics ===
== Movement ==
==== Front Wall Run ====
* '''WallRunFrontEnabled''': Toggles front wall running ('''true''' or '''false''').
* '''WallRunFrontPeakDelay''': Delay before reaching peak height during a front wall run.
* '''WallRunFrontHeightNitro''': Extra height gain when using Nitro during wall runs.
* '''WallRunFrontHeight''': Default height reached during a front wall run.
* '''WallRunFrontMinAngleToStartAscend''': Minimum required angle to begin ascending on a wall.
* '''WallRunFrontMinYVelToAscend''': Minimum vertical velocity needed to start an ascend.


==== Side Wall Run ====
'''ManualSloMoEnabled:''' Whether manual slow motion is enabled.<br>
* '''WallRunSideEnabled''': Enables side wall running ('''true''' or '''false''').
'''ManualSloMoCooldown:''' The cooldown time for manual slow motion.<br>
* '''WallRunSideMinAngleToStart''': Minimum angle required to start a side wall run.
'''WallRunFrontEnabled:''' Whether wall running on the front is enabled.<br>
* '''WallRunSideMaxAngleToStart''': Maximum angle allowed to start a side wall run.
'''WallRunFrontPeakDelay:''' The delay before reaching the peak of a front wall run.<br>
* '''WallRunSideNitroSprintSpeedMod''': Speed modifier when using Nitro Sprint during a wall run.
'''WallRunFrontHeightNitro:''' The height the player can reach when wall running on the front with nitro.<br>
* '''WallRunSideMinDuration''': Minimum duration for a side wall run.
'''WallRunFrontHeight:''' The height the player can reach when wall running on the front without nitro.<br>
* '''WallRunSideMaxDuration''': Maximum time a side wall run can last.
'''WallRunFrontMinAngleToStartAscend:''' The minimum angle to start ascending during a front wall run.<br>
* '''WallRunSideWithoutNitroTimePenalty''': Time penalty if Nitro is not used.
'''WallRunFrontMinYVelToAscend:''' The minimum vertical velocity to start ascending during a front wall run.<br>
* '''WallRunSideMinSideInput''': Minimum required side input for a side wall run.
'''WallRunSideEnabled:''' Whether wall running on the side is enabled.<br>
* '''WallrunHoldJumpTime''': The duration the jump button needs to be held for a wall run.
'''WallRunSideMinAngleToStart:''' The minimum angle to start a side wall run.<br>
'''WallRunSideMaxAngleToStart:''' The maximum angle to start a side wall run.<br>
'''WallRunSideNitroSprintSpeedMod:''' The speed modifier for side wall running with nitro.<br>
'''WallRunSideMinDuration:''' The minimum duration of a side wall run.<br>
'''WallRunSideMaxDuration:''' The maximum duration of a side wall run.<br>
'''WallRunSideWithoutNitroTimePenalty:''' The time penalty for side wall running without nitro.<br>
'''WallRunSideMinSideInput:''' The minimum side input required to start a side wall run.<br>
'''WallrunHoldJumpTime:''' The time the player needs to hold the jump button to perform a wall run.<br>
'''WallRunSideMaxSpeed:''' The maximum speed of a side wall run.<br>
'''WallRunSideMinSpeed:''' The minimum speed of a side wall run.<br>
'''WallRunSideAcc:''' The acceleration of a side wall run.<br>
'''WallRunSideDecc:''' The deceleration of a side wall run.<br>
'''WallRunSloMoDuration:''' The duration of slow motion during a wall run.<br>
'''WallRunMaxSequence:''' The maximum number of wall runs that can be chained together.<br>
'''WallRunTimeTolleranceFromSprint:''' The time tolerance between a sprint and a wall run.<br>
'''WallRunExtraGravityWhenAscending:''' The extra gravity applied when ascending during a wall run.<br>
'''WallRunMinTimeBetweenWallrun:''' The minimum time between wall runs.<br>
'''WallRunAutoEnter:''' Whether wall runs are automatically entered.<br>
'''WallRunKickEnabled:''' Whether the wall run kick is enabled.<br>
'''WallJumpFrontEnabled:''' Whether wall jumping on the front is enabled.<br>
'''WallJumpFrontLookForwardEnabled:''' Whether the player needs to look forward to wall jump on the front.<br>
'''WallJumpFrontSpeed:''' The speed of a front wall jump.<br>
'''WallJumpFrontRotateEnabled:''' Whether the player can rotate during a front wall jump.<br>
'''WallRunFrontExtraGravityWhenFalling:''' The extra gravity applied when falling during a front wall run.<br>
'''WallRunSideJumpForwardMinForwardInput:''' The minimum forward input required to jump forward during a side wall run.<br>
'''WallJumpSideEnabled:''' Whether wall jumping on the side is enabled.<br>
'''WallJumpSideSpeed:''' The speed of a side wall jump.<br>
'''WallRunSideExtraGravityWhenFalling:''' The extra gravity applied when falling during a side wall run.<br>
'''WallRunSideExtraGravityInEnding:''' The extra gravity applied when ending a side wall run.<br>
'''WallRunSideLookRestrHorz:''' The horizontal look restriction during a side wall run.<br>
'''WallRunSideThrowLookRestrHorz:''' The horizontal look restriction when throwing during a side wall run.<br>
'''WallJumpSideMoveInputMaxAngle:''' The maximum angle of the move input during a side wall jump.<br>
'''WallRunFrontLookRestrMinVert:''' The minimum vertical look restriction during a front wall run.<br>
'''WallRunFrontLookRestrHorz:''' The horizontal look restriction during a front wall run.<br>
'''DownedLookRestrHorz:''' The horizontal look restriction when downed.<br>
'''DownedLookRestrMaxVert:''' The maximum vertical look restriction when downed.<br>
'''DownedLookRestrMinVert:''' The minimum vertical look restriction when downed.<br>
'''MoveSlopeSpeed:''' The movement speed on slopes.<br>
'''AutoSlopeAddSpeed:''' The additional speed applied when auto-sloping.<br>
'''AdvancedParkourAutoSlopeAddSpeed:''' The additional speed applied when auto-sloping with advanced parkour enabled.<br>
'''SlopeMaxVelStruggle:''' The maximum velocity at which the player can struggle on a slope.<br>
'''AllowSlopeStruggle:''' Whether the player is allowed to struggle on a slope.<br>
'''AutoSlopeStruggle:''' Whether auto-slope struggle is enabled.<br>
'''PoleWantedPositionTime:''' The time it takes to reach the wanted position on a pole.<br>
'''PoleWantedPositionTimeBegin:''' The time it takes to reach the wanted position on a pole at the beginning.<br>
'''PoleMinStartSpeed:''' The minimum speed required to start using a pole.<br>
'''PoleOffset:''' The offset from the pole.<br>
'''PoleAddOffset:''' The additional offset from the pole.<br>
'''PoleInertia:''' The inertia of the pole.<br>
'''PoleAngleMultiplier:''' The multiplier for the pole angle.<br>
'''PoleAngleUpdateTime:''' The time it takes to update the pole angle.<br>
'''PoleHandInfluenceBegin:''' The influence of the hand on the pole at the beginning.<br>
'''PoleMoveTime:''' The time it takes to move on the pole.<br>
'''PoleMoveWait:''' The wait time before moving on the pole.<br>
'''CanStandOnMonkeyBar:''' Whether the player can stand on a monkey bar.<br>
'''MonkeyBarChangeRangeY:''' The vertical range for changing monkey bars.<br>
'''MonkeyBarChangeRange2D:''' The 2D range for changing monkey bars.<br>
'''SprintExhausted:''' Whether the player can sprint when exhausted.<br>
'''ExhaustedMoveMaxSpeedFactor:''' The maximum speed factor when exhausted.<br>
'''MoveSprintStaminaConsumption:''' The stamina consumption for sprinting.<br>
'''MoveSpeedFitnessFactor:''' The fitness factor for movement speed.<br>
'''MoveSpeedFitnessFactorTime:''' The time it takes for the movement speed fitness factor to take effect.<br>
'''ZipLineMinSpeed:''' The minimum speed on a zipline.<br>
'''ZipLineMaxSpeed:''' The maximum speed on a zipline.<br>
'''ZipLineAcceleration:''' The acceleration on a zipline.<br>
'''ZipLineMaxAcceleratedSpeed:''' The maximum accelerated speed on a zipline.<br>
'''ZipLineAboveSlideEnabled:''' Whether sliding is enabled above the zipline.<br>
'''SwimMoveSpeed:''' The movement speed when swimming.<br>
'''SwimSprintSpeed:''' The sprint speed when swimming.<br>
'''SwimImpulsSpeed:''' The impulse speed when swimming.<br>
'''SwimStrafeSpeed:''' The strafe speed when swimming.<br>
'''SwimAcceleration:''' The acceleration when swimming.<br>
'''SwimUpAcceleration:''' The upward acceleration when swimming.<br>
'''SprintEffects:''' Whether sprint effects are enabled.<br>
'''SprintEffectsInPGandRG:''' Whether sprint effects are enabled in paragliding and rope gliding.<br>
'''SprintWithoutInput:''' Whether sprinting is possible without input.<br>
'''SprintNitroAcceleration:''' The acceleration when using nitro sprint.<br>
'''SprintNitroFovMul:''' The FOV multiplier when using nitro sprint.<br>
'''SprintNitroMaxSpeedAdd:''' The maximum speed added when using nitro sprint.<br>
'''SprintAutoStartTime:''' The time it takes to automatically start sprinting.<br>
'''SprintNitroAccelerationSlowdownMod:''' The slowdown modifier for sprint nitro acceleration.<br>
'''MoveForwardMinSpeed:''' The minimum forward movement speed.<br>
'''MoveForwardMaxSpeed:''' The maximum forward movement speed.<br>
'''MoveBackwardMinSpeed:''' The minimum backward movement speed.<br>
'''MoveBackwardMaxSpeed:''' The maximum backward movement speed.<br>
'''MoveStrafeMinSpeed:''' The minimum strafe movement speed.<br>
'''MoveStrafeMaxSpeed:''' The maximum strafe movement speed.<br>
'''MoveSprintMinSpeed:''' The minimum sprint movement speed.<br>
'''MoveSprintSpeed:''' The sprint movement speed.<br>
'''MoveAcceleration:''' The movement acceleration.<br>
'''MoveAccelerationInAttackRest:''' The movement acceleration when attacking from rest.<br>
'''MoveSprintMinAcceleration:''' The minimum sprint movement acceleration.<br>
'''MoveSprintAcceleration:''' The sprint movement acceleration.<br>
'''MoveDeceleration:''' The movement deceleration.<br>
'''MoveGlideDownMaxSpeed:''' The maximum downward gliding speed.<br>
'''MoveGlideDownDeceleration:''' The downward gliding deceleration.


==== Wall Run Speed & Acceleration ====
== Combat ==
* '''WallRunSideMaxSpeed''': Maximum speed while side wall running.
* '''WallRunSideMinSpeed''': Minimum speed required to wall run.
* '''WallRunSideAcc''': Acceleration while wall running.
* '''WallRunSideDecc''': Deceleration when stopping a wall run.


==== Wall Run Common Settings ====
'''FirearmsCrossbowAccuracyFactor:''' The accuracy factor for the crossbow.<br>
* '''WallRunSloMoDuration''': Duration of slow-motion during a wall run.
'''BowAccuracyFactor:''' The accuracy factor for the bow.<br>
* '''WallRunMaxSequence''': Maximum number of consecutive wall runs allowed.
'''FirearmsHarpoonAccuracyFactor:''' The accuracy factor for the harpoon.<br>
* '''WallRunTimeTolleranceFromSprint''': Time allowed for transitioning from a sprint to a wall run.
'''MinTimeToGiveCollisionDamage:''' The minimum time between giving collision damage.<br>
* '''WallRunExtraGravityWhenAscending''': Additional gravity force applied while ascending in a wall run.
'''CanMeleeInAir:''' Whether the player can melee in the air.<br>
* '''WallRunMinTimeBetweenWallrun''': Minimum delay before starting another wall run.
'''BowBeginDurationFactor:''' The duration factor for the beginning of a bow shot.<br>
* '''WallRunAutoEnter''': Enables automatic entry into a wall run if conditions are met.
'''BowMaxSpeedFactor:''' The speed factor for the maximum speed of a bow shot.<br>
* '''WallRunKickEnabled''': Enables kicking off walls during a wall run.
'''BowPenetrationAddMaxSpeed:''' Whether to add maximum speed to a bow shot for penetration.<br>
'''BowStaminaShoot:''' The stamina cost for shooting the bow.<br>
'''BowStaminaChargingPerSecond:''' The stamina cost per second for charging the bow.<br>
'''BowChargeDamageMul:''' The damage multiplier for a charged bow shot.<br>
'''BowZoomValue:''' The zoom value for the bow.<br>
'''BowZoomUpTime:''' The time it takes to zoom in with the bow.<br>
'''BowZoomDownTime:''' The time it takes to zoom out with the bow.<br>
'''BowEnableShootWhileParkouring:''' Whether the player can shoot the bow while parkouring.<br>
'''BowEnableSlowMoShootWhileParkouring:''' Whether slow motion is enabled when shooting the bow while parkouring.<br>
'''BowSwayAmplitudeFactor:''' The amplitude factor for the bow sway.<br>
'''BowSwayPosTime:''' The time it takes for the bow sway to reach its maximum position.<br>
'''BowPutArrowDuration:''' The duration of the animation for putting an arrow on the bow.<br>
'''BowAllowShootZoomFactor:''' The zoom factor allowed when shooting the bow.<br>
'''BowPenetrationEnabled:''' Whether bow penetration is enabled.<br>
'''BowDestroyArrowWhenHit:''' Whether to destroy the arrow when it hits something.<br>
'''BowMinReadyTimeToShoot:''' The minimum ready time to shoot the bow.<br>
'''BowAutoZoomTime:''' The time it takes to automatically zoom in with the bow.<br>
'''BowZoomEnabled:''' Whether bow zoom is enabled.<br>
'''BowSlowMoTimeMul:''' The time multiplier for slow motion when using the bow.<br>
'''BowSlowMoAccuracyMul:''' The accuracy multiplier for slow motion when using the bow.<br>
'''SlowMoDurationToCancel:''' The duration of slow motion before it can be canceled.<br>
'''BowMaxThrowFactor:''' The maximum throw factor for the bow.<br>
'''BowAutoReleaseTime:''' The time it takes to automatically release the bow.<br>
'''BowMultiShotMinTimeToActivate:''' The minimum time to activate multi-shot with the bow.<br>
'''BowEnableDamageScalingByForce:''' Whether to enable damage scaling by force for the bow.<br>
'''BowPowerShotEnabled:''' Whether the bow power shot is enabled.<br>
'''BowPowerShotWhileSlidingEnabled:''' Whether the bow power shot can be used while sliding.<br>
'''BowPowerShotPrepareDuration:''' The duration of the preparation phase for the bow power shot.<br>
'''BowPowerShotPrepareDmgMultiplier:''' The damage multiplier for the preparation phase of the bow power shot.<br>
'''BowPowerShotChargeStartDuration:''' The duration of the charge start phase for the bow power shot.<br>
'''BowPowerShotChargeStartDmgMultiplier:''' The damage multiplier for the charge start phase of the bow power shot.<br>
'''BowPowerShotPerfectChargeStartDuration:''' The duration of the perfect charge start phase for the bow power shot.<br>
'''BowPowerShotPerfectChargeStartDmgMultiplier:''' The damage multiplier for the perfect charge start phase of the bow power shot.<br>
'''BowPowerShotPerfectChargeDuration:''' The duration of the perfect charge phase for the bow power shot.<br>
'''BowPowerShotPerfectChargeDmgMultiplier:''' The damage multiplier for the perfect charge phase of the bow power shot.<br>
'''BowPowerShotOverchargeStartDuration:''' The duration of the overcharge start phase for the bow power shot.<br>
'''BowPowerShotOverchargeStartDmgMultiplier:''' The damage multiplier for the overcharge start phase of the bow power shot.<br>
'''BowPowerShotOverchargeDuration:''' The duration of the overcharge phase for the bow power shot.<br>
'''BowPowerShotOverchargeDmgMultiplier:''' The damage multiplier for the overcharge phase of the bow power shot.<br>
'''BowPowerShotAbortDuration:''' The duration of the abort phase for the bow power shot.<br>
'''BowPowerShotAbortDmgMultiplier:''' The damage multiplier for the abort phase of the bow power shot.<br>
'''BowPowerShotChargeStartBlurValue:''' The blur value for the charge start phase of the bow power shot.<br>
'''BowPowerShotPerfectChargeBlurValue:''' The blur value for the perfect charge phase of the bow power shot.<br>
'''ArrowsCanBePickedUp:''' Whether arrows can be picked up.<br>
'''StrengthDamageMul:''' The damage multiplier for strength.<br>
'''MeleeDamageMul:''' The damage multiplier for melee attacks.<br>
'''PeacekeeperBeerRamDamageMul:''' The damage multiplier for the Peacekeeper beer ram attack.<br>
'''MeleeDamageFullStaminaMul:''' The damage multiplier for melee attacks with full stamina.<br>
'''MeleeDamageLowStaminaMul:''' The damage multiplier for melee attacks with low stamina.<br>
'''MeleeDamageFastHitMul:''' The damage multiplier for fast melee hits.<br>
'''MeleeDamageFullHealthMul:''' The damage multiplier for melee attacks with full health.<br>
'''MeleeDamageLowHealthMul:''' The damage multiplier for melee attacks with low health.<br>
'''MeleeLowStaminaForceAndPhxMul:''' The force and physics damage multiplier for melee attacks with low stamina.<br>
'''KickBaseDamageMul:''' The base damage multiplier for kicks.<br>
'''MeleeVerticalPhysicalDamageMul:''' The vertical physical damage multiplier for melee attacks.<br>
'''MeleeBluntRagdollEveryXHit:''' The number of hits required to ragdoll an enemy with a blunt melee weapon.<br>
'''KickStaminaUsage:''' The stamina usage for kicks.<br>
'''WrestlingKickRangeMul:''' The range multiplier for the wrestling kick.<br>
'''WrestlingKickStaminaUsage:''' The stamina usage for the wrestling kick.<br>
'''WrestlingKickCooldown:''' The cooldown time for the wrestling kick.<br>
'''AirKickBaseDamageMul:''' The base damage multiplier for air kicks.<br>
'''AirKickPhysicsDamage:''' The physics damage multiplier for air kicks.<br>
'''AirKickRangeMul:''' The range multiplier for air kicks.<br>
'''AirKickStaminaUsage:''' The stamina usage for air kicks.<br>
'''RangeMeleeMul:''' The range multiplier for melee attacks.<br>
'''MaxVerticalAngleForRangeMeleeCorrection:''' The maximum vertical angle for range melee correction.<br>
'''FirearmsPistolReloadTimeMul:''' The reload time multiplier for pistols.<br>
'''FirearmsRevolverReloadTimeMul:''' The reload time multiplier for revolvers.<br>
'''FirearmsRifleReloadTimeMul:''' The reload time multiplier for rifles.<br>
'''FirearmsShotgunReloadTimeMul:''' The reload time multiplier for shotguns.<br>
'''FirearmsPistolAccuracyFactor:''' The accuracy factor for pistols.<br>
'''FirearmsRevolverAccuracyFactor:''' The accuracy factor for revolvers.<br>
'''FirearmsRifleAccuracyFactor:''' The accuracy factor for rifles.<br>
'''FirearmsShotgunAccuracyFactor:''' The accuracy factor for shotguns.<br>
'''FirearmsPistolRecoilFactor:''' The recoil factor for pistols.<br>
'''FirearmsRevolverRecoilFactor:''' The recoil factor for revolvers.<br>
'''FirearmsRifleRecoilFactor:''' The recoil factor for rifles.<br>
'''FirearmsShotgunRecoilFactor:''' The recoil factor for shotguns.<br>
'''FirearmsAutoZoomTime:''' The time for automatically zooming in with firearms.<br>
'''FirearmsZoomEnabled:''' Whether zooming is enabled for firearms.<br>
'''FirearmsPowerShotTime:''' The time for the firearms power shot.<br>
'''FirearmsMultiShotMinTimeToActivate:''' The minimum time to activate multi-shot with firearms.<br>
'''FirearmEnableSlowMoShootWhileParkouring:''' Whether slow motion is enabled when shooting firearms while parkouring.<br>
'''FirearmsParkourSlomoAutomaticFireMaxShots:''' The maximum number of shots allowed in slow motion when shooting firearms while parkouring.<br>
'''ThrownWeaponStickChance:''' The chance of a thrown weapon sticking.<br>
'''StunDuration:''' The duration of the stun effect.<br>
'''CanBlockPowerAttackWith2HandedHeavy:''' Whether power attacks can be blocked with a two-handed heavy weapon.<br>
'''BrokenBlockDamageMul:''' The damage multiplier for a broken block.<br>
'''PowerAttackShieldBlockDamageMul:''' The damage multiplier for blocking a power attack with a shield.<br>
'''BrokenBlockPhysicsDamageMul:''' The physics damage multiplier for a broken block.


=== 4. Wall Jumping Mechanics ===
== Items and Inventory ==
==== Front Wall Jump ====
* '''WallJumpFrontEnabled''': Enables front wall jumps.
* '''WallJumpFrontLookForwardEnabled''': Forces the player to look forward while wall jumping.
* '''WallJumpFrontSpeed''': Speed applied when jumping off a front wall.
* '''WallJumpFrontRotateEnabled''': Allows rotation while executing a front wall jump.
* '''WallRunFrontExtraGravityWhenFalling''': Extra gravity force when falling from a front wall run.


==== Side Wall Jump ====
'''ChemicalPostProcesFadeOut:''' The fade out time for the chemical post-processing effect.<br>
* '''WallRunSideJumpForwardMinForwardInput''': Minimum required forward input for a side wall jump.
'''ChemicalPostProcesFadeIn:''' The fade in time for the chemical post-processing effect.<br>
* '''WallJumpSideEnabled''': Enables side wall jumping.
'''ChemicalDamageDuration:''' The duration of chemical damage.<br>
* '''WallJumpSideSpeed''': Speed applied when jumping off a side wall.
'''ChemicalDamagePerSecond:''' The amount of chemical damage per second.<br>
* '''WallRunSideExtraGravityWhenFalling''': Additional gravity applied when falling after a side wall jump.
'''WQ_Invert_CamoDelay:''' The delay before the invert camouflage effect is applied.<br>
* '''WallRunSideExtraGravityInEnding''': Extra gravity at the end of a side wall run.
'''WQ_Invert_CamoDuration:''' The duration of the invert camouflage effect.<br>
'''WQ_Invert_Delay:''' The delay before the invert effect is applied.<br>
'''WQ_Invert_Duration:''' The duration of the invert effect.<br>
'''FallHeightToActivateChemicals:''' The fall height required to activate chemicals.<br>
'''ChokeCoughDuration:''' The duration of the choke cough effect.<br>
'''ChokeCoughTimeBetweenNoise:''' The time between choke cough noises.<br>
'''WQ_SlowMo_CamoDelay:''' The delay before the slow motion camouflage effect is applied.<br>
'''WQ_SlowMo_CamoDuration:''' The duration of the slow motion camouflage effect.<br>
'''WQ_SlowMo_Delay:''' The delay before the slow motion effect is applied.<br>
'''WQ_SlowMo_Duration:''' The duration of the slow motion effect.<br>
'''WQ_Rot_CamoDelay:''' The delay before the rotation camouflage effect is applied.<br>
'''WQ_Rot_CamoDuration:''' The duration of the rotation camouflage effect.<br>
'''WQ_Rot_Delay:''' The delay before the rotation effect is applied.<br>
'''WQ_Rot_Duration:''' The duration of the rotation effect.<br>
'''UnlockedLoadoutsCount:''' The number of unlocked loadouts.<br>
'''EquipmentSlotsCount:''' The number of equipment slots.<br>
'''VisibleEquipmentSlotsCount:''' The number of visible equipment slots.<br>
'''ConsumableSlotsCount:''' The number of consumable slots.<br>
'''VisibleConsumableSlotsCount:''' The number of visible consumable slots.<br>
'''RestrictedEquipmentSlotsCount:''' The number of restricted equipment slots.<br>
'''QuickSlotsCount:''' The number of quick slots.<br>
'''VisibleQuickSlotsCount:''' The number of visible quick slots.<br>
'''InventorySize:''' The size of the inventory.<br>
'''ItemsInventorySize:''' The size of the items inventory.<br>
'''MaxInventorySize:''' The maximum size of the inventory.<br>
'''AmmoSlotsCount:''' The number of ammo slots.<br>
'''StorageAmmoSlotsCount:''' The number of ammo slots in storage.<br>
'''StorageEquipmentSlotsCount:''' The number of equipment slots in storage.<br>
'''StorageConsumablesSlotsCount:''' The number of consumable slots in storage.<br>
'''StorageOtherSlotsCount:''' The number of other slots in storage.


=== 5. Look Restrictions ===
== Player Attributes ==
==== Wall Run Look Restrictions ====
* '''WallRunSideLookRestrHorz''': Horizontal look restriction during side wall runs.
* '''WallRunSideThrowLookRestrHorz''': Horizontal look restriction when throwing objects while wall running.
* '''WallJumpSideMoveInputMaxAngle''': Maximum movement input angle during wall jumps.
* '''WallRunFrontLookRestrMinVert''': Minimum vertical look restriction during front wall runs.
* '''WallRunFrontLookRestrHorz''': Horizontal look restriction during front wall runs.


==== Downed Look Restrictions ====
'''HitReactionSpeechProb:''' The probability of a hit reaction speech event occurring.<br>
* '''DownedLookRestrHorz''': Horizontal look restriction when downed.
'''PursuitBreakerBlastDamage:''' The amount of damage dealt by the pursuit breaker blast.<br>
* '''DownedLookRestrMaxVert''': Maximum vertical look angle when downed.
'''NightXPBonus:''' The bonus XP multiplier for actions performed at night.<br>
* '''DownedLookRestrMinVert''': Minimum vertical look angle when downed.
'''NightExpRequiredDistance:''' The distance required to earn night XP.<br>
'''NightExpRequiredActions:''' The number of actions required to earn night XP.<br>
'''NightExpRequiredTime:''' The time required to earn night XP.<br>
'''NightExpSurvivalConstantAward:''' The constant XP award for surviving the night.<br>
'''NightExpActionsReward:''' The XP reward for performing actions at night.<br>
'''NightExpLootedReward:''' The XP reward for looting at night.<br>
'''NightExpUnspotedReward:''' The XP reward for remaining undetected at night.<br>
'''NightExpKillReward:''' The XP reward for killing enemies at night.<br>
'''NightExpPbActivatedReward:''' The XP reward for activating the pursuit breaker at night.<br>
'''PickupTriggerCooldown:''' The cooldown time for the pickup trigger.<br>
'''LeftHandDisabled:''' Whether the left hand is disabled.<br>
'''LeftHandDisabledClimbAnimSpeed:''' The animation speed for climbing with the left hand disabled.<br>
'''MaxStamina:''' The maximum stamina level.<br>
'''MaxStaminaMultiplier:''' The multiplier for the maximum stamina level.<br>
'''MaxStaminaMinRegenerationTime:''' The minimum regeneration time for maximum stamina.<br>
'''MaxStaminaMaxRegenerationTime:''' The maximum regeneration time for maximum stamina.<br>
'''MaxStaminaTimeToRegenerate:''' The time it takes to regenerate maximum stamina.<br>
'''MaxStaminaDrainFactor:''' The drain factor for maximum stamina.<br>
'''MaxStaminaDrainEnabled:''' Whether maximum stamina drain is enabled.<br>
'''StaminaMovementDrainFactor:''' The drain factor for stamina movement.<br>
'''MinStaminaLevelFromHit:''' The minimum stamina level after being hit.<br>
'''StaminaTimeToRegenerateOnEmpty:''' The time it takes to regenerate stamina when empty.<br>
'''AdvancedStaminaTimeToRegenerateOnEmpty:''' The time it takes to regenerate stamina when empty with advanced stamina enabled.<br>
'''StaminaTimeToRegenerateOnEmptyAfterParokur:''' The time it takes to regenerate stamina when empty after parkour.<br>
'''StaminaTimeToRegenerate:''' The time it takes to regenerate stamina when not empty.<br>
'''AdvancedStaminaTimeToRegenerate:''' The time it takes to regenerate stamina when not empty with advanced stamina enabled.<br>
'''StaminaTimeToRegenerateAfterParkour:''' The time it takes to regenerate stamina when not empty after parkour.<br>
'''StaminaRegeneration:''' The rate at which stamina regenerates.<br>
'''StaminaRegenerationOutsideDanger:''' The rate at which stamina regenerates outside of danger.<br>
'''StaminaRegenerationRelative:''' The relative stamina regeneration rate.<br>
'''StaminaRegenerationRelativeOutsideDanger:''' The relative stamina regeneration rate outside of danger.<br>
'''StaminaRegenerationRelativeEnabled:''' Whether relative stamina regeneration is enabled.<br>
'''StaminaRegenerationRelativeForAllWeapons:''' Whether relative stamina regeneration is enabled for all weapons.<br>
'''StaminaRegenerationFactorSlow:''' The stamina regeneration factor when running or on a ladder.<br>
'''StaminaRegenerationFactorStand:''' The stamina regeneration factor when standing still.<br>
'''StaminaRegenerationFactorStandDalay:''' The delay before the stamina regeneration factor when standing still is applied.<br>
'''AdvancedStamina:''' Whether advanced stamina is enabled.<br>
'''AdvancedStaminaRegenerationRelative:''' The relative stamina regeneration rate with advanced stamina enabled.<br>
'''AdvancedStaminaRegenerationRelativeOutsideDanger:''' The relative stamina regeneration rate outside of danger with advanced stamina enabled.<br>
'''StaminaRegenerationExhaustedRelative:''' The relative stamina regeneration rate when exhausted.<br>
'''StaminaRegenerationExhaustedRelativeOutsideDanger:''' The relative stamina regeneration rate when exhausted outside of danger.<br>
'''AdvancedStaminaEmptyHitStaminaFactor:''' The stamina factor for hits when empty with advanced stamina enabled.<br>
'''ExtraJumpsInAir:''' The number of extra jumps in the air.<br>
'''HealthRegenerationOnHit:''' The amount of health regenerated on hit.<br>
'''HealthRegenerationFactorOnHit:''' The health regeneration factor on hit.<br>
'''StaminaCanFullyDrain:''' Whether stamina can fully drain.<br>
'''StaminaWarningLevel:''' The stamina level at which a warning is displayed.<br>
'''ParryDamageMult:''' The damage multiplier for parrying.<br>
'''VulnerableHumanGrabStaminaRecover:''' The amount of stamina recovered when hit by a human grab attack.<br>
'''MaxHealth:''' The maximum health value.<br>
'''MaxHealthTotalMul:''' The multiplier for the maximum health value.<br>
'''HealthRegenerationEnabled:''' Whether health regeneration is enabled.<br>
'''HealthAutoHealEnabled:''' Whether automatic health healing is enabled.<br>
'''LowHealthEffectThreshold:''' The health threshold at which the low health effect is triggered.<br>
'''FullHealthEffectThreshold:''' The health threshold at which the full health effect is triggered.<br>
'''HealthRegenerationDelay:''' The delay before health regeneration starts.<br>
'''HealthPerSecond:''' The amount of health regenerated per second.<br>
'''AfterDeathHealthRegenTime:''' The time it takes to regenerate health after death.<br>
'''AfterDeathHealthFactor:''' The factor for health regeneration after death.


=== 6. Accuracy & Weapon Mechanics ===
== Skills ==
* '''FirearmsCrossbowAccuracyFactor''': Determines crossbow sway and accuracy.
* '''BowAccuracyFactor''': Controls bow sway when aiming.
* '''FirearmsHarpoonAccuracyFactor''': Controls harpoon accuracy.
* '''BowChargeDamageMul''': Multiplier for bow damage when fully charged.
* '''BowZoomValue''': Level of zoom when aiming with a bow.
* '''BowEnableShootWhileParkouring''': Enables shooting while performing parkour moves.


==== Bow Power Shot Mechanics ====
'''SurvivalSenseEnabled:''' Whether survivor sense is enabled.<br>
* '''BowPowerShotEnabled''': Enables bow power shots.
'''CanUseSenseWhenMoving:''' Whether survivor sense can be used while moving.<br>
* '''BowPowerShotWhileSlidingEnabled''': Allows power shots while sliding.
'''SurvivorSenseCooldown:''' The cooldown time for survivor sense.<br>
* '''BowPowerShotPrepareDuration''': Time required to charge a power shot.
'''SurvivorSensePreparationTime:''' The preparation time for survivor sense.<br>
* '''BowPowerShotPerfectChargeStartDuration''': Time required to reach a perfect charge.
'''SurvivorSensePreparationTimeWhenAiming:''' The preparation time for survivor sense when aiming.<br>
* '''BowPowerShotPerfectChargeStartDmgMultiplier''': Damage multiplier for a perfectly charged shot.
'''SurvivorSenseRange:''' The range of survivor sense.<br>
'''SurvivorSenseOpacity:''' The opacity of the survivor sense effect.<br>
'''SurvivorSenseWaveDuration:''' The duration of the survivor sense wave.<br>
'''SurvivorSenseIconDuration:''' The duration of the survivor sense icons.<br>
'''SurvivorSenseAIDuration:''' The duration of the survivor sense AI highlighting.<br>
'''SurvivorSenseAIHeight:''' The height at which AIs are detected by survivor sense.<br>
'''SurvivorSenseAIHeightInterior:''' The height at which AIs are detected by survivor sense when they are in an interior.<br>
'''SurvivorSenseObjectHeight:''' The height at which objects are detected by survivor sense.<br>
'''SurvivorSenseObjectHeightInterior:''' The height at which objects are detected by survivor sense when they are in an interior.<br>
'''SurvivorSenseRange_IconType_Default:''' The range at which default icons are detected by survivor sense.<br>
'''SurvivorSenseRange_IconType_None:''' The range at which icons with no type are detected by survivor sense.<br>
'''SurvivorSenseRange_IconType_Fire:''' The range at which fire icons are detected by survivor sense.<br>
'''SurvivorSenseRange_IconType_Damage:''' The range at which damage icons are detected by survivor sense.<br>
'''SurvivorSenseRange_IconType_Water:''' The range at which water icons are detected by survivor sense.<br>
'''SurvivorSenseRange_IconType_Loot:''' The range at which loot icons are detected by survivor sense.<br>
'''SurvivorSenseRange_IconType_Electricity:''' The range at which electricity icons are detected by survivor sense.<br>
'''SurvivorSenseRange_IconType_Decoy:''' The range at which decoy icons are detected by survivor sense.<br>
'''SurvivorSenseRange_IconType_Spawner:''' The range at which spawner icons are detected by survivor sense.<br>
'''SurvivorSenseRange_IconType_Inhibitor:''' The range at which inhibitor icons are detected by survivor sense.<br>
'''SurvivorSenseRange_IconType_AreaEntrance:''' The range at which area entrance icons are detected by survivor sense.<br>
'''SurvivorSenseRange_IconType_Investigation:''' The range at which investigation icons are detected by survivor sense.<br>
'''SurvivorSenseRange_IconType_HideArea:''' The range at which hide area icons are detected by survivor sense.<br>
'''SurvivorSenseAIRange:''' The range at which active AIs are detected by survivor sense.<br>
'''SurvivorSenseRestingAIRange:''' The range at which resting AIs are detected by survivor sense.<br>
'''SurvivorSenseAIIndicatorRange:''' The range at which AI indicators are shown.<br>
'''SurvivorSenseEnemyBehindPlayerMaxDistance:''' The maximum distance at which enemies behind the player are detected by survivor sense.<br>
'''SurvivorSenseHeavyAttacks:''' Whether heavy attacks are highlighted by survivor sense.<br>
'''SurvivorSenseHeavyAttacksMaxRange:''' The maximum range at which heavy attacks are highlighted by survivor sense.<br>
'''SurvivorSenseHeavyAttacksDuration:''' The duration of the heavy attack highlighting effect.<br>
'''SurvivorSenseHeavyAttacksPreset:''' The preset used for the heavy attack highlighting effect.<br>
'''GhostTriggerSearchRadius:''' The search radius for the ghost trigger.<br>
'''EnemyBehindPlayerMaxDistance:''' The maximum distance at which enemies behind the player are detected.<br>
'''BinocularsLevel:''' The level of the binoculars.<br>
'''BinocularMaxTempMarkedLocations:''' The maximum number of locations that can be temporarily marked with the binoculars.<br>
'''BinocularTempMarkDuration:''' The duration of the temporary marks made with the binoculars.<br>
'''GREDetectorWithoutFacility:''' Whether the GRE detector can be used without a facility.<br>
'''GREDetectorRange:''' The range of the GRE detector.<br>
'''GREDetectionLevel:''' The level of the GRE detector.<br>
'''GREDetectorRangeNearby:''' The range at which the GRE detector will show nearby objects.<br>
'''GREDetectorRange3DIndication:''' The range at which the GRE detector will show 3D indications.<br>
'''GREDetectorRangeFoundTollerance:''' The tolerance for the GRE detector when finding objects.<br>
'''FirearmsDecoderDetector:''' Whether the firearms decoder detector is enabled.<br>
'''FirearmsDecoderDetectorRange:''' The range of the firearms decoder detector.<br>
'''FirearmsDecoderDetectorRangeNearby:''' The range at which the firearms decoder detector will show nearby objects.<br>
'''FirearmsDecoderDetector3DIndication:''' The range at which the firearms decoder detector will show 3D indications.<br>
'''FirearmsDecoderDetectorRangeTolerance:''' The tolerance for the firearms decoder detector when finding objects.<br>
'''UVFlashlightLevel:''' The level of the UV flashlight.<br>
'''HarvestingLevel:''' The level of the harvesting skill.<br>
'''HarvestingLevelForMultipleItems:''' The level of the harvesting skill required to get multiple items.<br>
'''HarvestingMultipleItemsCount:''' The number of items that can be harvested at once.<br>
'''GrabExpert:''' Whether the player is a grab expert.<br>
'''FastGrabBreakLevel:''' The level of the fast grab break skill.<br>
'''StompLevel:''' The level of the stomp attack.<br>
'''GrappleHookLevel:''' The level of the grapple hook.<br>
'''LockpickLevel:''' The level of the lockpicking skill.<br>
'''LockpickBreakLevel:''' The level of the lockpick break skill.<br>
'''NaturalMovementActionLevel:''' The level of the natural movement action.<br>
'''CubeKeyLevel:''' The level of the cube key.


=== 7. Combat Mechanics ===
== Technical ==
==== General Combat Settings ====
* '''MinTimeToGiveCollisionDamage''': Minimum time before collision damage can be applied.
* '''CanMeleeInAir''': Allows melee attacks while airborne.
* '''BowDestroyArrowWhenHit''': Determines if arrows are destroyed on impact.
* '''BowMinReadyTimeToShoot''': Minimum time required to be ready for a bow shot.


==== Melee Combat ====
'''FlashlightRangeFactorChangeSpeed:''' The speed at which the flashlight range factor changes.<br>
* '''ParryDamageMult''': Multiplier for parry damage.
'''FlashlightRangeFactorChangeTime:''' The time it takes for the flashlight range factor to change.<br>
* '''KickBaseDamageMul''': Base damage multiplier for kicks.
'''FovSprintModif:''' The FOV modifier when sprinting.<br>
* '''MeleeVerticalPhysicalDamageMul''': Multiplier for vertical melee damage.
'''SplatsEnabled:''' Whether splats are enabled.<br>
* '''MeleeBluntRagdollEveryXHit''': Defines the frequency of ragdoll effects from blunt weapons.
'''ExhastedPPEnabled:''' Whether the exhausted post-processing effect is enabled.<br>
'''HeadBobFactor:''' The factor for head bobbing.<br>
'''AmortizerJumpHelpTimer:''' The timer for the amortizer jump helper.<br>
'''CableMaxLength:''' The maximum length of the cable.<br>
'''SpeedFxEnabled:''' Whether speed effects are enabled.<br>
'''SpeedPPEnabled:''' Whether the speed post-processing effect is enabled.<br>
'''ElementalTimeDuration:''' The duration of the elemental time effect.<br>
'''BulletAccuracyFactor:''' The accuracy factor for bullets.<br>
'''SwimMoveSpeed:''' The movement speed when swimming.<br>
'''SwimSprintSpeed:''' The sprint speed when swimming.<br>
'''SwimImpulsSpeed:''' The impulse speed when swimming.<br>
'''SwimStrafeSpeed:''' The strafe speed when swimming.<br>
'''SwimAcceleration:''' The acceleration when swimming.<br>
'''SwimUpAcceleration:''' The upward acceleration when swimming.<br>
'''SprintEffects:''' Whether sprint effects are enabled.<br>
'''SprintEffectsInPGandRG:''' Whether sprint effects are enabled in paragliding and rope gliding.<br>
'''SprintWithoutInput:''' Whether sprinting is possible without input.<br>
'''SprintNitroAcceleration:''' The acceleration when using nitro sprint.<br>
'''SprintNitroFovMul:''' The FOV multiplier when using nitro sprint.<br>
'''SprintNitroMaxSpeedAdd:''' The maximum speed added when using nitro sprint.<br>
'''SprintAutoStartTime:''' The time it takes to automatically start sprinting.<br>
'''SprintNitroAccelerationSlowdownMod:''' The slowdown modifier for sprint nitro acceleration.<br>
'''MoveForwardMinSpeed:''' The minimum forward movement speed.<br>
'''MoveForwardMaxSpeed:''' The maximum forward movement speed.<br>
'''MoveBackwardMinSpeed:''' The minimum backward movement speed.<br>
'''MoveBackwardMaxSpeed:''' The maximum backward movement speed.<br>
'''ImmortalityBuff:''' Whether the immortality buff is active.<br>
'''MoveStrafeMinSpeed:''' The minimum strafe movement speed.<br>
'''MoveStrafeMaxSpeed:''' The maximum strafe movement speed.<br>
'''MoveSprintMinSpeed:''' The minimum sprint movement speed.<br>
'''MoveSprintSpeed:''' The sprint movement speed.<br>
'''MoveAcceleration:''' The movement acceleration.<br>
'''MoveAccelerationInAttackRest:''' The movement acceleration when attacking from rest.<br>
'''MoveSprintMinAcceleration:''' The minimum sprint movement acceleration.<br>
'''MoveSprintAcceleration:''' The sprint movement acceleration.<br>
'''MoveDeceleration:''' The movement deceleration.<br>
'''MoveGlideDownMaxSpeed:''' The maximum downward gliding speed.<br>
'''MoveGlideDownDeceleration:''' The downward gliding deceleration.<br>
'''ThrowMaxDist:''' The maximum throwing distance.<br>
'''ThrowingStarFowardThrow:''' The forward throwing distance for throwing stars.<br>
'''ThrowablesSpeedFactor:''' The speed factor for throwables.<br>
'''FOVCorrection:''' The FOV correction.<br>
'''CameraDefaultFOV:''' The default FOV for the camera.<br>
'''BulletHitMissEffects:''' Whether bullet hit/miss effects are enabled.<br>
'''HideWeaponsDuringSprintDelay:''' The delay before weapons are hidden when sprinting.<br>
'''HideWeaponsDuringCrouchDelay:''' The delay before weapons are hidden when crouching.<br>
'''HealingMovementSpeedMul:''' The movement speed multiplier when healing.<br>
'''NightVisionEnabled:''' Whether night vision is enabled.<br>
This is not an exhaustive list, as there are many other technical parameters in the player_variables.txt file.


==== Tackle Mechanics ====
== Visuals and Effects ==
* '''TackleStaminaUse''': Stamina cost per tackle.
* '''TackleCoolDown''': Cooldown time between tackles.
* '''TackleSprintMinDuration''': Minimum sprint duration before a tackle.


=== 8. Health & Regeneration ===
'''ActiveBuffBarLength2p:''' The length of the active buff bar for 2 players.<br>
* '''MaxHealth''': Maximum health value.
'''ActiveBuffBarLength3p:''' The length of the active buff bar for 3 players.<br>
* '''HealthRegenerationEnabled''': Enables passive health regeneration.
'''ActiveBuffBarLength4p:''' The length of the active buff bar for 4 players.<br>
* '''HealthRegenerationDelay''': Time delay before regeneration begins after damage.
'''HealthCriticalPPMaxLevel:''' The maximum level of the health critical post-processing effect.<br>
* '''HealthPerSecond''': Rate of health regeneration per second.
'''HealthCriticalPPMinLevel:''' The minimum level of the health critical post-processing effect.<br>
* '''AfterDeathHealthRegenTime''': Time required to fully regenerate after respawn.
'''HealthCriticalPPInTime:''' The time it takes for the health critical post-processing effect to fade in.<br>
'''HealthCriticalPPOutTime:''' The time it takes for the health critical post-processing effect to fade out.<br>
'''HealthCriticalAnimationSpeed:''' The animation speed for the health critical state.<br>
'''HealthCriticalLevel:''' The health level at which the critical state is triggered.<br>
'''MaxAutoRegenHealthPercent:''' The maximum percentage of health that can be regenerated automatically.<br>
'''HealthCriticalMaxLevel:''' The maximum level of the health critical state.<br>
'''DashAndAfterboostPostprocessMax:''' The maximum value for the dash and afterboost post-processing effect.<br>
'''SprintNitroStopAngleMoveInput:''' The angle of the move input required to stop sprint nitro.<br>
'''SprintNitroStaminaConsuption:''' The stamina consumption for sprint nitro.<br>
'''SprintNitroStartStaminaConsuption:''' The stamina consumption for starting sprint nitro.<br>
'''SprintNitroMinDuration:''' The minimum duration of sprint nitro.<br>
'''SprintNitroDuration:''' The duration of sprint nitro.<br>
'''SprintNitroBodyDirLagTime:''' The body direction lag time for sprint nitro.<br>
'''SprintNitroCooldown:''' The cooldown time for sprint nitro.<br>
'''XrayEffectProbability:''' The probability of the X-ray effect occurring.<br>
'''XRayVisEffectRadius:''' The radius of the X-ray visual effect.<br>
'''XRayVisEffectDuration:''' The duration of the X-ray visual effect.<br>
'''XRayEffectDuration:''' The duration of the X-ray effect.<br>
'''EnableXray:''' Whether the X-ray effect is enabled.<br>
'''EnableXRayEffectOnAllHits:''' Whether the X-ray effect is enabled for all hits.<br>
'''DisableXRaySlowMoLimit:''' Whether the slow-motion limit for the X-ray effect is disabled.<br>
'''SlowMoProbability:''' The probability of slow motion occurring.<br>
'''SlowMoLastGroupTime:''' The time it takes for the last group of enemies to trigger slow motion.<br>
'''GroupOfEnemiesCount:''' The number of enemies in a group required to trigger slow motion.<br>
'''DeathEffectFadeInTime:''' The fade in time for the death effect.<br>
'''DeathEffectFadeOutTime:''' The fade out time for the death effect.<br>
'''PreInfectionPostprocessMaxValue:''' The maximum value for the pre-infection post-processing effect.<br>
'''PreInfectionStaminLvl2StartPostproces:''' The stamina level at which the pre-infection post-processing effect starts.<br>
'''InfectionPostProcessStrength:''' The strength of the infection post-processing effect.<br>
'''InfectionPostProcessStrengthNight:''' The strength of the infection post-processing effect at night.<br>
'''ScreamEffectDuration:''' The duration of the scream effect.<br>
'''ScreamEffectIntensity:''' The intensity of the scream effect.<br>
'''InfectionPostprocessMaxValue:''' The maximum value for the infection post-processing effect.<br>
'''NightRunnerAdditionalFOV:''' The additional FOV during night runner.<br>
'''NightRunnerFuryEffectValue:''' The fury effect value during night runner.<br>
'''ExhaustedEyesClosureEffectStrength:''' The strength of the exhausted eye closure effect.<br>
'''ExhaustedEyesClosureEffectStartFactor:''' The start factor for the exhausted eye closure effect.<br>
'''ExhaustedEyesClosureEffectFadeOut:''' The fade-out time for the exhausted eye closure effect.<br>
'''ExhaustedEyesClosureEffectAdvancedStaminaFadeOut:''' The fade-out time for the exhausted eye closure effect with advanced stamina enabled.<br>
'''ExhaustedEyesClosureEffectAddOnAdvancedStaminaDrained:''' The additional strength added to the exhausted eye closure effect when advanced stamina is drained.<br>
'''FuryEffectValue:''' The effect value of fury.<br>
'''FuryAdditionalFOV:''' The additional FOV gained during fury.<br>
'''CameraDefaultFOVReduction:''' The reduction in the default FOV for the camera.<br>
'''CameraDefaultFOVReducedSpringTime:''' The spring time for the reduced default FOV for the camera.<br>
'''CameraDefaultFOVRemoveReductionSpringTime:''' The spring time for removing the reduction in the default FOV for the camera.


=== 9. Night XP & Pursuit Bonuses ===
== Attacks and Abilities ==
* '''NightXPBonus''': Multiplier for XP gained during nighttime activities.
* '''NightExpRequiredDistance''': Distance required to earn night XP.
* '''NightExpRequiredActions''': Number of actions needed for night XP rewards.
* '''NightExpRequiredTime''': Time spent at night required to earn XP.
* '''NightExpSurvivalConstantAward''': Constant XP reward for surviving the night.
* '''NightExpActionsReward''': XP reward for performing various actions at night.
* '''NightExpLootedReward''': XP reward for looting items at night.
* '''NightExpUnspottedReward''': XP reward for remaining undetected at night.
* '''NightExpKillReward''': XP reward for killing enemies at night.
* '''NightExpPbActivatedReward''': XP reward for activating a pursuit breaker.


=== 10. Pickups & Inventory ===
'''DropAttackEnable:''' Whether the drop attack is enabled.<br>
* '''PickupTriggerCooldown''': Time before an object can be picked up again.
'''DropAttackMinFallHeight:''' The minimum fall height required to perform a drop attack.<br>
* '''LeftHandDisabled''': Disables the use of the left hand.
'''DropAttackSearchRadius:''' The search radius for a drop attack.<br>
* '''LeftHandDisabledClimbAnimSpeed''': Animation speed modifier when climbing with one hand.
'''DropAttackTargetDistance2dMax:''' The maximum 2D distance to the target for a drop attack.<br>
* '''InventorySize''': Number of inventory slots available.
'''DropAttackTargetDistanceMin:''' The minimum distance to the target for a drop attack.<br>
* '''ItemsInventorySize''': Total number of item slots.
'''DropAttackTargetDistanceMax:''' The maximum distance to the target for a drop attack.<br>
* '''MaxInventorySize''': Maximum number of inventory slots.
'''DropAttackMaxAngleToTarget:''' The maximum angle to the target for a drop attack.<br>
* '''EquipmentSlotsCount''': Number of slots for equipping gear.
'''DropAttackShockwaveEnabled:''' Whether the drop attack shockwave is enabled.<br>
* '''VisibleEquipmentSlotsCount''': Number of equipment slots shown in the HUD.
'''DropAttackMaxFallHeight:''' The maximum fall height for a drop attack.<br>
* '''ConsumableSlotsCount''': Number of slots for consumables.
'''DeathFromAboveYDistMax:''' The maximum vertical distance for the death from above attack.<br>
* '''VisibleConsumableSlotsCount''': Number of consumable slots displayed in the HUD.
'''DeathFromAboveYDistMin:''' The minimum vertical distance for the death from above attack.<br>
* '''RestrictedEquipmentSlotsCount''': Number of restricted equipment slots (e.g., UV flashlight, binoculars).
'''DeathFromAbove2Dist:''' The distance for the second stage of the death from above attack.<br>
* '''QuickSlotsCount''': Maximum number of quick-access weapon slots.
'''DeathFromAbove2DistMin:''' The minimum distance for the second stage of the death from above attack.<br>
* '''VisibleQuickSlotsCount''': Number of quick slots displayed on the HUD.
'''DeathFromAboveExecuteDist:''' The distance at which the death from above attack is executed.<br>
* '''AmmoSlotsCount''': Number of available ammo slots.
'''DeathFromAboveExecuteTime:''' The time it takes to execute the death from above attack.<br>
* '''StorageAmmoSlotsCount''': Ammo slots available in storage.
'''DeathFromAboveJumpMinTime:''' The minimum time the player needs to be in the air to perform the death from above attack.<br>
* '''StorageEquipmentSlotsCount''': Equipment slots available in storage.
'''DeathFromAboveShockwave:''' Whether the death from above attack creates a shockwave.<br>
* '''StorageConsumablesSlotsCount''': Consumable slots available in storage.
'''DeathFromAboveWithItemEnabled:''' Whether the death from above attack can be performed with an item.<br>
* '''StorageOtherSlotsCount''': Slots for miscellaneous items in storage.
'''DeathFromAboveJumpAvailable:''' Whether the death from above jump is available.<br>
'''ChargeAttack:''' Whether the charge attack is enabled.<br>
'''ChargeStaminaDecreaseFactor:''' The stamina decrease factor for charging attacks.<br>
'''ChargeDamageStaminaMul:''' The stamina multiplier for charge attack damage.<br>
'''ChargeAutoReleaseTime:''' The time for automatically releasing a charge attack.<br>
'''ChargeHoldDuration:''' The hold duration for charge attacks.<br>
'''ChargeWeaponDurabilityMul:''' The weapon durability multiplier for charge attacks.<br>
'''MeleeWpnDurabilityMulReduce:''' The reduction in the weapon durability multiplier for melee weapons.<br>
'''ChargeSpinCrouchOffset:''' The crouch offset for charge spin attacks.<br>
'''ChargeSpinAdditionalRange:''' The additional range for charge spin attacks.


=== 11. Drop Attack Mechanics ===
== Environment and Gameplay ==
* '''DropAttackEnable''': Enables drop attack ('''true''' or '''false''').
* '''DropAttackMinFallHeight''': Minimum height required to trigger a drop attack.
* '''DropAttackSearchRadius''': Radius within which enemies can be targeted.
* '''DropAttackTargetDistance2dMax''': Maximum horizontal distance for a drop attack target.
* '''DropAttackTargetDistanceMin''': Minimum target distance for a drop attack.
* '''DropAttackTargetDistanceMax''': Maximum target distance for a drop attack.
* '''DropAttackMaxAngleToTarget''': Maximum angle allowed between the player and target.
* '''DropAttackShockwaveEnabled''': Enables/disables a shockwave effect upon impact.
* '''DropAttackMaxFallHeight''': Maximum fall height for a successful drop attack.


=== 12. Death From Above Mechanics ===
'''MoveSlopeSpeed:''' The movement speed on slopes.<br>
* '''DeathFromAboveYDistMax''': Maximum vertical distance for executing a "Death From Above" attack.
'''AutoSlopeAddSpeed:''' The additional speed applied when auto-sloping.<br>
* '''DeathFromAboveYDistMin''': Minimum vertical distance required for an attack.
'''AdvancedParkourAutoSlopeAddSpeed:''' The additional speed applied when auto-sloping with advanced parkour enabled.<br>
* '''DeathFromAbove2Dist''': Distance parameter for alternate executions.
'''SlopeMaxVelStruggle:''' The maximum velocity at which the player can struggle on a slope.<br>
* '''DeathFromAbove2DistMin''': Minimum distance for alternative execution.
'''AllowSlopeStruggle:''' Whether the player is allowed to struggle on slopes.<br>
* '''DeathFromAboveExecuteDist''': Execution range for "Death From Above" attack.
'''AutoSlopeStruggle:''' Whether auto-slope struggle is enabled.<br>
* '''DeathFromAboveExecuteTime''': Time required to complete the execution.
'''PoleWantedPositionTime:''' The time it takes to reach the wanted position on a pole.<br>
* '''DeathFromAboveJumpMinTime''': Minimum time before jumping allows an execution.
'''PoleWantedPositionTimeBegin:''' The time it takes to reach the wanted position on a pole at the beginning.<br>
* '''DeathFromAboveShockwave''': Enables/disables a shockwave effect.
'''PoleMinStartSpeed:''' The minimum speed required to start using a pole.<br>
* '''DeathFromAboveWithItemEnabled''': Allows executing "Death From Above" with an item.
'''PoleOffset:''' The offset from the pole.<br>
* '''DeathFromAboveJumpAvailable''': Enables jumping as part of the execution.
'''PoleAddOffset:''' The additional offset from the pole.<br>
'''PoleInertia:''' The inertia of the pole.<br>
'''PoleAngleMultiplier:''' The multiplier for the pole angle.<br>
'''PoleAngleUpdateTime:''' The time it takes to update the pole angle.<br>
'''PoleHandInfluenceBegin:''' The influence of the hand on the pole at the beginning.<br>
'''PoleMoveTime:''' The time it takes to move on the pole.<br>
'''PoleMoveWait:''' The wait time before moving on the pole.<br>
'''CanStandOnMonkeyBar:''' Whether the player can stand on a monkey bar.<br>
'''MonkeyBarChangeRangeY:''' The vertical range for changing monkey bars.<br>
'''MonkeyBarChangeRange2D:''' The 2D range for changing monkey bars.<br>
'''CanRecieveXPProficiency:''' Whether the player can receive XP for proficiency.<br>
'''SprintExhausted:''' Whether the player can sprint when exhausted.<br>
'''ExhaustedMoveMaxSpeedFactor:''' The maximum speed factor when exhausted.<br>
'''TackleTimeToRegenOnEmpty:''' The time it takes for stamina to regenerate after a tackle when empty.<br>
'''MoveSprintStaminaConsumption:''' The stamina consumption for sprinting.<br>
'''MoveSpeedFitnessFactor:''' The fitness factor for movement speed.<br>
'''MoveSpeedFitnessFactorTime:''' The time it takes for the movement speed fitness factor to take effect.<br>
'''SkipObstacleMechanimsOnEnemyProb:''' The probability of skipping obstacle mechanisms when hitting an enemy.<br>
'''CanThrowInLookback:''' Whether the player can throw while looking back.<br>
'''ChallengeStaminaDropMul:''' The stamina drop multiplier for challenges.<br>
'''ZipLineMinSpeed:''' The minimum speed on a zipline.<br>
'''ZipLineMaxSpeed:''' The maximum speed on a zipline.<br>
'''ZipLineAcceleration:''' The acceleration on a zipline.<br>
'''ZipLineMaxAcceleratedSpeed:''' The maximum accelerated speed on a zipline.<br>
'''ZipLineAboveSlideEnabled:''' Whether sliding is enabled above the zipline.<br>
'''HarmfulHeight:''' The height at which falling damage is dealt.<br>
'''LargeFallHeight:''' The height at which a large fall occurs.<br>
'''LethalHeight:''' The height at which a lethal fall occurs.<br>
'''FallHeightFilter:''' The filter for fall height.<br>
'''AmortizedHarmfulHeight:''' The amortized height at which falling damage is dealt.<br>
'''AmortizedLethalHeight:''' The amortized height at which a lethal fall occurs.<br>
'''FallingHeightToRespawn:''' The height at which the player respawns after falling.<br>
'''CrouchDampingWindowTime:''' The time window for crouch damping.<br>
'''EnableFallHelperModule:''' Whether the fall helper module is enabled.<br>
'''MinTimeBetweenJumps:''' The minimum time between jumps.<br>
'''DoubleJumpInOverAndOn:''' Whether double jump is enabled in over and on states.<br>
'''CoolodownFailDisplayTime:''' The display time for cooldown fail messages.<br>
'''SquirrelSuitExtraGravity:''' The extra gravity applied when using the squirrel suit.<br>
'''SquirrelSuitMoveSpeed:''' The movement speed when using the squirrel suit.<br>
'''BalanceLineHelperYDist:''' The vertical distance for the balance line helper.<br>
'''BalanceLineHelper2DDist:''' The 2D distance for the balance line helper.<br>
'''ParkourStaminaSlopeStruggleAdditional:''' The additional stamina cost for struggling on a slope.<br>
'''SwimSecondsUnderWater:''' The number of seconds the player can swim underwater.<br>
'''SwimNitroAvailable:''' Whether nitro can be used while swimming.<br>
'''CustomMoveSlowVersionIfExist:''' Whether to use the custom move slow version if it exists.<br>
'''FallDamageReduction:''' The fall damage reduction.<br>
'''TriggerUsingIntervalMul:''' The multiplier for the trigger using interval.<br>
'''RemoteTriggerMarkDuration:''' The duration of the remote trigger mark.<br>
'''RemoteExplosiveMarkDuration:''' The duration of the remote explosive mark.<br>
'''AutoTackleEnabled:''' Whether auto tackle is enabled.<br>
'''GrenadeBlastIndicatorRange:''' The range of the grenade blast indicator.<br>
'''ThrowableExplosiveBlastIndicatorRange:''' The range of the throwable explosive blast indicator.<br>
'''NoiseLandingLowHeight:''' The height at which a noise landing is considered low.<br>
'''PassiveLandingNoiseLevelChange:''' The number of passive landings required to increase the noise level.<br>
'''PassiveLandingNoiseResetTime:''' The time it takes for the passive landing noise counter to reset.<br>
'''AutoSlope:''' Whether auto-slope is enabled.<br>
'''UseSlopeAnalyzer:''' Whether the slope analyzer is used.<br>
'''ValidAutoCatchAngle:''' The valid angle for automatically catching objects.<br>
'''AntizineValueToShoUVLightsLocations:''' The Antizin value at which UV light locations are shown on the radar.<br>
'''NightRunnerTimeInNightToActivate:''' The time required to be in the night to activate night runner.<br>
'''HiglightNearEnemies:''' Whether to highlight near enemies.<br>
'''PerfectRepairChance:''' The chance of a perfect repair.<br>
'''ParkourActionAutoExecuteOffsetFromCamera:''' The offset from the camera for automatically executing parkour actions.<br>
'''StaminaGainOnKill:''' The amount of stamina gained on kill.<br>
'''WantedLevelDropSpeedMul:''' The multiplier for the wanted level drop speed.<br>
'''ThoroughSearch:''' Whether thorough searching is enabled.<br>
'''MapPlayableAreaTeleportTime:''' The time it takes to teleport to the playable area of the map.<br>
'''ToxinsImmunity:''' Whether the player is immune to toxins.<br>
'''ImmunityTimerShowInterval:''' The interval at which the immunity timer is shown.<br>
'''DuckBlockTimeAfterDialog:''' The time for which ducking is blocked after dialog.<br>
'''FlyRamMinTime:''' The minimum time for the fly ram attack.<br>
'''TreeAmortizerEnabled:''' Whether the tree amortizer is enabled.<br>
'''DoorSkylightEnabled:''' Whether door skylights are enabled.<br>
'''NagewazaEnable:''' Whether Nagewaza is enabled.<br>
'''AnomalyGearEffectEnabled:''' Whether the anomaly gear effect is enabled.<br>
'''InvertMovementInputs:''' Whether movement inputs are inverted.<br>
'''BlockConsumableUsage:''' Whether consumable usage is blocked.<br>
'''BlockInjectorsUsage:''' Whether injector usage is blocked.<br>
'''AirTakedownEnabled:''' Whether air takedowns are enabled.<br>
'''BlockHealthRegenerationDuringGrab:''' Whether health regeneration is blocked during grabs.<br>
'''ManualSprintTimeScaledByMaxStamina:''' Whether the manual sprint time is scaled by maximum stamina.<br>
'''ManualSprintEyesClosureEnabled:''' Whether eye closure is enabled during manual sprinting.<br>
'''AllowNitroActivationDuringAfterBoost:''' Whether nitro activation is allowed during the after boost.<br>
'''EnableFullBodyBalanceAnimationsWhenStanding:''' Whether full body balance animations are enabled when standing.<br>
'''ForceChemicalEffect:''' Whether to force the chemical effect.<br>
'''DisplaySelectedItemOutfitVisOnlyWithNoOtherCurrentItem:''' Whether to only display the selected item outfit visually when there is no other current item.<br>
'''UseQuickslotForItemOutfitVis:''' Whether to use the quickslot for the item outfit visual.<br>
'''ApplyRagdollOnCrit:''' Whether to apply ragdoll on critical hits.<br>
'''ApplyRagdollOnChargeAttackWhenHealthIsFull:''' Whether to apply ragdoll on charge attacks when health is full.<br>
'''ApplyStunOnCrit:''' Whether to apply stun on critical hits.<br>
'''TowerRaid_NoTimeToWaste:''' Whether the "No Time to Waste" tower raid modifier is active.<br>
'''TowerRaid_TimeIsRunningOut:''' Whether the "Time Is Running Out" tower raid modifier is active.<br>
'''TowerRaid_WorthTheEffort:''' Whether the "Worth the Effort" tower raid modifier is active.<br>
'''TowerRaid_SelfSabotage:''' Whether the "Self Sabotage" tower raid modifier is active.<br>
'''TowerRaid_ElementalAggression:''' Whether the "Elemental Aggression" tower raid modifier is active.<br>
'''TowerRaid_ElementalEndurance:''' Whether the "Elemental Endurance" tower raid modifier is active.<br>
'''TowerRaid_ElementalResistance:''' Whether the "Elemental Resistance" tower raid modifier is active.<br>
'''TowerRaid_FaultyProvisions:''' Whether the "Faulty Provisions" tower raid modifier is active.<br>
'''TowerRaid_WarOnDrugs:''' Whether the "War on Drugs" tower raid modifier is active.<br>
'''TowerRaid_ChronicInvincibility_IsAfterOneHitImmuneInProgress:''' Whether the "Chronic Invincibility" tower raid perk is currently providing one-hit immunity.<br>
'''InfectedGrabBlocked:''' Whether infected grabs are blocked.<br>
'''EnemyAffectedByBurningDamageMulFactor:''' The damage multiplier factor for enemies affected by burning.


=== 13. Survivor Sense Mechanics ===
* '''SurvivorSenseEnabled''': Enables survivor sense.
* '''CanUseSenseWhenMoving''': Allows the use of survivor sense while moving.
* '''SurvivorSenseCooldown''': Cooldown time before survivor sense can be used again.
* '''SurvivorSensePreparationTime''': Hold time required before activating survivor sense.
* '''SurvivorSensePreparationTimeWhenAiming''': Hold time required when aiming.


==== Survivor Sense Visuals ====
* '''SurvivorSenseRange''': Maximum range of survivor sense.
* '''SurvivorSenseOpacity''': Strength of survivor sense effects (0.0 - 1.0).
* '''SurvivorSenseWaveDuration''': Duration of the survivor sense wave.
* '''SurvivorSenseIconDuration''': Duration that icons remain on screen.
* '''SurvivorSenseAIDuration''': Duration that AI enemies remain highlighted.


==== Height Detection Settings ====
* '''SurvivorSenseAIHeight''': Maximum height at which survivor sense detects AI.
* '''SurvivorSenseAIHeightInterior''': AI detection height for indoor environments.
* '''SurvivorSenseObjectHeight''': Maximum height for object detection.
* '''SurvivorSenseObjectHeightInterior''': Object detection height indoors.
==== Detection Ranges ====
* '''SurvivorSenseAIRange''': Maximum detection range for AI.
* '''SurvivorSenseRestingAIRange''': Maximum detection range for sleeping AI.
* '''SurvivorSenseAIIndicatorRange''': Range for displaying enemy indicators.
* '''SurvivorSenseEnemyBehindPlayerMaxDistance''': Distance behind player where enemies can be detected.
=== 14. Swimming Mechanics ===
* '''SwimMoveSpeed''': Default movement speed while swimming.
* '''SwimSprintSpeed''': Speed boost when sprinting in water.
* '''SwimImpulseSpeed''': Impulse speed boost when pushing off.
* '''SwimStrafeSpeed''': Speed when strafing in water.
* '''SwimAcceleration''': Acceleration when moving in water.
* '''SwimUpAcceleration''': Acceleration when swimming upwards.
=== 15. Sprint & Parkour Mechanics ===
* '''SprintNitroStartStaminaConsumption''': Stamina consumed when activating Nitro Sprint.
* '''SprintNitroDuration''': Duration of Nitro Sprint effect.
* '''SprintNitroCooldown''': Cooldown before Nitro Sprint can be used again.
* '''MoveSlopeSpeed''': Speed modifier when running on slopes.
* '''AutoSlopeAddSpeed''': Speed automatically added when running downhill.
* '''AdvancedParkourAutoSlopeAddSpeed''': Enhanced speed bonus for advanced parkour.
* '''MinTimeBetweenJumps''': Minimum delay between jumps.
=== 16. Camera & Look Sensitivity ===
* '''LookVertSpeed_Pad''': Vertical look speed for controllers.
* '''LookHorzSpeed_Pad''': Horizontal look speed for controllers.
* '''LookVertAcc_Pad''': Vertical acceleration when looking.
* '''LookHorzAcc_Pad''': Horizontal acceleration when looking.
* '''LookVertDec_Pad''': Vertical deceleration when stopping movement.
* '''LookHorzDec_Pad''': Horizontal deceleration when stopping movement.
* '''LookVertSpeed_Mouse''': Vertical look speed for mouse users.
* '''LookHorzSpeed_Mouse''': Horizontal look speed for mouse users.
* '''LookVertAcc_Mouse''': Vertical acceleration for mouse input.
* '''LookHorzAcc_Mouse''': Horizontal acceleration for mouse input.
=== 17. Jumping & Landing Mechanics ===
* '''JumpRetryTime''': Time window in which a jump input is retried.
* '''JumpTapTime''': Minimum time required for a jump tap to register.
* '''HoldJumpHeight''': Maximum height achieved when holding the jump button.
* '''NormalHoldJumpTime''': Hold time required for a normal jump.
* '''AdvancedParkourNormalHoldJumpTime''': Hold time required for advanced parkour jumps.
* '''MonkeyBarHoldJumpTime''': Hold time required when jumping from a monkey bar.
* '''RopeHoldJumpTime''': Hold time required when jumping from a rope.
* '''NormalJumpHeight''': Height of a standard jump.
* '''AdvancedParkourNormalJumpHeight''': Height of a standard jump with advanced parkour enabled.
* '''DoubleJumpHeight''': Height of a double jump.
* '''FarJumpHeight''': Height of a far jump.
* '''FarJumpAvailable''': Enables far jump ability.
* '''FarJumpTackleMaxHeightDiff''': Maximum height difference allowed for a far jump tackle.
* '''FarJumpTackleMinDistanceToActivate''': Minimum distance required to activate a far jump tackle.
* '''LandOnAiMinFallHeight''': Minimum fall height needed to land on an AI.
==== Jump Rotation & Landing Control ====
* '''JumpRotateAvailable''': Enables jump rotation.
* '''BlockClimbAfterRotateDuration''': Time after jump rotation before climbing is blocked.
* '''JumpHeightFromLookMaxAdd''': Maximum additional height based on look direction.
* '''JumpHeightFromLookMinAngle''': Minimum look angle for height increase.
* '''JumpHeightFromLookMaxAngle''': Maximum look angle for height increase.
* '''JumpOnHeight''': Height required to perform a jump-on maneuver.
* '''FarAndDoubleJumpMaxDist''': Maximum distance for far and double jumps.
* '''FarAndDoubleJumpMinDist''': Minimum distance for far and double jumps.
=== 18. Climbing & Hanging Mechanics ===
==== Hang & Shimmy ====
* '''AngleToReleaseHand''': Angle at which the player releases from a ledge.
* '''AngleToPutBackHand''': Angle at which the player can put their hand back on a ledge.
* '''AngleToChangeHands''': Angle required to switch hands when hanging.
* '''AllowToJumpSoonerFromEdge''': Enables early jump from edges.
* '''ShimmyUpRange''': Distance required to shimmy up.
* '''ShimmyDownRange''': Distance required to shimmy down.
* '''ShimmyBackwardRange''': Distance required to shimmy backward.
* '''ShimmyForwardRange''': Distance required to shimmy forward.
* '''ShimmyFakeJumpFrwdRange''': Distance required for a fake jump while shimmying.
* '''ShimmySideRange''': Distance required for a side shimmy.
* '''LadderToShimmySideRange''': Distance required for transitioning from a ladder to a shimmy.
* '''ShimmyVertSideRange''': Vertical distance for shimmy movement.
* '''ShimmyAngleTollerance''': Maximum angle deviation allowed during a shimmy.
* '''ShimmyBestRange''': Optimal range for smooth shimmy movement.
* '''ShimmyTurnSideRange''': Distance required to turn while shimmying.
* '''ShimmyTurnUpAndDownRange''': Distance required to turn up or down while shimmying.
* '''ShimmyLookMoveDeadZoneVertUp''': Vertical look dead zone when moving up.
* '''ShimmyLookMoveDeadZoneVertDown''': Vertical look dead zone when moving down.
* '''ShimmyLookMoveDeadZoneHorz''': Horizontal look dead zone when moving sideways.
* '''ShimmyJumpAssistDuration''': Duration of assisted jumps during shimmying.
* '''ShimmyFakeJumpStaminaCostMinDist''': Minimum stamina cost for fake jumps.
* '''ShimmyFakeJumpStaminaCostDrain''': Stamina drain rate for fake jumps.
* '''ShimmyLookAngleToBreakShimmy''': Look angle that causes the player to drop from a shimmy.
=== 19. Grappling Hook Mechanics ===
* '''CanUseHook''': Enables/disables the grappling hook.
* '''GrapplePullToEnemyEnabled''': Allows pulling the player toward an enemy.
* '''GrappleHookLevel''': Level required to unlock the grappling hook.
* '''GraplePullRange''': Maximum range of the grappling hook pull.
* '''GraplePullStaminaCost''': Stamina cost for grappling hook pull.
* '''GraplePullVelMin''': Minimum velocity when pulling.
* '''GraplePullVelMid''': Mid-level velocity when pulling.
* '''GraplePullVelMax''': Maximum velocity when pulling.
* '''GraplePullJumpHeightMin''': Minimum jump height when grappling.
* '''GraplePullJumpHeightMid''': Mid-level jump height when grappling.
* '''GraplePullJumpHeightMax''': Maximum jump height when grappling.
* '''GraplePullMinAngle''': Minimum angle required to pull.
* '''GraplePullMidAngle''': Mid-level angle for grappling.
* '''GraplePullMaxAngle''': Maximum angle for grappling.
* '''GraplePullScaleDownFactor''': Factor affecting scaling during grappling.
* '''GraplePullExtraGravityOnPull''': Additional gravity applied when grappling.
=== 20. Miscellaneous ===
* '''ImmortalityBuff''': Enables player immortality.
* '''NightVisionEnabled''': Enables night vision.
* '''CameraDefaultFOV''': Default field of view.
* '''HealingMovementSpeedMul''': Speed multiplier while healing.
* '''ThrownWeaponStickChance''': Probability of thrown weapons sticking to surfaces.
* '''CraftItemsEnabled''': Allows crafting of items.
* '''CraftWeaponsEnabled''': Allows crafting of weapons.
* '''MoveForwardMinSpeed''': Minimum forward movement speed.
* '''MoveForwardMaxSpeed''': Maximum forward movement speed.
* '''MoveBackwardMinSpeed''': Minimum backward movement speed.
* '''MoveBackwardMaxSpeed''': Maximum backward movement speed.
* '''MoveStrafeMinSpeed''': Minimum strafe movement speed.
* '''MoveStrafeMaxSpeed''': Maximum strafe movement speed.
* '''MoveSprintMinSpeed''': Minimum sprint speed.
* '''MoveSprintSpeed''': Maximum sprint speed.
* '''MoveAcceleration''': Rate of acceleration for movement.
* '''MoveDeceleration''': Rate of deceleration when stopping.
=== 21. Blocking & Shield Mechanics ===
* '''CanBlockPowerAttackWith2HandedHeavy''': Allows blocking power attacks with heavy weapons.
* '''ShieldEnabled''': Enables shield usage.
* '''StaminaCooldownAfterBlock''': Stamina cooldown after blocking.
* '''BrokenBlockDamageMul''': Damage multiplier for blocking a broken attack.
* '''PowerAttackShieldBlockDamageMul''': Damage multiplier when blocking a power attack.
* '''BrokenBlockPhysicsDamageMul''': Physics damage multiplier when blocking.
* '''BlockLightAttackStaminaCost''': Stamina cost for blocking light attacks.
* '''BlockHeavyAttackStaminaCost''': Stamina cost for blocking heavy attacks.
* '''BlockWithHeavyWeaponStaminaMul''': Stamina multiplier for blocking with heavy weapons.
* '''BlockWithLightWeaponStaminaMul''': Stamina multiplier for blocking with light weapons.
* '''BlockStaminaRegenEnabled''': Enables stamina regeneration while blocking.
* '''BlockStaminaRegenFactor''': Stamina regeneration rate while blocking.
* '''BlockLightAttackPushBack''': Push-back effect of blocking light attacks.
* '''BlockHeavyAttackPushBack''': Push-back effect of blocking heavy attacks.
* '''BlockPushRange''': Range of a push when blocking.
* '''BlockPushHalfAngle''': Half-angle coverage for blocking push.
* '''BlockPushStaminaRecoverAmount''': Amount of stamina recovered after a successful block.





Latest revision as of 23:19, 12 February 2025

This file contains a script that defines various player parameters in the game Dying Light 2.

Animation

AnimGraph_BankName: The name of the animation graph bank.
AnimGraph_GraphName: The name of the animation graph.
AnimGraph_PresetName: The name of the animation graph preset.
AnimGraph_BindNamespace: The namespace to bind the animation graph to.

Movement

ManualSloMoEnabled: Whether manual slow motion is enabled.
ManualSloMoCooldown: The cooldown time for manual slow motion.
WallRunFrontEnabled: Whether wall running on the front is enabled.
WallRunFrontPeakDelay: The delay before reaching the peak of a front wall run.
WallRunFrontHeightNitro: The height the player can reach when wall running on the front with nitro.
WallRunFrontHeight: The height the player can reach when wall running on the front without nitro.
WallRunFrontMinAngleToStartAscend: The minimum angle to start ascending during a front wall run.
WallRunFrontMinYVelToAscend: The minimum vertical velocity to start ascending during a front wall run.
WallRunSideEnabled: Whether wall running on the side is enabled.
WallRunSideMinAngleToStart: The minimum angle to start a side wall run.
WallRunSideMaxAngleToStart: The maximum angle to start a side wall run.
WallRunSideNitroSprintSpeedMod: The speed modifier for side wall running with nitro.
WallRunSideMinDuration: The minimum duration of a side wall run.
WallRunSideMaxDuration: The maximum duration of a side wall run.
WallRunSideWithoutNitroTimePenalty: The time penalty for side wall running without nitro.
WallRunSideMinSideInput: The minimum side input required to start a side wall run.
WallrunHoldJumpTime: The time the player needs to hold the jump button to perform a wall run.
WallRunSideMaxSpeed: The maximum speed of a side wall run.
WallRunSideMinSpeed: The minimum speed of a side wall run.
WallRunSideAcc: The acceleration of a side wall run.
WallRunSideDecc: The deceleration of a side wall run.
WallRunSloMoDuration: The duration of slow motion during a wall run.
WallRunMaxSequence: The maximum number of wall runs that can be chained together.
WallRunTimeTolleranceFromSprint: The time tolerance between a sprint and a wall run.
WallRunExtraGravityWhenAscending: The extra gravity applied when ascending during a wall run.
WallRunMinTimeBetweenWallrun: The minimum time between wall runs.
WallRunAutoEnter: Whether wall runs are automatically entered.
WallRunKickEnabled: Whether the wall run kick is enabled.
WallJumpFrontEnabled: Whether wall jumping on the front is enabled.
WallJumpFrontLookForwardEnabled: Whether the player needs to look forward to wall jump on the front.
WallJumpFrontSpeed: The speed of a front wall jump.
WallJumpFrontRotateEnabled: Whether the player can rotate during a front wall jump.
WallRunFrontExtraGravityWhenFalling: The extra gravity applied when falling during a front wall run.
WallRunSideJumpForwardMinForwardInput: The minimum forward input required to jump forward during a side wall run.
WallJumpSideEnabled: Whether wall jumping on the side is enabled.
WallJumpSideSpeed: The speed of a side wall jump.
WallRunSideExtraGravityWhenFalling: The extra gravity applied when falling during a side wall run.
WallRunSideExtraGravityInEnding: The extra gravity applied when ending a side wall run.
WallRunSideLookRestrHorz: The horizontal look restriction during a side wall run.
WallRunSideThrowLookRestrHorz: The horizontal look restriction when throwing during a side wall run.
WallJumpSideMoveInputMaxAngle: The maximum angle of the move input during a side wall jump.
WallRunFrontLookRestrMinVert: The minimum vertical look restriction during a front wall run.
WallRunFrontLookRestrHorz: The horizontal look restriction during a front wall run.
DownedLookRestrHorz: The horizontal look restriction when downed.
DownedLookRestrMaxVert: The maximum vertical look restriction when downed.
DownedLookRestrMinVert: The minimum vertical look restriction when downed.
MoveSlopeSpeed: The movement speed on slopes.
AutoSlopeAddSpeed: The additional speed applied when auto-sloping.
AdvancedParkourAutoSlopeAddSpeed: The additional speed applied when auto-sloping with advanced parkour enabled.
SlopeMaxVelStruggle: The maximum velocity at which the player can struggle on a slope.
AllowSlopeStruggle: Whether the player is allowed to struggle on a slope.
AutoSlopeStruggle: Whether auto-slope struggle is enabled.
PoleWantedPositionTime: The time it takes to reach the wanted position on a pole.
PoleWantedPositionTimeBegin: The time it takes to reach the wanted position on a pole at the beginning.
PoleMinStartSpeed: The minimum speed required to start using a pole.
PoleOffset: The offset from the pole.
PoleAddOffset: The additional offset from the pole.
PoleInertia: The inertia of the pole.
PoleAngleMultiplier: The multiplier for the pole angle.
PoleAngleUpdateTime: The time it takes to update the pole angle.
PoleHandInfluenceBegin: The influence of the hand on the pole at the beginning.
PoleMoveTime: The time it takes to move on the pole.
PoleMoveWait: The wait time before moving on the pole.
CanStandOnMonkeyBar: Whether the player can stand on a monkey bar.
MonkeyBarChangeRangeY: The vertical range for changing monkey bars.
MonkeyBarChangeRange2D: The 2D range for changing monkey bars.
SprintExhausted: Whether the player can sprint when exhausted.
ExhaustedMoveMaxSpeedFactor: The maximum speed factor when exhausted.
MoveSprintStaminaConsumption: The stamina consumption for sprinting.
MoveSpeedFitnessFactor: The fitness factor for movement speed.
MoveSpeedFitnessFactorTime: The time it takes for the movement speed fitness factor to take effect.
ZipLineMinSpeed: The minimum speed on a zipline.
ZipLineMaxSpeed: The maximum speed on a zipline.
ZipLineAcceleration: The acceleration on a zipline.
ZipLineMaxAcceleratedSpeed: The maximum accelerated speed on a zipline.
ZipLineAboveSlideEnabled: Whether sliding is enabled above the zipline.
SwimMoveSpeed: The movement speed when swimming.
SwimSprintSpeed: The sprint speed when swimming.
SwimImpulsSpeed: The impulse speed when swimming.
SwimStrafeSpeed: The strafe speed when swimming.
SwimAcceleration: The acceleration when swimming.
SwimUpAcceleration: The upward acceleration when swimming.
SprintEffects: Whether sprint effects are enabled.
SprintEffectsInPGandRG: Whether sprint effects are enabled in paragliding and rope gliding.
SprintWithoutInput: Whether sprinting is possible without input.
SprintNitroAcceleration: The acceleration when using nitro sprint.
SprintNitroFovMul: The FOV multiplier when using nitro sprint.
SprintNitroMaxSpeedAdd: The maximum speed added when using nitro sprint.
SprintAutoStartTime: The time it takes to automatically start sprinting.
SprintNitroAccelerationSlowdownMod: The slowdown modifier for sprint nitro acceleration.
MoveForwardMinSpeed: The minimum forward movement speed.
MoveForwardMaxSpeed: The maximum forward movement speed.
MoveBackwardMinSpeed: The minimum backward movement speed.
MoveBackwardMaxSpeed: The maximum backward movement speed.
MoveStrafeMinSpeed: The minimum strafe movement speed.
MoveStrafeMaxSpeed: The maximum strafe movement speed.
MoveSprintMinSpeed: The minimum sprint movement speed.
MoveSprintSpeed: The sprint movement speed.
MoveAcceleration: The movement acceleration.
MoveAccelerationInAttackRest: The movement acceleration when attacking from rest.
MoveSprintMinAcceleration: The minimum sprint movement acceleration.
MoveSprintAcceleration: The sprint movement acceleration.
MoveDeceleration: The movement deceleration.
MoveGlideDownMaxSpeed: The maximum downward gliding speed.
MoveGlideDownDeceleration: The downward gliding deceleration.

Combat

FirearmsCrossbowAccuracyFactor: The accuracy factor for the crossbow.
BowAccuracyFactor: The accuracy factor for the bow.
FirearmsHarpoonAccuracyFactor: The accuracy factor for the harpoon.
MinTimeToGiveCollisionDamage: The minimum time between giving collision damage.
CanMeleeInAir: Whether the player can melee in the air.
BowBeginDurationFactor: The duration factor for the beginning of a bow shot.
BowMaxSpeedFactor: The speed factor for the maximum speed of a bow shot.
BowPenetrationAddMaxSpeed: Whether to add maximum speed to a bow shot for penetration.
BowStaminaShoot: The stamina cost for shooting the bow.
BowStaminaChargingPerSecond: The stamina cost per second for charging the bow.
BowChargeDamageMul: The damage multiplier for a charged bow shot.
BowZoomValue: The zoom value for the bow.
BowZoomUpTime: The time it takes to zoom in with the bow.
BowZoomDownTime: The time it takes to zoom out with the bow.
BowEnableShootWhileParkouring: Whether the player can shoot the bow while parkouring.
BowEnableSlowMoShootWhileParkouring: Whether slow motion is enabled when shooting the bow while parkouring.
BowSwayAmplitudeFactor: The amplitude factor for the bow sway.
BowSwayPosTime: The time it takes for the bow sway to reach its maximum position.
BowPutArrowDuration: The duration of the animation for putting an arrow on the bow.
BowAllowShootZoomFactor: The zoom factor allowed when shooting the bow.
BowPenetrationEnabled: Whether bow penetration is enabled.
BowDestroyArrowWhenHit: Whether to destroy the arrow when it hits something.
BowMinReadyTimeToShoot: The minimum ready time to shoot the bow.
BowAutoZoomTime: The time it takes to automatically zoom in with the bow.
BowZoomEnabled: Whether bow zoom is enabled.
BowSlowMoTimeMul: The time multiplier for slow motion when using the bow.
BowSlowMoAccuracyMul: The accuracy multiplier for slow motion when using the bow.
SlowMoDurationToCancel: The duration of slow motion before it can be canceled.
BowMaxThrowFactor: The maximum throw factor for the bow.
BowAutoReleaseTime: The time it takes to automatically release the bow.
BowMultiShotMinTimeToActivate: The minimum time to activate multi-shot with the bow.
BowEnableDamageScalingByForce: Whether to enable damage scaling by force for the bow.
BowPowerShotEnabled: Whether the bow power shot is enabled.
BowPowerShotWhileSlidingEnabled: Whether the bow power shot can be used while sliding.
BowPowerShotPrepareDuration: The duration of the preparation phase for the bow power shot.
BowPowerShotPrepareDmgMultiplier: The damage multiplier for the preparation phase of the bow power shot.
BowPowerShotChargeStartDuration: The duration of the charge start phase for the bow power shot.
BowPowerShotChargeStartDmgMultiplier: The damage multiplier for the charge start phase of the bow power shot.
BowPowerShotPerfectChargeStartDuration: The duration of the perfect charge start phase for the bow power shot.
BowPowerShotPerfectChargeStartDmgMultiplier: The damage multiplier for the perfect charge start phase of the bow power shot.
BowPowerShotPerfectChargeDuration: The duration of the perfect charge phase for the bow power shot.
BowPowerShotPerfectChargeDmgMultiplier: The damage multiplier for the perfect charge phase of the bow power shot.
BowPowerShotOverchargeStartDuration: The duration of the overcharge start phase for the bow power shot.
BowPowerShotOverchargeStartDmgMultiplier: The damage multiplier for the overcharge start phase of the bow power shot.
BowPowerShotOverchargeDuration: The duration of the overcharge phase for the bow power shot.
BowPowerShotOverchargeDmgMultiplier: The damage multiplier for the overcharge phase of the bow power shot.
BowPowerShotAbortDuration: The duration of the abort phase for the bow power shot.
BowPowerShotAbortDmgMultiplier: The damage multiplier for the abort phase of the bow power shot.
BowPowerShotChargeStartBlurValue: The blur value for the charge start phase of the bow power shot.
BowPowerShotPerfectChargeBlurValue: The blur value for the perfect charge phase of the bow power shot.
ArrowsCanBePickedUp: Whether arrows can be picked up.
StrengthDamageMul: The damage multiplier for strength.
MeleeDamageMul: The damage multiplier for melee attacks.
PeacekeeperBeerRamDamageMul: The damage multiplier for the Peacekeeper beer ram attack.
MeleeDamageFullStaminaMul: The damage multiplier for melee attacks with full stamina.
MeleeDamageLowStaminaMul: The damage multiplier for melee attacks with low stamina.
MeleeDamageFastHitMul: The damage multiplier for fast melee hits.
MeleeDamageFullHealthMul: The damage multiplier for melee attacks with full health.
MeleeDamageLowHealthMul: The damage multiplier for melee attacks with low health.
MeleeLowStaminaForceAndPhxMul: The force and physics damage multiplier for melee attacks with low stamina.
KickBaseDamageMul: The base damage multiplier for kicks.
MeleeVerticalPhysicalDamageMul: The vertical physical damage multiplier for melee attacks.
MeleeBluntRagdollEveryXHit: The number of hits required to ragdoll an enemy with a blunt melee weapon.
KickStaminaUsage: The stamina usage for kicks.
WrestlingKickRangeMul: The range multiplier for the wrestling kick.
WrestlingKickStaminaUsage: The stamina usage for the wrestling kick.
WrestlingKickCooldown: The cooldown time for the wrestling kick.
AirKickBaseDamageMul: The base damage multiplier for air kicks.
AirKickPhysicsDamage: The physics damage multiplier for air kicks.
AirKickRangeMul: The range multiplier for air kicks.
AirKickStaminaUsage: The stamina usage for air kicks.
RangeMeleeMul: The range multiplier for melee attacks.
MaxVerticalAngleForRangeMeleeCorrection: The maximum vertical angle for range melee correction.
FirearmsPistolReloadTimeMul: The reload time multiplier for pistols.
FirearmsRevolverReloadTimeMul: The reload time multiplier for revolvers.
FirearmsRifleReloadTimeMul: The reload time multiplier for rifles.
FirearmsShotgunReloadTimeMul: The reload time multiplier for shotguns.
FirearmsPistolAccuracyFactor: The accuracy factor for pistols.
FirearmsRevolverAccuracyFactor: The accuracy factor for revolvers.
FirearmsRifleAccuracyFactor: The accuracy factor for rifles.
FirearmsShotgunAccuracyFactor: The accuracy factor for shotguns.
FirearmsPistolRecoilFactor: The recoil factor for pistols.
FirearmsRevolverRecoilFactor: The recoil factor for revolvers.
FirearmsRifleRecoilFactor: The recoil factor for rifles.
FirearmsShotgunRecoilFactor: The recoil factor for shotguns.
FirearmsAutoZoomTime: The time for automatically zooming in with firearms.
FirearmsZoomEnabled: Whether zooming is enabled for firearms.
FirearmsPowerShotTime: The time for the firearms power shot.
FirearmsMultiShotMinTimeToActivate: The minimum time to activate multi-shot with firearms.
FirearmEnableSlowMoShootWhileParkouring: Whether slow motion is enabled when shooting firearms while parkouring.
FirearmsParkourSlomoAutomaticFireMaxShots: The maximum number of shots allowed in slow motion when shooting firearms while parkouring.
ThrownWeaponStickChance: The chance of a thrown weapon sticking.
StunDuration: The duration of the stun effect.
CanBlockPowerAttackWith2HandedHeavy: Whether power attacks can be blocked with a two-handed heavy weapon.
BrokenBlockDamageMul: The damage multiplier for a broken block.
PowerAttackShieldBlockDamageMul: The damage multiplier for blocking a power attack with a shield.
BrokenBlockPhysicsDamageMul: The physics damage multiplier for a broken block.

Items and Inventory

ChemicalPostProcesFadeOut: The fade out time for the chemical post-processing effect.
ChemicalPostProcesFadeIn: The fade in time for the chemical post-processing effect.
ChemicalDamageDuration: The duration of chemical damage.
ChemicalDamagePerSecond: The amount of chemical damage per second.
WQ_Invert_CamoDelay: The delay before the invert camouflage effect is applied.
WQ_Invert_CamoDuration: The duration of the invert camouflage effect.
WQ_Invert_Delay: The delay before the invert effect is applied.
WQ_Invert_Duration: The duration of the invert effect.
FallHeightToActivateChemicals: The fall height required to activate chemicals.
ChokeCoughDuration: The duration of the choke cough effect.
ChokeCoughTimeBetweenNoise: The time between choke cough noises.
WQ_SlowMo_CamoDelay: The delay before the slow motion camouflage effect is applied.
WQ_SlowMo_CamoDuration: The duration of the slow motion camouflage effect.
WQ_SlowMo_Delay: The delay before the slow motion effect is applied.
WQ_SlowMo_Duration: The duration of the slow motion effect.
WQ_Rot_CamoDelay: The delay before the rotation camouflage effect is applied.
WQ_Rot_CamoDuration: The duration of the rotation camouflage effect.
WQ_Rot_Delay: The delay before the rotation effect is applied.
WQ_Rot_Duration: The duration of the rotation effect.
UnlockedLoadoutsCount: The number of unlocked loadouts.
EquipmentSlotsCount: The number of equipment slots.
VisibleEquipmentSlotsCount: The number of visible equipment slots.
ConsumableSlotsCount: The number of consumable slots.
VisibleConsumableSlotsCount: The number of visible consumable slots.
RestrictedEquipmentSlotsCount: The number of restricted equipment slots.
QuickSlotsCount: The number of quick slots.
VisibleQuickSlotsCount: The number of visible quick slots.
InventorySize: The size of the inventory.
ItemsInventorySize: The size of the items inventory.
MaxInventorySize: The maximum size of the inventory.
AmmoSlotsCount: The number of ammo slots.
StorageAmmoSlotsCount: The number of ammo slots in storage.
StorageEquipmentSlotsCount: The number of equipment slots in storage.
StorageConsumablesSlotsCount: The number of consumable slots in storage.
StorageOtherSlotsCount: The number of other slots in storage.

Player Attributes

HitReactionSpeechProb: The probability of a hit reaction speech event occurring.
PursuitBreakerBlastDamage: The amount of damage dealt by the pursuit breaker blast.
NightXPBonus: The bonus XP multiplier for actions performed at night.
NightExpRequiredDistance: The distance required to earn night XP.
NightExpRequiredActions: The number of actions required to earn night XP.
NightExpRequiredTime: The time required to earn night XP.
NightExpSurvivalConstantAward: The constant XP award for surviving the night.
NightExpActionsReward: The XP reward for performing actions at night.
NightExpLootedReward: The XP reward for looting at night.
NightExpUnspotedReward: The XP reward for remaining undetected at night.
NightExpKillReward: The XP reward for killing enemies at night.
NightExpPbActivatedReward: The XP reward for activating the pursuit breaker at night.
PickupTriggerCooldown: The cooldown time for the pickup trigger.
LeftHandDisabled: Whether the left hand is disabled.
LeftHandDisabledClimbAnimSpeed: The animation speed for climbing with the left hand disabled.
MaxStamina: The maximum stamina level.
MaxStaminaMultiplier: The multiplier for the maximum stamina level.
MaxStaminaMinRegenerationTime: The minimum regeneration time for maximum stamina.
MaxStaminaMaxRegenerationTime: The maximum regeneration time for maximum stamina.
MaxStaminaTimeToRegenerate: The time it takes to regenerate maximum stamina.
MaxStaminaDrainFactor: The drain factor for maximum stamina.
MaxStaminaDrainEnabled: Whether maximum stamina drain is enabled.
StaminaMovementDrainFactor: The drain factor for stamina movement.
MinStaminaLevelFromHit: The minimum stamina level after being hit.
StaminaTimeToRegenerateOnEmpty: The time it takes to regenerate stamina when empty.
AdvancedStaminaTimeToRegenerateOnEmpty: The time it takes to regenerate stamina when empty with advanced stamina enabled.
StaminaTimeToRegenerateOnEmptyAfterParokur: The time it takes to regenerate stamina when empty after parkour.
StaminaTimeToRegenerate: The time it takes to regenerate stamina when not empty.
AdvancedStaminaTimeToRegenerate: The time it takes to regenerate stamina when not empty with advanced stamina enabled.
StaminaTimeToRegenerateAfterParkour: The time it takes to regenerate stamina when not empty after parkour.
StaminaRegeneration: The rate at which stamina regenerates.
StaminaRegenerationOutsideDanger: The rate at which stamina regenerates outside of danger.
StaminaRegenerationRelative: The relative stamina regeneration rate.
StaminaRegenerationRelativeOutsideDanger: The relative stamina regeneration rate outside of danger.
StaminaRegenerationRelativeEnabled: Whether relative stamina regeneration is enabled.
StaminaRegenerationRelativeForAllWeapons: Whether relative stamina regeneration is enabled for all weapons.
StaminaRegenerationFactorSlow: The stamina regeneration factor when running or on a ladder.
StaminaRegenerationFactorStand: The stamina regeneration factor when standing still.
StaminaRegenerationFactorStandDalay: The delay before the stamina regeneration factor when standing still is applied.
AdvancedStamina: Whether advanced stamina is enabled.
AdvancedStaminaRegenerationRelative: The relative stamina regeneration rate with advanced stamina enabled.
AdvancedStaminaRegenerationRelativeOutsideDanger: The relative stamina regeneration rate outside of danger with advanced stamina enabled.
StaminaRegenerationExhaustedRelative: The relative stamina regeneration rate when exhausted.
StaminaRegenerationExhaustedRelativeOutsideDanger: The relative stamina regeneration rate when exhausted outside of danger.
AdvancedStaminaEmptyHitStaminaFactor: The stamina factor for hits when empty with advanced stamina enabled.
ExtraJumpsInAir: The number of extra jumps in the air.
HealthRegenerationOnHit: The amount of health regenerated on hit.
HealthRegenerationFactorOnHit: The health regeneration factor on hit.
StaminaCanFullyDrain: Whether stamina can fully drain.
StaminaWarningLevel: The stamina level at which a warning is displayed.
ParryDamageMult: The damage multiplier for parrying.
VulnerableHumanGrabStaminaRecover: The amount of stamina recovered when hit by a human grab attack.
MaxHealth: The maximum health value.
MaxHealthTotalMul: The multiplier for the maximum health value.
HealthRegenerationEnabled: Whether health regeneration is enabled.
HealthAutoHealEnabled: Whether automatic health healing is enabled.
LowHealthEffectThreshold: The health threshold at which the low health effect is triggered.
FullHealthEffectThreshold: The health threshold at which the full health effect is triggered.
HealthRegenerationDelay: The delay before health regeneration starts.
HealthPerSecond: The amount of health regenerated per second.
AfterDeathHealthRegenTime: The time it takes to regenerate health after death.
AfterDeathHealthFactor: The factor for health regeneration after death.

Skills

SurvivalSenseEnabled: Whether survivor sense is enabled.
CanUseSenseWhenMoving: Whether survivor sense can be used while moving.
SurvivorSenseCooldown: The cooldown time for survivor sense.
SurvivorSensePreparationTime: The preparation time for survivor sense.
SurvivorSensePreparationTimeWhenAiming: The preparation time for survivor sense when aiming.
SurvivorSenseRange: The range of survivor sense.
SurvivorSenseOpacity: The opacity of the survivor sense effect.
SurvivorSenseWaveDuration: The duration of the survivor sense wave.
SurvivorSenseIconDuration: The duration of the survivor sense icons.
SurvivorSenseAIDuration: The duration of the survivor sense AI highlighting.
SurvivorSenseAIHeight: The height at which AIs are detected by survivor sense.
SurvivorSenseAIHeightInterior: The height at which AIs are detected by survivor sense when they are in an interior.
SurvivorSenseObjectHeight: The height at which objects are detected by survivor sense.
SurvivorSenseObjectHeightInterior: The height at which objects are detected by survivor sense when they are in an interior.
SurvivorSenseRange_IconType_Default: The range at which default icons are detected by survivor sense.
SurvivorSenseRange_IconType_None: The range at which icons with no type are detected by survivor sense.
SurvivorSenseRange_IconType_Fire: The range at which fire icons are detected by survivor sense.
SurvivorSenseRange_IconType_Damage: The range at which damage icons are detected by survivor sense.
SurvivorSenseRange_IconType_Water: The range at which water icons are detected by survivor sense.
SurvivorSenseRange_IconType_Loot: The range at which loot icons are detected by survivor sense.
SurvivorSenseRange_IconType_Electricity: The range at which electricity icons are detected by survivor sense.
SurvivorSenseRange_IconType_Decoy: The range at which decoy icons are detected by survivor sense.
SurvivorSenseRange_IconType_Spawner: The range at which spawner icons are detected by survivor sense.
SurvivorSenseRange_IconType_Inhibitor: The range at which inhibitor icons are detected by survivor sense.
SurvivorSenseRange_IconType_AreaEntrance: The range at which area entrance icons are detected by survivor sense.
SurvivorSenseRange_IconType_Investigation: The range at which investigation icons are detected by survivor sense.
SurvivorSenseRange_IconType_HideArea: The range at which hide area icons are detected by survivor sense.
SurvivorSenseAIRange: The range at which active AIs are detected by survivor sense.
SurvivorSenseRestingAIRange: The range at which resting AIs are detected by survivor sense.
SurvivorSenseAIIndicatorRange: The range at which AI indicators are shown.
SurvivorSenseEnemyBehindPlayerMaxDistance: The maximum distance at which enemies behind the player are detected by survivor sense.
SurvivorSenseHeavyAttacks: Whether heavy attacks are highlighted by survivor sense.
SurvivorSenseHeavyAttacksMaxRange: The maximum range at which heavy attacks are highlighted by survivor sense.
SurvivorSenseHeavyAttacksDuration: The duration of the heavy attack highlighting effect.
SurvivorSenseHeavyAttacksPreset: The preset used for the heavy attack highlighting effect.
GhostTriggerSearchRadius: The search radius for the ghost trigger.
EnemyBehindPlayerMaxDistance: The maximum distance at which enemies behind the player are detected.
BinocularsLevel: The level of the binoculars.
BinocularMaxTempMarkedLocations: The maximum number of locations that can be temporarily marked with the binoculars.
BinocularTempMarkDuration: The duration of the temporary marks made with the binoculars.
GREDetectorWithoutFacility: Whether the GRE detector can be used without a facility.
GREDetectorRange: The range of the GRE detector.
GREDetectionLevel: The level of the GRE detector.
GREDetectorRangeNearby: The range at which the GRE detector will show nearby objects.
GREDetectorRange3DIndication: The range at which the GRE detector will show 3D indications.
GREDetectorRangeFoundTollerance: The tolerance for the GRE detector when finding objects.
FirearmsDecoderDetector: Whether the firearms decoder detector is enabled.
FirearmsDecoderDetectorRange: The range of the firearms decoder detector.
FirearmsDecoderDetectorRangeNearby: The range at which the firearms decoder detector will show nearby objects.
FirearmsDecoderDetector3DIndication: The range at which the firearms decoder detector will show 3D indications.
FirearmsDecoderDetectorRangeTolerance: The tolerance for the firearms decoder detector when finding objects.
UVFlashlightLevel: The level of the UV flashlight.
HarvestingLevel: The level of the harvesting skill.
HarvestingLevelForMultipleItems: The level of the harvesting skill required to get multiple items.
HarvestingMultipleItemsCount: The number of items that can be harvested at once.
GrabExpert: Whether the player is a grab expert.
FastGrabBreakLevel: The level of the fast grab break skill.
StompLevel: The level of the stomp attack.
GrappleHookLevel: The level of the grapple hook.
LockpickLevel: The level of the lockpicking skill.
LockpickBreakLevel: The level of the lockpick break skill.
NaturalMovementActionLevel: The level of the natural movement action.
CubeKeyLevel: The level of the cube key.

Technical

FlashlightRangeFactorChangeSpeed: The speed at which the flashlight range factor changes.
FlashlightRangeFactorChangeTime: The time it takes for the flashlight range factor to change.
FovSprintModif: The FOV modifier when sprinting.
SplatsEnabled: Whether splats are enabled.
ExhastedPPEnabled: Whether the exhausted post-processing effect is enabled.
HeadBobFactor: The factor for head bobbing.
AmortizerJumpHelpTimer: The timer for the amortizer jump helper.
CableMaxLength: The maximum length of the cable.
SpeedFxEnabled: Whether speed effects are enabled.
SpeedPPEnabled: Whether the speed post-processing effect is enabled.
ElementalTimeDuration: The duration of the elemental time effect.
BulletAccuracyFactor: The accuracy factor for bullets.
SwimMoveSpeed: The movement speed when swimming.
SwimSprintSpeed: The sprint speed when swimming.
SwimImpulsSpeed: The impulse speed when swimming.
SwimStrafeSpeed: The strafe speed when swimming.
SwimAcceleration: The acceleration when swimming.
SwimUpAcceleration: The upward acceleration when swimming.
SprintEffects: Whether sprint effects are enabled.
SprintEffectsInPGandRG: Whether sprint effects are enabled in paragliding and rope gliding.
SprintWithoutInput: Whether sprinting is possible without input.
SprintNitroAcceleration: The acceleration when using nitro sprint.
SprintNitroFovMul: The FOV multiplier when using nitro sprint.
SprintNitroMaxSpeedAdd: The maximum speed added when using nitro sprint.
SprintAutoStartTime: The time it takes to automatically start sprinting.
SprintNitroAccelerationSlowdownMod: The slowdown modifier for sprint nitro acceleration.
MoveForwardMinSpeed: The minimum forward movement speed.
MoveForwardMaxSpeed: The maximum forward movement speed.
MoveBackwardMinSpeed: The minimum backward movement speed.
MoveBackwardMaxSpeed: The maximum backward movement speed.
ImmortalityBuff: Whether the immortality buff is active.
MoveStrafeMinSpeed: The minimum strafe movement speed.
MoveStrafeMaxSpeed: The maximum strafe movement speed.
MoveSprintMinSpeed: The minimum sprint movement speed.
MoveSprintSpeed: The sprint movement speed.
MoveAcceleration: The movement acceleration.
MoveAccelerationInAttackRest: The movement acceleration when attacking from rest.
MoveSprintMinAcceleration: The minimum sprint movement acceleration.
MoveSprintAcceleration: The sprint movement acceleration.
MoveDeceleration: The movement deceleration.
MoveGlideDownMaxSpeed: The maximum downward gliding speed.
MoveGlideDownDeceleration: The downward gliding deceleration.
ThrowMaxDist: The maximum throwing distance.
ThrowingStarFowardThrow: The forward throwing distance for throwing stars.
ThrowablesSpeedFactor: The speed factor for throwables.
FOVCorrection: The FOV correction.
CameraDefaultFOV: The default FOV for the camera.
BulletHitMissEffects: Whether bullet hit/miss effects are enabled.
HideWeaponsDuringSprintDelay: The delay before weapons are hidden when sprinting.
HideWeaponsDuringCrouchDelay: The delay before weapons are hidden when crouching.
HealingMovementSpeedMul: The movement speed multiplier when healing.
NightVisionEnabled: Whether night vision is enabled.
This is not an exhaustive list, as there are many other technical parameters in the player_variables.txt file.

Visuals and Effects

ActiveBuffBarLength2p: The length of the active buff bar for 2 players.
ActiveBuffBarLength3p: The length of the active buff bar for 3 players.
ActiveBuffBarLength4p: The length of the active buff bar for 4 players.
HealthCriticalPPMaxLevel: The maximum level of the health critical post-processing effect.
HealthCriticalPPMinLevel: The minimum level of the health critical post-processing effect.
HealthCriticalPPInTime: The time it takes for the health critical post-processing effect to fade in.
HealthCriticalPPOutTime: The time it takes for the health critical post-processing effect to fade out.
HealthCriticalAnimationSpeed: The animation speed for the health critical state.
HealthCriticalLevel: The health level at which the critical state is triggered.
MaxAutoRegenHealthPercent: The maximum percentage of health that can be regenerated automatically.
HealthCriticalMaxLevel: The maximum level of the health critical state.
DashAndAfterboostPostprocessMax: The maximum value for the dash and afterboost post-processing effect.
SprintNitroStopAngleMoveInput: The angle of the move input required to stop sprint nitro.
SprintNitroStaminaConsuption: The stamina consumption for sprint nitro.
SprintNitroStartStaminaConsuption: The stamina consumption for starting sprint nitro.
SprintNitroMinDuration: The minimum duration of sprint nitro.
SprintNitroDuration: The duration of sprint nitro.
SprintNitroBodyDirLagTime: The body direction lag time for sprint nitro.
SprintNitroCooldown: The cooldown time for sprint nitro.
XrayEffectProbability: The probability of the X-ray effect occurring.
XRayVisEffectRadius: The radius of the X-ray visual effect.
XRayVisEffectDuration: The duration of the X-ray visual effect.
XRayEffectDuration: The duration of the X-ray effect.
EnableXray: Whether the X-ray effect is enabled.
EnableXRayEffectOnAllHits: Whether the X-ray effect is enabled for all hits.
DisableXRaySlowMoLimit: Whether the slow-motion limit for the X-ray effect is disabled.
SlowMoProbability: The probability of slow motion occurring.
SlowMoLastGroupTime: The time it takes for the last group of enemies to trigger slow motion.
GroupOfEnemiesCount: The number of enemies in a group required to trigger slow motion.
DeathEffectFadeInTime: The fade in time for the death effect.
DeathEffectFadeOutTime: The fade out time for the death effect.
PreInfectionPostprocessMaxValue: The maximum value for the pre-infection post-processing effect.
PreInfectionStaminLvl2StartPostproces: The stamina level at which the pre-infection post-processing effect starts.
InfectionPostProcessStrength: The strength of the infection post-processing effect.
InfectionPostProcessStrengthNight: The strength of the infection post-processing effect at night.
ScreamEffectDuration: The duration of the scream effect.
ScreamEffectIntensity: The intensity of the scream effect.
InfectionPostprocessMaxValue: The maximum value for the infection post-processing effect.
NightRunnerAdditionalFOV: The additional FOV during night runner.
NightRunnerFuryEffectValue: The fury effect value during night runner.
ExhaustedEyesClosureEffectStrength: The strength of the exhausted eye closure effect.
ExhaustedEyesClosureEffectStartFactor: The start factor for the exhausted eye closure effect.
ExhaustedEyesClosureEffectFadeOut: The fade-out time for the exhausted eye closure effect.
ExhaustedEyesClosureEffectAdvancedStaminaFadeOut: The fade-out time for the exhausted eye closure effect with advanced stamina enabled.
ExhaustedEyesClosureEffectAddOnAdvancedStaminaDrained: The additional strength added to the exhausted eye closure effect when advanced stamina is drained.
FuryEffectValue: The effect value of fury.
FuryAdditionalFOV: The additional FOV gained during fury.
CameraDefaultFOVReduction: The reduction in the default FOV for the camera.
CameraDefaultFOVReducedSpringTime: The spring time for the reduced default FOV for the camera.
CameraDefaultFOVRemoveReductionSpringTime: The spring time for removing the reduction in the default FOV for the camera.

Attacks and Abilities

DropAttackEnable: Whether the drop attack is enabled.
DropAttackMinFallHeight: The minimum fall height required to perform a drop attack.
DropAttackSearchRadius: The search radius for a drop attack.
DropAttackTargetDistance2dMax: The maximum 2D distance to the target for a drop attack.
DropAttackTargetDistanceMin: The minimum distance to the target for a drop attack.
DropAttackTargetDistanceMax: The maximum distance to the target for a drop attack.
DropAttackMaxAngleToTarget: The maximum angle to the target for a drop attack.
DropAttackShockwaveEnabled: Whether the drop attack shockwave is enabled.
DropAttackMaxFallHeight: The maximum fall height for a drop attack.
DeathFromAboveYDistMax: The maximum vertical distance for the death from above attack.
DeathFromAboveYDistMin: The minimum vertical distance for the death from above attack.
DeathFromAbove2Dist: The distance for the second stage of the death from above attack.
DeathFromAbove2DistMin: The minimum distance for the second stage of the death from above attack.
DeathFromAboveExecuteDist: The distance at which the death from above attack is executed.
DeathFromAboveExecuteTime: The time it takes to execute the death from above attack.
DeathFromAboveJumpMinTime: The minimum time the player needs to be in the air to perform the death from above attack.
DeathFromAboveShockwave: Whether the death from above attack creates a shockwave.
DeathFromAboveWithItemEnabled: Whether the death from above attack can be performed with an item.
DeathFromAboveJumpAvailable: Whether the death from above jump is available.
ChargeAttack: Whether the charge attack is enabled.
ChargeStaminaDecreaseFactor: The stamina decrease factor for charging attacks.
ChargeDamageStaminaMul: The stamina multiplier for charge attack damage.
ChargeAutoReleaseTime: The time for automatically releasing a charge attack.
ChargeHoldDuration: The hold duration for charge attacks.
ChargeWeaponDurabilityMul: The weapon durability multiplier for charge attacks.
MeleeWpnDurabilityMulReduce: The reduction in the weapon durability multiplier for melee weapons.
ChargeSpinCrouchOffset: The crouch offset for charge spin attacks.
ChargeSpinAdditionalRange: The additional range for charge spin attacks.

Environment and Gameplay

MoveSlopeSpeed: The movement speed on slopes.
AutoSlopeAddSpeed: The additional speed applied when auto-sloping.
AdvancedParkourAutoSlopeAddSpeed: The additional speed applied when auto-sloping with advanced parkour enabled.
SlopeMaxVelStruggle: The maximum velocity at which the player can struggle on a slope.
AllowSlopeStruggle: Whether the player is allowed to struggle on slopes.
AutoSlopeStruggle: Whether auto-slope struggle is enabled.
PoleWantedPositionTime: The time it takes to reach the wanted position on a pole.
PoleWantedPositionTimeBegin: The time it takes to reach the wanted position on a pole at the beginning.
PoleMinStartSpeed: The minimum speed required to start using a pole.
PoleOffset: The offset from the pole.
PoleAddOffset: The additional offset from the pole.
PoleInertia: The inertia of the pole.
PoleAngleMultiplier: The multiplier for the pole angle.
PoleAngleUpdateTime: The time it takes to update the pole angle.
PoleHandInfluenceBegin: The influence of the hand on the pole at the beginning.
PoleMoveTime: The time it takes to move on the pole.
PoleMoveWait: The wait time before moving on the pole.
CanStandOnMonkeyBar: Whether the player can stand on a monkey bar.
MonkeyBarChangeRangeY: The vertical range for changing monkey bars.
MonkeyBarChangeRange2D: The 2D range for changing monkey bars.
CanRecieveXPProficiency: Whether the player can receive XP for proficiency.
SprintExhausted: Whether the player can sprint when exhausted.
ExhaustedMoveMaxSpeedFactor: The maximum speed factor when exhausted.
TackleTimeToRegenOnEmpty: The time it takes for stamina to regenerate after a tackle when empty.
MoveSprintStaminaConsumption: The stamina consumption for sprinting.
MoveSpeedFitnessFactor: The fitness factor for movement speed.
MoveSpeedFitnessFactorTime: The time it takes for the movement speed fitness factor to take effect.
SkipObstacleMechanimsOnEnemyProb: The probability of skipping obstacle mechanisms when hitting an enemy.
CanThrowInLookback: Whether the player can throw while looking back.
ChallengeStaminaDropMul: The stamina drop multiplier for challenges.
ZipLineMinSpeed: The minimum speed on a zipline.
ZipLineMaxSpeed: The maximum speed on a zipline.
ZipLineAcceleration: The acceleration on a zipline.
ZipLineMaxAcceleratedSpeed: The maximum accelerated speed on a zipline.
ZipLineAboveSlideEnabled: Whether sliding is enabled above the zipline.
HarmfulHeight: The height at which falling damage is dealt.
LargeFallHeight: The height at which a large fall occurs.
LethalHeight: The height at which a lethal fall occurs.
FallHeightFilter: The filter for fall height.
AmortizedHarmfulHeight: The amortized height at which falling damage is dealt.
AmortizedLethalHeight: The amortized height at which a lethal fall occurs.
FallingHeightToRespawn: The height at which the player respawns after falling.
CrouchDampingWindowTime: The time window for crouch damping.
EnableFallHelperModule: Whether the fall helper module is enabled.
MinTimeBetweenJumps: The minimum time between jumps.
DoubleJumpInOverAndOn: Whether double jump is enabled in over and on states.
CoolodownFailDisplayTime: The display time for cooldown fail messages.
SquirrelSuitExtraGravity: The extra gravity applied when using the squirrel suit.
SquirrelSuitMoveSpeed: The movement speed when using the squirrel suit.
BalanceLineHelperYDist: The vertical distance for the balance line helper.
BalanceLineHelper2DDist: The 2D distance for the balance line helper.
ParkourStaminaSlopeStruggleAdditional: The additional stamina cost for struggling on a slope.
SwimSecondsUnderWater: The number of seconds the player can swim underwater.
SwimNitroAvailable: Whether nitro can be used while swimming.
CustomMoveSlowVersionIfExist: Whether to use the custom move slow version if it exists.
FallDamageReduction: The fall damage reduction.
TriggerUsingIntervalMul: The multiplier for the trigger using interval.
RemoteTriggerMarkDuration: The duration of the remote trigger mark.
RemoteExplosiveMarkDuration: The duration of the remote explosive mark.
AutoTackleEnabled: Whether auto tackle is enabled.
GrenadeBlastIndicatorRange: The range of the grenade blast indicator.
ThrowableExplosiveBlastIndicatorRange: The range of the throwable explosive blast indicator.
NoiseLandingLowHeight: The height at which a noise landing is considered low.
PassiveLandingNoiseLevelChange: The number of passive landings required to increase the noise level.
PassiveLandingNoiseResetTime: The time it takes for the passive landing noise counter to reset.
AutoSlope: Whether auto-slope is enabled.
UseSlopeAnalyzer: Whether the slope analyzer is used.
ValidAutoCatchAngle: The valid angle for automatically catching objects.
AntizineValueToShoUVLightsLocations: The Antizin value at which UV light locations are shown on the radar.
NightRunnerTimeInNightToActivate: The time required to be in the night to activate night runner.
HiglightNearEnemies: Whether to highlight near enemies.
PerfectRepairChance: The chance of a perfect repair.
ParkourActionAutoExecuteOffsetFromCamera: The offset from the camera for automatically executing parkour actions.
StaminaGainOnKill: The amount of stamina gained on kill.
WantedLevelDropSpeedMul: The multiplier for the wanted level drop speed.
ThoroughSearch: Whether thorough searching is enabled.
MapPlayableAreaTeleportTime: The time it takes to teleport to the playable area of the map.
ToxinsImmunity: Whether the player is immune to toxins.
ImmunityTimerShowInterval: The interval at which the immunity timer is shown.
DuckBlockTimeAfterDialog: The time for which ducking is blocked after dialog.
FlyRamMinTime: The minimum time for the fly ram attack.
TreeAmortizerEnabled: Whether the tree amortizer is enabled.
DoorSkylightEnabled: Whether door skylights are enabled.
NagewazaEnable: Whether Nagewaza is enabled.
AnomalyGearEffectEnabled: Whether the anomaly gear effect is enabled.
InvertMovementInputs: Whether movement inputs are inverted.
BlockConsumableUsage: Whether consumable usage is blocked.
BlockInjectorsUsage: Whether injector usage is blocked.
AirTakedownEnabled: Whether air takedowns are enabled.
BlockHealthRegenerationDuringGrab: Whether health regeneration is blocked during grabs.
ManualSprintTimeScaledByMaxStamina: Whether the manual sprint time is scaled by maximum stamina.
ManualSprintEyesClosureEnabled: Whether eye closure is enabled during manual sprinting.
AllowNitroActivationDuringAfterBoost: Whether nitro activation is allowed during the after boost.
EnableFullBodyBalanceAnimationsWhenStanding: Whether full body balance animations are enabled when standing.
ForceChemicalEffect: Whether to force the chemical effect.
DisplaySelectedItemOutfitVisOnlyWithNoOtherCurrentItem: Whether to only display the selected item outfit visually when there is no other current item.
UseQuickslotForItemOutfitVis: Whether to use the quickslot for the item outfit visual.
ApplyRagdollOnCrit: Whether to apply ragdoll on critical hits.
ApplyRagdollOnChargeAttackWhenHealthIsFull: Whether to apply ragdoll on charge attacks when health is full.
ApplyStunOnCrit: Whether to apply stun on critical hits.
TowerRaid_NoTimeToWaste: Whether the "No Time to Waste" tower raid modifier is active.
TowerRaid_TimeIsRunningOut: Whether the "Time Is Running Out" tower raid modifier is active.
TowerRaid_WorthTheEffort: Whether the "Worth the Effort" tower raid modifier is active.
TowerRaid_SelfSabotage: Whether the "Self Sabotage" tower raid modifier is active.
TowerRaid_ElementalAggression: Whether the "Elemental Aggression" tower raid modifier is active.
TowerRaid_ElementalEndurance: Whether the "Elemental Endurance" tower raid modifier is active.
TowerRaid_ElementalResistance: Whether the "Elemental Resistance" tower raid modifier is active.
TowerRaid_FaultyProvisions: Whether the "Faulty Provisions" tower raid modifier is active.
TowerRaid_WarOnDrugs: Whether the "War on Drugs" tower raid modifier is active.
TowerRaid_ChronicInvincibility_IsAfterOneHitImmuneInProgress: Whether the "Chronic Invincibility" tower raid perk is currently providing one-hit immunity.
InfectedGrabBlocked: Whether infected grabs are blocked.
EnemyAffectedByBurningDamageMulFactor: The damage multiplier factor for enemies affected by burning.

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