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== Animation == | == Animation == | ||
AnimGraph_BankName: The name of the animation graph bank. | '''AnimGraph_BankName:''' The name of the animation graph bank.<br> | ||
AnimGraph_GraphName: The name of the animation graph. | '''AnimGraph_GraphName:''' The name of the animation graph.<br> | ||
AnimGraph_PresetName: The name of the animation graph preset. | '''AnimGraph_PresetName:''' The name of the animation graph preset.<br> | ||
AnimGraph_BindNamespace: The namespace to bind the animation graph to. | '''AnimGraph_BindNamespace:''' The namespace to bind the animation graph to. | ||
== Movement == | == Movement == | ||
ManualSloMoEnabled: Whether manual slow motion is enabled. | '''ManualSloMoEnabled:''' Whether manual slow motion is enabled.<br> | ||
ManualSloMoCooldown: The cooldown time for manual slow motion. | '''ManualSloMoCooldown:''' The cooldown time for manual slow motion.<br> | ||
WallRunFrontEnabled: Whether wall running on the front is enabled. | '''WallRunFrontEnabled:''' Whether wall running on the front is enabled.<br> | ||
WallRunFrontPeakDelay: The delay before reaching the peak of a front wall run. | '''WallRunFrontPeakDelay:''' The delay before reaching the peak of a front wall run.<br> | ||
WallRunFrontHeightNitro: The height the player can reach when wall running on the front with nitro. | '''WallRunFrontHeightNitro:''' The height the player can reach when wall running on the front with nitro.<br> | ||
WallRunFrontHeight: The height the player can reach when wall running on the front without nitro. | '''WallRunFrontHeight:''' The height the player can reach when wall running on the front without nitro.<br> | ||
WallRunFrontMinAngleToStartAscend: The minimum angle to start ascending during a front wall run. | '''WallRunFrontMinAngleToStartAscend:''' The minimum angle to start ascending during a front wall run.<br> | ||
WallRunFrontMinYVelToAscend: The minimum vertical velocity to start ascending during a front wall run. | '''WallRunFrontMinYVelToAscend:''' The minimum vertical velocity to start ascending during a front wall run.<br> | ||
WallRunSideEnabled: Whether wall running on the side is enabled. | '''WallRunSideEnabled:''' Whether wall running on the side is enabled.<br> | ||
WallRunSideMinAngleToStart: The minimum angle to start a side wall run. | '''WallRunSideMinAngleToStart:''' The minimum angle to start a side wall run.<br> | ||
WallRunSideMaxAngleToStart: The maximum angle to start a side wall run. | '''WallRunSideMaxAngleToStart:''' The maximum angle to start a side wall run.<br> | ||
WallRunSideNitroSprintSpeedMod: The speed modifier for side wall running with nitro. | '''WallRunSideNitroSprintSpeedMod:''' The speed modifier for side wall running with nitro.<br> | ||
WallRunSideMinDuration: The minimum duration of a side wall run. | '''WallRunSideMinDuration:''' The minimum duration of a side wall run.<br> | ||
WallRunSideMaxDuration: The maximum duration of a side wall run. | '''WallRunSideMaxDuration:''' The maximum duration of a side wall run.<br> | ||
WallRunSideWithoutNitroTimePenalty: The time penalty for side wall running without nitro. | '''WallRunSideWithoutNitroTimePenalty:''' The time penalty for side wall running without nitro.<br> | ||
WallRunSideMinSideInput: The minimum side input required to start a side wall run. | '''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. | '''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. | '''WallRunSideMaxSpeed:''' The maximum speed of a side wall run.<br> | ||
WallRunSideMinSpeed: The minimum speed of a side wall run. | '''WallRunSideMinSpeed:''' The minimum speed of a side wall run.<br> | ||
WallRunSideAcc: The acceleration of a side wall run. | '''WallRunSideAcc:''' The acceleration of a side wall run.<br> | ||
WallRunSideDecc: The deceleration of a side wall run. | '''WallRunSideDecc:''' The deceleration of a side wall run.<br> | ||
WallRunSloMoDuration: The duration of slow motion during a wall run. | '''WallRunSloMoDuration:''' The duration of slow motion during a wall run.<br> | ||
WallRunMaxSequence: The maximum number of wall runs that can be chained together. | '''WallRunMaxSequence:''' The maximum number of wall runs that can be chained together.<br> | ||
WallRunTimeTolleranceFromSprint: The time tolerance between a sprint and a wall run. | '''WallRunTimeTolleranceFromSprint:''' The time tolerance between a sprint and a wall run.<br> | ||
WallRunExtraGravityWhenAscending: The extra gravity applied when ascending during a wall run. | '''WallRunExtraGravityWhenAscending:''' The extra gravity applied when ascending during a wall run.<br> | ||
WallRunMinTimeBetweenWallrun: The minimum time between wall runs. | '''WallRunMinTimeBetweenWallrun:''' The minimum time between wall runs.<br> | ||
WallRunAutoEnter: Whether wall runs are automatically entered. | '''WallRunAutoEnter:''' Whether wall runs are automatically entered.<br> | ||
WallRunKickEnabled: Whether the wall run kick is enabled. | '''WallRunKickEnabled:''' Whether the wall run kick is enabled.<br> | ||
WallJumpFrontEnabled: Whether wall jumping on the front is enabled. | '''WallJumpFrontEnabled:''' Whether wall jumping on the front is enabled.<br> | ||
WallJumpFrontLookForwardEnabled: Whether the player needs to look forward to wall jump on the front. | '''WallJumpFrontLookForwardEnabled:''' Whether the player needs to look forward to wall jump on the front.<br> | ||
WallJumpFrontSpeed: The speed of a front wall jump. | '''WallJumpFrontSpeed:''' The speed of a front wall jump.<br> | ||
WallJumpFrontRotateEnabled: Whether the player can rotate during a front wall jump. | '''WallJumpFrontRotateEnabled:''' Whether the player can rotate during a front wall jump.<br> | ||
WallRunFrontExtraGravityWhenFalling: The extra gravity applied when falling during a front wall run. | '''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. | '''WallRunSideJumpForwardMinForwardInput:''' The minimum forward input required to jump forward during a side wall run.<br> | ||
WallJumpSideEnabled: Whether wall jumping on the side is enabled. | '''WallJumpSideEnabled:''' Whether wall jumping on the side is enabled.<br> | ||
WallJumpSideSpeed: The speed of a side wall jump. | '''WallJumpSideSpeed:''' The speed of a side wall jump.<br> | ||
WallRunSideExtraGravityWhenFalling: The extra gravity applied when falling during a side wall run. | '''WallRunSideExtraGravityWhenFalling:''' The extra gravity applied when falling during a side wall run.<br> | ||
WallRunSideExtraGravityInEnding: The extra gravity applied when ending a side wall run. | '''WallRunSideExtraGravityInEnding:''' The extra gravity applied when ending a side wall run.<br> | ||
WallRunSideLookRestrHorz: The horizontal look restriction during a side wall run. | '''WallRunSideLookRestrHorz:''' The horizontal look restriction during a side wall run.<br> | ||
WallRunSideThrowLookRestrHorz: The horizontal look restriction when throwing during a side wall run. | '''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. | '''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. | '''WallRunFrontLookRestrMinVert:''' The minimum vertical look restriction during a front wall run.<br> | ||
WallRunFrontLookRestrHorz: The horizontal look restriction during a front wall run. | '''WallRunFrontLookRestrHorz:''' The horizontal look restriction during a front wall run.<br> | ||
DownedLookRestrHorz: The horizontal look restriction when downed. | '''DownedLookRestrHorz:''' The horizontal look restriction when downed.<br> | ||
DownedLookRestrMaxVert: The maximum vertical look restriction when downed. | '''DownedLookRestrMaxVert:''' The maximum vertical look restriction when downed.<br> | ||
DownedLookRestrMinVert: The minimum vertical look restriction when downed. | '''DownedLookRestrMinVert:''' The minimum vertical look restriction when downed.<br> | ||
MoveSlopeSpeed: The movement speed on slopes. | '''MoveSlopeSpeed:''' The movement speed on slopes.<br> | ||
AutoSlopeAddSpeed: The additional speed applied when auto-sloping. | '''AutoSlopeAddSpeed:''' The additional speed applied when auto-sloping.<br> | ||
AdvancedParkourAutoSlopeAddSpeed: The additional speed applied when auto-sloping with advanced parkour enabled. | '''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. | '''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. | '''AllowSlopeStruggle:''' Whether the player is allowed to struggle on a slope.<br> | ||
AutoSlopeStruggle: Whether auto-slope struggle is enabled. | '''AutoSlopeStruggle:''' Whether auto-slope struggle is enabled.<br> | ||
PoleWantedPositionTime: The time it takes to reach the wanted position on a pole. | '''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. | '''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. | '''PoleMinStartSpeed:''' The minimum speed required to start using a pole.<br> | ||
PoleOffset: The offset from the pole. | '''PoleOffset:''' The offset from the pole.<br> | ||
PoleAddOffset: The additional offset from the pole. | '''PoleAddOffset:''' The additional offset from the pole.<br> | ||
PoleInertia: The inertia of the pole. | '''PoleInertia:''' The inertia of the pole.<br> | ||
PoleAngleMultiplier: The multiplier for the pole angle. | '''PoleAngleMultiplier:''' The multiplier for the pole angle.<br> | ||
PoleAngleUpdateTime: The time it takes to update the pole angle. | '''PoleAngleUpdateTime:''' The time it takes to update the pole angle.<br> | ||
PoleHandInfluenceBegin: The influence of the hand on the pole at the beginning. | '''PoleHandInfluenceBegin:''' The influence of the hand on the pole at the beginning.<br> | ||
PoleMoveTime: The time it takes to move on the pole. | '''PoleMoveTime:''' The time it takes to move on the pole.<br> | ||
PoleMoveWait: The wait time before moving on the pole. | '''PoleMoveWait:''' The wait time before moving on the pole.<br> | ||
CanStandOnMonkeyBar: Whether the player can stand on a monkey bar. | '''CanStandOnMonkeyBar:''' Whether the player can stand on a monkey bar.<br> | ||
MonkeyBarChangeRangeY: The vertical range for changing monkey bars. | '''MonkeyBarChangeRangeY:''' The vertical range for changing monkey bars.<br> | ||
MonkeyBarChangeRange2D: The 2D range for changing monkey bars. | '''MonkeyBarChangeRange2D:''' The 2D range for changing monkey bars.<br> | ||
SprintExhausted: Whether the player can sprint when exhausted. | '''SprintExhausted:''' Whether the player can sprint when exhausted.<br> | ||
ExhaustedMoveMaxSpeedFactor: The maximum speed factor when exhausted. | '''ExhaustedMoveMaxSpeedFactor:''' The maximum speed factor when exhausted.<br> | ||
MoveSprintStaminaConsumption: The stamina consumption for sprinting. | '''MoveSprintStaminaConsumption:''' The stamina consumption for sprinting.<br> | ||
MoveSpeedFitnessFactor: The fitness factor for movement speed. | '''MoveSpeedFitnessFactor:''' The fitness factor for movement speed.<br> | ||
MoveSpeedFitnessFactorTime: The time it takes for the movement speed fitness factor to take effect. | '''MoveSpeedFitnessFactorTime:''' The time it takes for the movement speed fitness factor to take effect.<br> | ||
ZipLineMinSpeed: The minimum speed on a zipline. | '''ZipLineMinSpeed:''' The minimum speed on a zipline.<br> | ||
ZipLineMaxSpeed: The maximum speed on a zipline. | '''ZipLineMaxSpeed:''' The maximum speed on a zipline.<br> | ||
ZipLineAcceleration: The acceleration on a zipline. | '''ZipLineAcceleration:''' The acceleration on a zipline.<br> | ||
ZipLineMaxAcceleratedSpeed: The maximum accelerated speed on a zipline. | '''ZipLineMaxAcceleratedSpeed:''' The maximum accelerated speed on a zipline.<br> | ||
ZipLineAboveSlideEnabled: Whether sliding is enabled above the zipline. | '''ZipLineAboveSlideEnabled:''' Whether sliding is enabled above the zipline.<br> | ||
SwimMoveSpeed: The movement speed when swimming. | '''SwimMoveSpeed:''' The movement speed when swimming.<br> | ||
SwimSprintSpeed: The sprint speed when swimming. | '''SwimSprintSpeed:''' The sprint speed when swimming.<br> | ||
SwimImpulsSpeed: The impulse speed when swimming. | '''SwimImpulsSpeed:''' The impulse speed when swimming.<br> | ||
SwimStrafeSpeed: The strafe speed when swimming. | '''SwimStrafeSpeed:''' The strafe speed when swimming.<br> | ||
SwimAcceleration: The acceleration when swimming. | '''SwimAcceleration:''' The acceleration when swimming.<br> | ||
SwimUpAcceleration: The upward acceleration when swimming. | '''SwimUpAcceleration:''' The upward acceleration when swimming.<br> | ||
SprintEffects: Whether sprint effects are enabled. | '''SprintEffects:''' Whether sprint effects are enabled.<br> | ||
SprintEffectsInPGandRG: Whether sprint effects are enabled in paragliding and rope gliding. | '''SprintEffectsInPGandRG:''' Whether sprint effects are enabled in paragliding and rope gliding.<br> | ||
SprintWithoutInput: Whether sprinting is possible without input. | '''SprintWithoutInput:''' Whether sprinting is possible without input.<br> | ||
SprintNitroAcceleration: The acceleration when using nitro sprint. | '''SprintNitroAcceleration:''' The acceleration when using nitro sprint.<br> | ||
SprintNitroFovMul: The FOV multiplier when using nitro sprint. | '''SprintNitroFovMul:''' The FOV multiplier when using nitro sprint.<br> | ||
SprintNitroMaxSpeedAdd: The maximum speed added when using nitro sprint. | '''SprintNitroMaxSpeedAdd:''' The maximum speed added when using nitro sprint.<br> | ||
SprintAutoStartTime: The time it takes to automatically start sprinting. | '''SprintAutoStartTime:''' The time it takes to automatically start sprinting.<br> | ||
SprintNitroAccelerationSlowdownMod: The slowdown modifier for sprint nitro acceleration. | '''SprintNitroAccelerationSlowdownMod:''' The slowdown modifier for sprint nitro acceleration.<br> | ||
MoveForwardMinSpeed: The minimum forward movement speed. | '''MoveForwardMinSpeed:''' The minimum forward movement speed.<br> | ||
MoveForwardMaxSpeed: The maximum forward movement speed. | '''MoveForwardMaxSpeed:''' The maximum forward movement speed.<br> | ||
MoveBackwardMinSpeed: The minimum backward movement speed. | '''MoveBackwardMinSpeed:''' The minimum backward movement speed.<br> | ||
MoveBackwardMaxSpeed: The maximum backward movement speed. | '''MoveBackwardMaxSpeed:''' The maximum backward movement speed.<br> | ||
MoveStrafeMinSpeed: The minimum strafe movement speed. | '''MoveStrafeMinSpeed:''' The minimum strafe movement speed.<br> | ||
MoveStrafeMaxSpeed: The maximum strafe movement speed. | '''MoveStrafeMaxSpeed:''' The maximum strafe movement speed.<br> | ||
MoveSprintMinSpeed: The minimum sprint movement speed. | '''MoveSprintMinSpeed:''' The minimum sprint movement speed.<br> | ||
MoveSprintSpeed: The sprint movement speed. | '''MoveSprintSpeed:''' The sprint movement speed.<br> | ||
MoveAcceleration: The movement acceleration. | '''MoveAcceleration:''' The movement acceleration.<br> | ||
MoveAccelerationInAttackRest: The movement acceleration when attacking from rest. | '''MoveAccelerationInAttackRest:''' The movement acceleration when attacking from rest.<br> | ||
MoveSprintMinAcceleration: The minimum sprint movement acceleration. | '''MoveSprintMinAcceleration:''' The minimum sprint movement acceleration.<br> | ||
MoveSprintAcceleration: The sprint movement acceleration. | '''MoveSprintAcceleration:''' The sprint movement acceleration.<br> | ||
MoveDeceleration: The movement deceleration. | '''MoveDeceleration:''' The movement deceleration.<br> | ||
MoveGlideDownMaxSpeed: The maximum downward gliding speed. | '''MoveGlideDownMaxSpeed:''' The maximum downward gliding speed.<br> | ||
MoveGlideDownDeceleration: The downward gliding deceleration. | '''MoveGlideDownDeceleration:''' The downward gliding deceleration. | ||
== Combat == | == Combat == | ||
FirearmsCrossbowAccuracyFactor: The accuracy factor for the crossbow. | '''FirearmsCrossbowAccuracyFactor:''' The accuracy factor for the crossbow.<br> | ||
BowAccuracyFactor: The accuracy factor for the bow. | '''BowAccuracyFactor:''' The accuracy factor for the bow.<br> | ||
FirearmsHarpoonAccuracyFactor: The accuracy factor for the harpoon. | '''FirearmsHarpoonAccuracyFactor:''' The accuracy factor for the harpoon.<br> | ||
MinTimeToGiveCollisionDamage: The minimum time between giving collision damage. | '''MinTimeToGiveCollisionDamage:''' The minimum time between giving collision damage.<br> | ||
CanMeleeInAir: Whether the player can melee in the air. | '''CanMeleeInAir:''' Whether the player can melee in the air.<br> | ||
BowBeginDurationFactor: The duration factor for the beginning of a bow shot. | '''BowBeginDurationFactor:''' The duration factor for the beginning of a bow shot.<br> | ||
BowMaxSpeedFactor: The speed factor for the maximum speed of a bow shot. | '''BowMaxSpeedFactor:''' The speed factor for the maximum speed of a bow shot.<br> | ||
BowPenetrationAddMaxSpeed: Whether to add maximum speed to a bow shot for penetration. | '''BowPenetrationAddMaxSpeed:''' Whether to add maximum speed to a bow shot for penetration.<br> | ||
BowStaminaShoot: The stamina cost for shooting the bow. | '''BowStaminaShoot:''' The stamina cost for shooting the bow.<br> | ||
BowStaminaChargingPerSecond: The stamina cost per second for charging the bow. | '''BowStaminaChargingPerSecond:''' The stamina cost per second for charging the bow.<br> | ||
BowChargeDamageMul: The damage multiplier for a charged bow shot. | '''BowChargeDamageMul:''' The damage multiplier for a charged bow shot.<br> | ||
BowZoomValue: The zoom value for the bow. | '''BowZoomValue:''' The zoom value for the bow.<br> | ||
BowZoomUpTime: The time it takes to zoom in with the bow. | '''BowZoomUpTime:''' The time it takes to zoom in with the bow.<br> | ||
BowZoomDownTime: The time it takes to zoom out with the bow. | '''BowZoomDownTime:''' The time it takes to zoom out with the bow.<br> | ||
BowEnableShootWhileParkouring: Whether the player can shoot the bow while parkouring. | '''BowEnableShootWhileParkouring:''' Whether the player can shoot the bow while parkouring.<br> | ||
BowEnableSlowMoShootWhileParkouring: Whether slow motion is enabled when shooting the bow while parkouring. | '''BowEnableSlowMoShootWhileParkouring:''' Whether slow motion is enabled when shooting the bow while parkouring.<br> | ||
BowSwayAmplitudeFactor: The amplitude factor for the bow sway. | '''BowSwayAmplitudeFactor:''' The amplitude factor for the bow sway.<br> | ||
BowSwayPosTime: The time it takes for the bow sway to reach its maximum position. | '''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. | '''BowPutArrowDuration:''' The duration of the animation for putting an arrow on the bow.<br> | ||
BowAllowShootZoomFactor: The zoom factor allowed when shooting the bow. | '''BowAllowShootZoomFactor:''' The zoom factor allowed when shooting the bow.<br> | ||
BowPenetrationEnabled: Whether bow penetration is enabled. | '''BowPenetrationEnabled:''' Whether bow penetration is enabled.<br> | ||
BowDestroyArrowWhenHit: Whether to destroy the arrow when it hits something. | '''BowDestroyArrowWhenHit:''' Whether to destroy the arrow when it hits something.<br> | ||
BowMinReadyTimeToShoot: The minimum ready time to shoot the bow. | '''BowMinReadyTimeToShoot:''' The minimum ready time to shoot the bow.<br> | ||
BowAutoZoomTime: The time it takes to automatically zoom in with the bow. | '''BowAutoZoomTime:''' The time it takes to automatically zoom in with the bow.<br> | ||
BowZoomEnabled: Whether bow zoom is enabled. | '''BowZoomEnabled:''' Whether bow zoom is enabled.<br> | ||
BowSlowMoTimeMul: The time multiplier for slow motion when using the bow. | '''BowSlowMoTimeMul:''' The time multiplier for slow motion when using the bow.<br> | ||
BowSlowMoAccuracyMul: The accuracy multiplier for slow motion when using the bow. | '''BowSlowMoAccuracyMul:''' The accuracy multiplier for slow motion when using the bow.<br> | ||
SlowMoDurationToCancel: The duration of slow motion before it can be canceled. | '''SlowMoDurationToCancel:''' The duration of slow motion before it can be canceled.<br> | ||
BowMaxThrowFactor: The maximum throw factor for the bow. | '''BowMaxThrowFactor:''' The maximum throw factor for the bow.<br> | ||
BowAutoReleaseTime: The time it takes to automatically release the bow. | '''BowAutoReleaseTime:''' The time it takes to automatically release the bow.<br> | ||
BowMultiShotMinTimeToActivate: The minimum time to activate multi-shot with the bow. | '''BowMultiShotMinTimeToActivate:''' The minimum time to activate multi-shot with the bow.<br> | ||
BowEnableDamageScalingByForce: Whether to enable damage scaling by force for the bow. | '''BowEnableDamageScalingByForce:''' Whether to enable damage scaling by force for the bow.<br> | ||
BowPowerShotEnabled: Whether the bow power shot is enabled. | '''BowPowerShotEnabled:''' Whether the bow power shot is enabled.<br> | ||
BowPowerShotWhileSlidingEnabled: Whether the bow power shot can be used while sliding. | '''BowPowerShotWhileSlidingEnabled:''' Whether the bow power shot can be used while sliding.<br> | ||
BowPowerShotPrepareDuration: The duration of the preparation phase for the bow power shot. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''BowPowerShotPerfectChargeBlurValue:''' The blur value for the perfect charge phase of the bow power shot.<br> | ||
ArrowsCanBePickedUp: Whether arrows can be picked up. | '''ArrowsCanBePickedUp:''' Whether arrows can be picked up.<br> | ||
StrengthDamageMul: The damage multiplier for strength. | '''StrengthDamageMul:''' The damage multiplier for strength.<br> | ||
MeleeDamageMul: The damage multiplier for melee attacks. | '''MeleeDamageMul:''' The damage multiplier for melee attacks.<br> | ||
PeacekeeperBeerRamDamageMul: The damage multiplier for the Peacekeeper beer ram attack. | '''PeacekeeperBeerRamDamageMul:''' The damage multiplier for the Peacekeeper beer ram attack.<br> | ||
MeleeDamageFullStaminaMul: The damage multiplier for melee attacks with full stamina. | '''MeleeDamageFullStaminaMul:''' The damage multiplier for melee attacks with full stamina.<br> | ||
MeleeDamageLowStaminaMul: The damage multiplier for melee attacks with low stamina. | '''MeleeDamageLowStaminaMul:''' The damage multiplier for melee attacks with low stamina.<br> | ||
MeleeDamageFastHitMul: The damage multiplier for fast melee hits. | '''MeleeDamageFastHitMul:''' The damage multiplier for fast melee hits.<br> | ||
MeleeDamageFullHealthMul: The damage multiplier for melee attacks with full health. | '''MeleeDamageFullHealthMul:''' The damage multiplier for melee attacks with full health.<br> | ||
MeleeDamageLowHealthMul: The damage multiplier for melee attacks with low health. | '''MeleeDamageLowHealthMul:''' The damage multiplier for melee attacks with low health.<br> | ||
MeleeLowStaminaForceAndPhxMul: The force and physics damage multiplier for melee attacks with low stamina. | '''MeleeLowStaminaForceAndPhxMul:''' The force and physics damage multiplier for melee attacks with low stamina.<br> | ||
KickBaseDamageMul: The base damage multiplier for kicks. | '''KickBaseDamageMul:''' The base damage multiplier for kicks.<br> | ||
MeleeVerticalPhysicalDamageMul: The vertical physical damage multiplier for melee attacks. | '''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. | '''MeleeBluntRagdollEveryXHit:''' The number of hits required to ragdoll an enemy with a blunt melee weapon.<br> | ||
KickStaminaUsage: The stamina usage for kicks. | '''KickStaminaUsage:''' The stamina usage for kicks.<br> | ||
WrestlingKickRangeMul: The range multiplier for the wrestling kick. | '''WrestlingKickRangeMul:''' The range multiplier for the wrestling kick.<br> | ||
WrestlingKickStaminaUsage: The stamina usage for the wrestling kick. | '''WrestlingKickStaminaUsage:''' The stamina usage for the wrestling kick.<br> | ||
WrestlingKickCooldown: The cooldown time for the wrestling kick. | '''WrestlingKickCooldown:''' The cooldown time for the wrestling kick.<br> | ||
AirKickBaseDamageMul: The base damage multiplier for air kicks. | '''AirKickBaseDamageMul:''' The base damage multiplier for air kicks.<br> | ||
AirKickPhysicsDamage: The physics damage multiplier for air kicks. | '''AirKickPhysicsDamage:''' The physics damage multiplier for air kicks.<br> | ||
AirKickRangeMul: The range multiplier for air kicks. | '''AirKickRangeMul:''' The range multiplier for air kicks.<br> | ||
AirKickStaminaUsage: The stamina usage for air kicks. | '''AirKickStaminaUsage:''' The stamina usage for air kicks.<br> | ||
RangeMeleeMul: The range multiplier for melee attacks. | '''RangeMeleeMul:''' The range multiplier for melee attacks.<br> | ||
MaxVerticalAngleForRangeMeleeCorrection: The maximum vertical angle for range melee correction. | '''MaxVerticalAngleForRangeMeleeCorrection:''' The maximum vertical angle for range melee correction.<br> | ||
FirearmsPistolReloadTimeMul: The reload time multiplier for pistols. | '''FirearmsPistolReloadTimeMul:''' The reload time multiplier for pistols.<br> | ||
FirearmsRevolverReloadTimeMul: The reload time multiplier for revolvers. | '''FirearmsRevolverReloadTimeMul:''' The reload time multiplier for revolvers.<br> | ||
FirearmsRifleReloadTimeMul: The reload time multiplier for rifles. | '''FirearmsRifleReloadTimeMul:''' The reload time multiplier for rifles.<br> | ||
FirearmsShotgunReloadTimeMul: The reload time multiplier for shotguns. | '''FirearmsShotgunReloadTimeMul:''' The reload time multiplier for shotguns.<br> | ||
FirearmsPistolAccuracyFactor: The accuracy factor for pistols. | '''FirearmsPistolAccuracyFactor:''' The accuracy factor for pistols.<br> | ||
FirearmsRevolverAccuracyFactor: The accuracy factor for revolvers. | '''FirearmsRevolverAccuracyFactor:''' The accuracy factor for revolvers.<br> | ||
FirearmsRifleAccuracyFactor: The accuracy factor for rifles. | '''FirearmsRifleAccuracyFactor:''' The accuracy factor for rifles.<br> | ||
FirearmsShotgunAccuracyFactor: The accuracy factor for shotguns. | '''FirearmsShotgunAccuracyFactor:''' The accuracy factor for shotguns.<br> | ||
FirearmsPistolRecoilFactor: The recoil factor for pistols. | '''FirearmsPistolRecoilFactor:''' The recoil factor for pistols.<br> | ||
FirearmsRevolverRecoilFactor: The recoil factor for revolvers. | '''FirearmsRevolverRecoilFactor:''' The recoil factor for revolvers.<br> | ||
FirearmsRifleRecoilFactor: The recoil factor for rifles. | '''FirearmsRifleRecoilFactor:''' The recoil factor for rifles.<br> | ||
FirearmsShotgunRecoilFactor: The recoil factor for shotguns. | '''FirearmsShotgunRecoilFactor:''' The recoil factor for shotguns.<br> | ||
FirearmsAutoZoomTime: The time for automatically zooming in with firearms. | '''FirearmsAutoZoomTime:''' The time for automatically zooming in with firearms.<br> | ||
FirearmsZoomEnabled: Whether zooming is enabled for firearms. | '''FirearmsZoomEnabled:''' Whether zooming is enabled for firearms.<br> | ||
FirearmsPowerShotTime: The time for the firearms power shot. | '''FirearmsPowerShotTime:''' The time for the firearms power shot.<br> | ||
FirearmsMultiShotMinTimeToActivate: The minimum time to activate multi-shot with firearms. | '''FirearmsMultiShotMinTimeToActivate:''' The minimum time to activate multi-shot with firearms.<br> | ||
FirearmEnableSlowMoShootWhileParkouring: Whether slow motion is enabled when shooting firearms while parkouring. | '''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. | '''FirearmsParkourSlomoAutomaticFireMaxShots:''' The maximum number of shots allowed in slow motion when shooting firearms while parkouring.<br> | ||
ThrownWeaponStickChance: The chance of a thrown weapon sticking. | '''ThrownWeaponStickChance:''' The chance of a thrown weapon sticking.<br> | ||
StunDuration: The duration of the stun effect. | '''StunDuration:''' The duration of the stun effect.<br> | ||
CanBlockPowerAttackWith2HandedHeavy: Whether power attacks can be blocked with a two-handed heavy weapon. | '''CanBlockPowerAttackWith2HandedHeavy:''' Whether power attacks can be blocked with a two-handed heavy weapon.<br> | ||
BrokenBlockDamageMul: The damage multiplier for a broken block. | '''BrokenBlockDamageMul:''' The damage multiplier for a broken block.<br> | ||
PowerAttackShieldBlockDamageMul: The damage multiplier for blocking a power attack with a shield. | '''PowerAttackShieldBlockDamageMul:''' The damage multiplier for blocking a power attack with a shield.<br> | ||
BrokenBlockPhysicsDamageMul: The physics damage multiplier for a broken block. | '''BrokenBlockPhysicsDamageMul:''' The physics damage multiplier for a broken block. | ||
== Items and Inventory == | == Items and Inventory == | ||
ChemicalPostProcesFadeOut: The fade out time for the chemical post-processing effect. | '''ChemicalPostProcesFadeOut:''' The fade out time for the chemical post-processing effect.<br> | ||
ChemicalPostProcesFadeIn: The fade in time for the chemical post-processing effect. | '''ChemicalPostProcesFadeIn:''' The fade in time for the chemical post-processing effect.<br> | ||
ChemicalDamageDuration: The duration of chemical damage. | '''ChemicalDamageDuration:''' The duration of chemical damage.<br> | ||
ChemicalDamagePerSecond: The amount of chemical damage per second. | '''ChemicalDamagePerSecond:''' The amount of chemical damage per second.<br> | ||
WQ_Invert_CamoDelay: The delay before the invert camouflage effect is applied. | '''WQ_Invert_CamoDelay:''' The delay before the invert camouflage effect is applied.<br> | ||
WQ_Invert_CamoDuration: The duration of the invert camouflage effect. | '''WQ_Invert_CamoDuration:''' The duration of the invert camouflage effect.<br> | ||
WQ_Invert_Delay: The delay before the invert effect is applied. | '''WQ_Invert_Delay:''' The delay before the invert effect is applied.<br> | ||
WQ_Invert_Duration: The duration of the invert effect. | '''WQ_Invert_Duration:''' The duration of the invert effect.<br> | ||
FallHeightToActivateChemicals: The fall height required to activate chemicals. | '''FallHeightToActivateChemicals:''' The fall height required to activate chemicals.<br> | ||
ChokeCoughDuration: The duration of the choke cough effect. | '''ChokeCoughDuration:''' The duration of the choke cough effect.<br> | ||
ChokeCoughTimeBetweenNoise: The time between choke cough noises. | '''ChokeCoughTimeBetweenNoise:''' The time between choke cough noises.<br> | ||
WQ_SlowMo_CamoDelay: The delay before the slow motion camouflage effect is applied. | '''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. | '''WQ_SlowMo_CamoDuration:''' The duration of the slow motion camouflage effect.<br> | ||
WQ_SlowMo_Delay: The delay before the slow motion effect is applied. | '''WQ_SlowMo_Delay:''' The delay before the slow motion effect is applied.<br> | ||
WQ_SlowMo_Duration: The duration of the slow motion effect. | '''WQ_SlowMo_Duration:''' The duration of the slow motion effect.<br> | ||
WQ_Rot_CamoDelay: The delay before the rotation camouflage effect is applied. | '''WQ_Rot_CamoDelay:''' The delay before the rotation camouflage effect is applied.<br> | ||
WQ_Rot_CamoDuration: The duration of the rotation camouflage effect. | '''WQ_Rot_CamoDuration:''' The duration of the rotation camouflage effect.<br> | ||
WQ_Rot_Delay: The delay before the rotation effect is applied. | '''WQ_Rot_Delay:''' The delay before the rotation effect is applied.<br> | ||
WQ_Rot_Duration: The duration of the rotation effect. | '''WQ_Rot_Duration:''' The duration of the rotation effect.<br> | ||
UnlockedLoadoutsCount: The number of unlocked loadouts. | '''UnlockedLoadoutsCount:''' The number of unlocked loadouts.<br> | ||
EquipmentSlotsCount: The number of equipment slots. | '''EquipmentSlotsCount:''' The number of equipment slots.<br> | ||
VisibleEquipmentSlotsCount: The number of visible equipment slots. | '''VisibleEquipmentSlotsCount:''' The number of visible equipment slots.<br> | ||
ConsumableSlotsCount: The number of consumable slots. | '''ConsumableSlotsCount:''' The number of consumable slots.<br> | ||
VisibleConsumableSlotsCount: The number of visible consumable slots. | '''VisibleConsumableSlotsCount:''' The number of visible consumable slots.<br> | ||
RestrictedEquipmentSlotsCount: The number of restricted equipment slots. | '''RestrictedEquipmentSlotsCount:''' The number of restricted equipment slots.<br> | ||
QuickSlotsCount: The number of quick slots. | '''QuickSlotsCount:''' The number of quick slots.<br> | ||
VisibleQuickSlotsCount: The number of visible quick slots. | '''VisibleQuickSlotsCount:''' The number of visible quick slots.<br> | ||
InventorySize: The size of the inventory. | '''InventorySize:''' The size of the inventory.<br> | ||
ItemsInventorySize: The size of the items inventory. | '''ItemsInventorySize:''' The size of the items inventory.<br> | ||
MaxInventorySize: The maximum size of the inventory. | '''MaxInventorySize:''' The maximum size of the inventory.<br> | ||
AmmoSlotsCount: The number of ammo slots. | '''AmmoSlotsCount:''' The number of ammo slots.<br> | ||
StorageAmmoSlotsCount: The number of ammo slots in storage. | '''StorageAmmoSlotsCount:''' The number of ammo slots in storage.<br> | ||
StorageEquipmentSlotsCount: The number of equipment slots in storage. | '''StorageEquipmentSlotsCount:''' The number of equipment slots in storage.<br> | ||
StorageConsumablesSlotsCount: The number of consumable slots in storage. | '''StorageConsumablesSlotsCount:''' The number of consumable slots in storage.<br> | ||
StorageOtherSlotsCount: The number of other slots in storage. | '''StorageOtherSlotsCount:''' The number of other slots in storage. | ||
== Player Attributes == | == Player Attributes == | ||
HitReactionSpeechProb: The probability of a hit reaction speech event occurring. | '''HitReactionSpeechProb:''' The probability of a hit reaction speech event occurring.<br> | ||
PursuitBreakerBlastDamage: The amount of damage dealt by the pursuit breaker blast. | '''PursuitBreakerBlastDamage:''' The amount of damage dealt by the pursuit breaker blast.<br> | ||
NightXPBonus: The bonus XP multiplier for actions performed at night. | '''NightXPBonus:''' The bonus XP multiplier for actions performed at night.<br> | ||
NightExpRequiredDistance: The distance required to earn night XP. | '''NightExpRequiredDistance:''' The distance required to earn night XP.<br> | ||
NightExpRequiredActions: The number of actions required to earn night XP. | '''NightExpRequiredActions:''' The number of actions required to earn night XP.<br> | ||
NightExpRequiredTime: The time required to earn night XP. | '''NightExpRequiredTime:''' The time required to earn night XP.<br> | ||
NightExpSurvivalConstantAward: The constant XP award for surviving the night. | '''NightExpSurvivalConstantAward:''' The constant XP award for surviving the night.<br> | ||
NightExpActionsReward: The XP reward for performing actions at night. | '''NightExpActionsReward:''' The XP reward for performing actions at night.<br> | ||
NightExpLootedReward: The XP reward for looting at night. | '''NightExpLootedReward:''' The XP reward for looting at night.<br> | ||
NightExpUnspotedReward: The XP reward for remaining undetected at night. | '''NightExpUnspotedReward:''' The XP reward for remaining undetected at night.<br> | ||
NightExpKillReward: The XP reward for killing enemies at night. | '''NightExpKillReward:''' The XP reward for killing enemies at night.<br> | ||
NightExpPbActivatedReward: The XP reward for activating the pursuit breaker at night. | '''NightExpPbActivatedReward:''' The XP reward for activating the pursuit breaker at night.<br> | ||
PickupTriggerCooldown: The cooldown time for the pickup trigger. | '''PickupTriggerCooldown:''' The cooldown time for the pickup trigger.<br> | ||
LeftHandDisabled: Whether the left hand is disabled. | '''LeftHandDisabled:''' Whether the left hand is disabled.<br> | ||
LeftHandDisabledClimbAnimSpeed: The animation speed for climbing with the left hand disabled. | '''LeftHandDisabledClimbAnimSpeed:''' The animation speed for climbing with the left hand disabled.<br> | ||
MaxStamina: The maximum stamina level. | '''MaxStamina:''' The maximum stamina level.<br> | ||
MaxStaminaMultiplier: The multiplier for the maximum stamina level. | '''MaxStaminaMultiplier:''' The multiplier for the maximum stamina level.<br> | ||
MaxStaminaMinRegenerationTime: The minimum regeneration time for maximum stamina. | '''MaxStaminaMinRegenerationTime:''' The minimum regeneration time for maximum stamina.<br> | ||
MaxStaminaMaxRegenerationTime: The maximum regeneration time for maximum stamina. | '''MaxStaminaMaxRegenerationTime:''' The maximum regeneration time for maximum stamina.<br> | ||
MaxStaminaTimeToRegenerate: The time it takes to regenerate maximum stamina. | '''MaxStaminaTimeToRegenerate:''' The time it takes to regenerate maximum stamina.<br> | ||
MaxStaminaDrainFactor: The drain factor for maximum stamina. | '''MaxStaminaDrainFactor:''' The drain factor for maximum stamina.<br> | ||
MaxStaminaDrainEnabled: Whether maximum stamina drain is enabled. | '''MaxStaminaDrainEnabled:''' Whether maximum stamina drain is enabled.<br> | ||
StaminaMovementDrainFactor: The drain factor for stamina movement. | '''StaminaMovementDrainFactor:''' The drain factor for stamina movement.<br> | ||
MinStaminaLevelFromHit: The minimum stamina level after being hit. | '''MinStaminaLevelFromHit:''' The minimum stamina level after being hit.<br> | ||
StaminaTimeToRegenerateOnEmpty: The time it takes to regenerate stamina when empty. | '''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. | '''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. | '''StaminaTimeToRegenerateOnEmptyAfterParokur:''' The time it takes to regenerate stamina when empty after parkour.<br> | ||
StaminaTimeToRegenerate: The time it takes to regenerate stamina when not empty. | '''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. | '''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. | '''StaminaTimeToRegenerateAfterParkour:''' The time it takes to regenerate stamina when not empty after parkour.<br> | ||
StaminaRegeneration: The rate at which stamina regenerates. | '''StaminaRegeneration:''' The rate at which stamina regenerates.<br> | ||
StaminaRegenerationOutsideDanger: The rate at which stamina regenerates outside of danger. | '''StaminaRegenerationOutsideDanger:''' The rate at which stamina regenerates outside of danger.<br> | ||
StaminaRegenerationRelative: The relative stamina regeneration rate. | '''StaminaRegenerationRelative:''' The relative stamina regeneration rate.<br> | ||
StaminaRegenerationRelativeOutsideDanger: The relative stamina regeneration rate outside of danger. | '''StaminaRegenerationRelativeOutsideDanger:''' The relative stamina regeneration rate outside of danger.<br> | ||
StaminaRegenerationRelativeEnabled: Whether relative stamina regeneration is enabled. | '''StaminaRegenerationRelativeEnabled:''' Whether relative stamina regeneration is enabled.<br> | ||
StaminaRegenerationRelativeForAllWeapons: Whether relative stamina regeneration is enabled for all weapons. | '''StaminaRegenerationRelativeForAllWeapons:''' Whether relative stamina regeneration is enabled for all weapons.<br> | ||
StaminaRegenerationFactorSlow: The stamina regeneration factor when running or on a ladder. | '''StaminaRegenerationFactorSlow:''' The stamina regeneration factor when running or on a ladder.<br> | ||
StaminaRegenerationFactorStand: The stamina regeneration factor when standing still. | '''StaminaRegenerationFactorStand:''' The stamina regeneration factor when standing still.<br> | ||
StaminaRegenerationFactorStandDalay: The delay before the stamina regeneration factor when standing still is applied. | '''StaminaRegenerationFactorStandDalay:''' The delay before the stamina regeneration factor when standing still is applied.<br> | ||
AdvancedStamina: Whether advanced stamina is enabled. | '''AdvancedStamina:''' Whether advanced stamina is enabled.<br> | ||
AdvancedStaminaRegenerationRelative: The relative stamina regeneration rate with advanced stamina enabled. | '''AdvancedStaminaRegenerationRelative:''' The relative stamina regeneration rate with advanced stamina enabled.<br> | ||
AdvancedStaminaRegenerationRelativeOutsideDanger: The relative stamina regeneration rate outside of danger with advanced stamina enabled. | '''AdvancedStaminaRegenerationRelativeOutsideDanger:''' The relative stamina regeneration rate outside of danger with advanced stamina enabled.<br> | ||
StaminaRegenerationExhaustedRelative: The relative stamina regeneration rate when exhausted. | '''StaminaRegenerationExhaustedRelative:''' The relative stamina regeneration rate when exhausted.<br> | ||
StaminaRegenerationExhaustedRelativeOutsideDanger: The relative stamina regeneration rate when exhausted outside of danger. | '''StaminaRegenerationExhaustedRelativeOutsideDanger:''' The relative stamina regeneration rate when exhausted outside of danger.<br> | ||
AdvancedStaminaEmptyHitStaminaFactor: The stamina factor for hits when empty with advanced stamina enabled. | '''AdvancedStaminaEmptyHitStaminaFactor:''' The stamina factor for hits when empty with advanced stamina enabled.<br> | ||
ExtraJumpsInAir: The number of extra jumps in the air. | '''ExtraJumpsInAir:''' The number of extra jumps in the air.<br> | ||
HealthRegenerationOnHit: The amount of health regenerated on hit. | '''HealthRegenerationOnHit:''' The amount of health regenerated on hit.<br> | ||
HealthRegenerationFactorOnHit: The health regeneration factor on hit. | '''HealthRegenerationFactorOnHit:''' The health regeneration factor on hit.<br> | ||
StaminaCanFullyDrain: Whether stamina can fully drain. | '''StaminaCanFullyDrain:''' Whether stamina can fully drain.<br> | ||
StaminaWarningLevel: The stamina level at which a warning is displayed. | '''StaminaWarningLevel:''' The stamina level at which a warning is displayed.<br> | ||
ParryDamageMult: The damage multiplier for parrying. | '''ParryDamageMult:''' The damage multiplier for parrying.<br> | ||
VulnerableHumanGrabStaminaRecover: The amount of stamina recovered when hit by a human grab attack. | '''VulnerableHumanGrabStaminaRecover:''' The amount of stamina recovered when hit by a human grab attack.<br> | ||
MaxHealth: The maximum health value. | '''MaxHealth:''' The maximum health value.<br> | ||
MaxHealthTotalMul: The multiplier for the maximum health value. | '''MaxHealthTotalMul:''' The multiplier for the maximum health value.<br> | ||
HealthRegenerationEnabled: Whether health regeneration is enabled. | '''HealthRegenerationEnabled:''' Whether health regeneration is enabled.<br> | ||
HealthAutoHealEnabled: Whether automatic health healing is enabled. | '''HealthAutoHealEnabled:''' Whether automatic health healing is enabled.<br> | ||
LowHealthEffectThreshold: The health threshold at which the low health effect is triggered. | '''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. | '''FullHealthEffectThreshold:''' The health threshold at which the full health effect is triggered.<br> | ||
HealthRegenerationDelay: The delay before health regeneration starts. | '''HealthRegenerationDelay:''' The delay before health regeneration starts.<br> | ||
HealthPerSecond: The amount of health regenerated per second. | '''HealthPerSecond:''' The amount of health regenerated per second.<br> | ||
AfterDeathHealthRegenTime: The time it takes to regenerate health after death. | '''AfterDeathHealthRegenTime:''' The time it takes to regenerate health after death.<br> | ||
AfterDeathHealthFactor: The factor for health regeneration after death. | '''AfterDeathHealthFactor:''' The factor for health regeneration after death. | ||
== Skills == | == Skills == | ||
SurvivalSenseEnabled: Whether survivor sense is enabled. | '''SurvivalSenseEnabled:''' Whether survivor sense is enabled.<br> | ||
CanUseSenseWhenMoving: Whether survivor sense can be used while moving. | '''CanUseSenseWhenMoving:''' Whether survivor sense can be used while moving.<br> | ||
SurvivorSenseCooldown: The cooldown time for survivor sense. | '''SurvivorSenseCooldown:''' The cooldown time for survivor sense.<br> | ||
SurvivorSensePreparationTime: The preparation time for survivor sense. | '''SurvivorSensePreparationTime:''' The preparation time for survivor sense.<br> | ||
SurvivorSensePreparationTimeWhenAiming: The preparation time for survivor sense when aiming. | '''SurvivorSensePreparationTimeWhenAiming:''' The preparation time for survivor sense when aiming.<br> | ||
SurvivorSenseRange: The range of survivor sense. | '''SurvivorSenseRange:''' The range of survivor sense.<br> | ||
SurvivorSenseOpacity: The opacity of the survivor sense effect. | '''SurvivorSenseOpacity:''' The opacity of the survivor sense effect.<br> | ||
SurvivorSenseWaveDuration: The duration of the survivor sense wave. | '''SurvivorSenseWaveDuration:''' The duration of the survivor sense wave.<br> | ||
SurvivorSenseIconDuration: The duration of the survivor sense icons. | '''SurvivorSenseIconDuration:''' The duration of the survivor sense icons.<br> | ||
SurvivorSenseAIDuration: The duration of the survivor sense AI highlighting. | '''SurvivorSenseAIDuration:''' The duration of the survivor sense AI highlighting.<br> | ||
SurvivorSenseAIHeight: The height at which AIs are detected by survivor sense. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''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. | '''SurvivorSenseRestingAIRange:''' The range at which resting AIs are detected by survivor sense.<br> | ||
SurvivorSenseAIIndicatorRange: The range at which AI indicators are shown. | '''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. | '''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. | '''SurvivorSenseHeavyAttacks:''' Whether heavy attacks are highlighted by survivor sense.<br> | ||
SurvivorSenseHeavyAttacksMaxRange: The maximum range at which heavy attacks are highlighted by survivor sense. | '''SurvivorSenseHeavyAttacksMaxRange:''' The maximum range at which heavy attacks are highlighted by survivor sense.<br> | ||
SurvivorSenseHeavyAttacksDuration: The duration of the heavy attack highlighting effect. | '''SurvivorSenseHeavyAttacksDuration:''' The duration of the heavy attack highlighting effect.<br> | ||
SurvivorSenseHeavyAttacksPreset: The preset used for the heavy attack highlighting effect. | '''SurvivorSenseHeavyAttacksPreset:''' The preset used for the heavy attack highlighting effect.<br> | ||
GhostTriggerSearchRadius: The search radius for the ghost trigger. | '''GhostTriggerSearchRadius:''' The search radius for the ghost trigger.<br> | ||
EnemyBehindPlayerMaxDistance: The maximum distance at which enemies behind the player are detected. | '''EnemyBehindPlayerMaxDistance:''' The maximum distance at which enemies behind the player are detected.<br> | ||
BinocularsLevel: The level of the binoculars. | '''BinocularsLevel:''' The level of the binoculars.<br> | ||
BinocularMaxTempMarkedLocations: The maximum number of locations that can be temporarily marked with the binoculars. | '''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. | '''BinocularTempMarkDuration:''' The duration of the temporary marks made with the binoculars.<br> | ||
GREDetectorWithoutFacility: Whether the GRE detector can be used without a facility. | '''GREDetectorWithoutFacility:''' Whether the GRE detector can be used without a facility.<br> | ||
GREDetectorRange: The range of the GRE detector. | '''GREDetectorRange:''' The range of the GRE detector.<br> | ||
GREDetectionLevel: The level of the GRE detector. | '''GREDetectionLevel:''' The level of the GRE detector.<br> | ||
GREDetectorRangeNearby: The range at which the GRE detector will show nearby objects. | '''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. | '''GREDetectorRange3DIndication:''' The range at which the GRE detector will show 3D indications.<br> | ||
GREDetectorRangeFoundTollerance: The tolerance for the GRE detector when finding objects. | '''GREDetectorRangeFoundTollerance:''' The tolerance for the GRE detector when finding objects.<br> | ||
FirearmsDecoderDetector: Whether the firearms decoder detector is enabled. | '''FirearmsDecoderDetector:''' Whether the firearms decoder detector is enabled.<br> | ||
FirearmsDecoderDetectorRange: The range of the firearms decoder detector. | '''FirearmsDecoderDetectorRange:''' The range of the firearms decoder detector.<br> | ||
FirearmsDecoderDetectorRangeNearby: The range at which the firearms decoder detector will show nearby objects. | '''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. | '''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. | '''FirearmsDecoderDetectorRangeTolerance:''' The tolerance for the firearms decoder detector when finding objects.<br> | ||
UVFlashlightLevel: The level of the UV flashlight. | '''UVFlashlightLevel:''' The level of the UV flashlight.<br> | ||
HarvestingLevel: The level of the harvesting skill. | '''HarvestingLevel:''' The level of the harvesting skill.<br> | ||
HarvestingLevelForMultipleItems: The level of the harvesting skill required to get multiple items. | '''HarvestingLevelForMultipleItems:''' The level of the harvesting skill required to get multiple items.<br> | ||
HarvestingMultipleItemsCount: The number of items that can be harvested at once. | '''HarvestingMultipleItemsCount:''' The number of items that can be harvested at once.<br> | ||
GrabExpert: Whether the player is a grab expert. | '''GrabExpert:''' Whether the player is a grab expert.<br> | ||
FastGrabBreakLevel: The level of the fast grab break skill. | '''FastGrabBreakLevel:''' The level of the fast grab break skill.<br> | ||
StompLevel: The level of the stomp attack. | '''StompLevel:''' The level of the stomp attack.<br> | ||
GrappleHookLevel: The level of the grapple hook. | '''GrappleHookLevel:''' The level of the grapple hook.<br> | ||
LockpickLevel: The level of the lockpicking skill. | '''LockpickLevel:''' The level of the lockpicking skill.<br> | ||
LockpickBreakLevel: The level of the lockpick break skill. | '''LockpickBreakLevel:''' The level of the lockpick break skill.<br> | ||
NaturalMovementActionLevel: The level of the natural movement action. | '''NaturalMovementActionLevel:''' The level of the natural movement action.<br> | ||
CubeKeyLevel: The level of the cube key. | '''CubeKeyLevel:''' The level of the cube key. | ||
== Technical == | == Technical == | ||
FlashlightRangeFactorChangeSpeed: The speed at which the flashlight range factor changes. | '''FlashlightRangeFactorChangeSpeed:''' The speed at which the flashlight range factor changes.<br> | ||
FlashlightRangeFactorChangeTime: The time it takes for the flashlight range factor to change. | '''FlashlightRangeFactorChangeTime:''' The time it takes for the flashlight range factor to change.<br> | ||
FovSprintModif: The FOV modifier when sprinting. | '''FovSprintModif:''' The FOV modifier when sprinting.<br> | ||
SplatsEnabled: Whether splats are enabled. | '''SplatsEnabled:''' Whether splats are enabled.<br> | ||
ExhastedPPEnabled: Whether the exhausted post-processing effect is enabled. | '''ExhastedPPEnabled:''' Whether the exhausted post-processing effect is enabled.<br> | ||
HeadBobFactor: The factor for head bobbing. | '''HeadBobFactor:''' The factor for head bobbing.<br> | ||
AmortizerJumpHelpTimer: The timer for the amortizer jump helper. | '''AmortizerJumpHelpTimer:''' The timer for the amortizer jump helper.<br> | ||
CableMaxLength: The maximum length of the cable. | '''CableMaxLength:''' The maximum length of the cable.<br> | ||
SpeedFxEnabled: Whether speed effects are enabled. | '''SpeedFxEnabled:''' Whether speed effects are enabled.<br> | ||
SpeedPPEnabled: Whether the speed post-processing effect is enabled. | '''SpeedPPEnabled:''' Whether the speed post-processing effect is enabled.<br> | ||
ElementalTimeDuration: The duration of the elemental time effect. | '''ElementalTimeDuration:''' The duration of the elemental time effect.<br> | ||
BulletAccuracyFactor: The accuracy factor for bullets. | '''BulletAccuracyFactor:''' The accuracy factor for bullets.<br> | ||
SwimMoveSpeed: The movement speed when swimming. | '''SwimMoveSpeed:''' The movement speed when swimming.<br> | ||
SwimSprintSpeed: The sprint speed when swimming. | '''SwimSprintSpeed:''' The sprint speed when swimming.<br> | ||
SwimImpulsSpeed: The impulse speed when swimming. | '''SwimImpulsSpeed:''' The impulse speed when swimming.<br> | ||
SwimStrafeSpeed: The strafe speed when swimming. | '''SwimStrafeSpeed:''' The strafe speed when swimming.<br> | ||
SwimAcceleration: The acceleration when swimming. | '''SwimAcceleration:''' The acceleration when swimming.<br> | ||
SwimUpAcceleration: The upward acceleration when swimming. | '''SwimUpAcceleration:''' The upward acceleration when swimming.<br> | ||
SprintEffects: Whether sprint effects are enabled. | '''SprintEffects:''' Whether sprint effects are enabled.<br> | ||
SprintEffectsInPGandRG: Whether sprint effects are enabled in paragliding and rope gliding. | '''SprintEffectsInPGandRG:''' Whether sprint effects are enabled in paragliding and rope gliding.<br> | ||
SprintWithoutInput: Whether sprinting is possible without input. | '''SprintWithoutInput:''' Whether sprinting is possible without input.<br> | ||
SprintNitroAcceleration: The acceleration when using nitro sprint. | '''SprintNitroAcceleration:''' The acceleration when using nitro sprint.<br> | ||
SprintNitroFovMul: The FOV multiplier when using nitro sprint. | '''SprintNitroFovMul:''' The FOV multiplier when using nitro sprint.<br> | ||
SprintNitroMaxSpeedAdd: The maximum speed added when using nitro sprint. | '''SprintNitroMaxSpeedAdd:''' The maximum speed added when using nitro sprint.<br> | ||
SprintAutoStartTime: The time it takes to automatically start sprinting. | '''SprintAutoStartTime:''' The time it takes to automatically start sprinting.<br> | ||
SprintNitroAccelerationSlowdownMod: The slowdown modifier for sprint nitro acceleration. | '''SprintNitroAccelerationSlowdownMod:''' The slowdown modifier for sprint nitro acceleration.<br> | ||
MoveForwardMinSpeed: The minimum forward movement speed. | '''MoveForwardMinSpeed:''' The minimum forward movement speed.<br> | ||
MoveForwardMaxSpeed: The maximum forward movement speed. | '''MoveForwardMaxSpeed:''' The maximum forward movement speed.<br> | ||
MoveBackwardMinSpeed: The minimum backward movement speed. | '''MoveBackwardMinSpeed:''' The minimum backward movement speed.<br> | ||
MoveBackwardMaxSpeed: The maximum backward movement speed. | '''MoveBackwardMaxSpeed:''' The maximum backward movement speed.<br> | ||
ImmortalityBuff: Whether the immortality buff is active. | '''ImmortalityBuff:''' Whether the immortality buff is active.<br> | ||
MoveStrafeMinSpeed: The minimum strafe movement speed. | '''MoveStrafeMinSpeed:''' The minimum strafe movement speed.<br> | ||
MoveStrafeMaxSpeed: The maximum strafe movement speed. | '''MoveStrafeMaxSpeed:''' The maximum strafe movement speed.<br> | ||
MoveSprintMinSpeed: The minimum sprint movement speed. | '''MoveSprintMinSpeed:''' The minimum sprint movement speed.<br> | ||
MoveSprintSpeed: The sprint movement speed. | '''MoveSprintSpeed:''' The sprint movement speed.<br> | ||
MoveAcceleration: The movement acceleration. | '''MoveAcceleration:''' The movement acceleration.<br> | ||
MoveAccelerationInAttackRest: The movement acceleration when attacking from rest. | '''MoveAccelerationInAttackRest:''' The movement acceleration when attacking from rest.<br> | ||
MoveSprintMinAcceleration: The minimum sprint movement acceleration. | '''MoveSprintMinAcceleration:''' The minimum sprint movement acceleration.<br> | ||
MoveSprintAcceleration: The sprint movement acceleration. | '''MoveSprintAcceleration:''' The sprint movement acceleration.<br> | ||
MoveDeceleration: The movement deceleration. | '''MoveDeceleration:''' The movement deceleration.<br> | ||
MoveGlideDownMaxSpeed: The maximum downward gliding speed. | '''MoveGlideDownMaxSpeed:''' The maximum downward gliding speed.<br> | ||
MoveGlideDownDeceleration: The downward gliding deceleration. | '''MoveGlideDownDeceleration:''' The downward gliding deceleration.<br> | ||
ThrowMaxDist: The maximum throwing distance. | '''ThrowMaxDist:''' The maximum throwing distance.<br> | ||
ThrowingStarFowardThrow: The forward throwing distance for throwing stars. | '''ThrowingStarFowardThrow:''' The forward throwing distance for throwing stars.<br> | ||
ThrowablesSpeedFactor: The speed factor for throwables. | '''ThrowablesSpeedFactor:''' The speed factor for throwables.<br> | ||
FOVCorrection: The FOV correction. | '''FOVCorrection:''' The FOV correction.<br> | ||
CameraDefaultFOV: The default FOV for the camera. | '''CameraDefaultFOV:''' The default FOV for the camera.<br> | ||
BulletHitMissEffects: Whether bullet hit/miss effects are enabled. | '''BulletHitMissEffects:''' Whether bullet hit/miss effects are enabled.<br> | ||
HideWeaponsDuringSprintDelay: The delay before weapons are hidden when sprinting. | '''HideWeaponsDuringSprintDelay:''' The delay before weapons are hidden when sprinting.<br> | ||
HideWeaponsDuringCrouchDelay: The delay before weapons are hidden when crouching. | '''HideWeaponsDuringCrouchDelay:''' The delay before weapons are hidden when crouching.<br> | ||
HealingMovementSpeedMul: The movement speed multiplier when healing. | '''HealingMovementSpeedMul:''' The movement speed multiplier when healing.<br> | ||
NightVisionEnabled: Whether night vision is enabled. | '''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. | This is not an exhaustive list, as there are many other technical parameters in the player_variables.txt file. | ||
== Visuals and Effects == | == Visuals and Effects == | ||
ActiveBuffBarLength2p: The length of the active buff bar for 2 players. | '''ActiveBuffBarLength2p:''' The length of the active buff bar for 2 players.<br> | ||
ActiveBuffBarLength3p: The length of the active buff bar for 3 players. | '''ActiveBuffBarLength3p:''' The length of the active buff bar for 3 players.<br> | ||
ActiveBuffBarLength4p: The length of the active buff bar for 4 players. | '''ActiveBuffBarLength4p:''' The length of the active buff bar for 4 players.<br> | ||
HealthCriticalPPMaxLevel: The maximum level of the health critical post-processing effect. | '''HealthCriticalPPMaxLevel:''' The maximum level of the health critical post-processing effect.<br> | ||
HealthCriticalPPMinLevel: The minimum level of the health critical post-processing effect. | '''HealthCriticalPPMinLevel:''' The minimum level of the health critical post-processing effect.<br> | ||
HealthCriticalPPInTime: The time it takes for the health critical post-processing effect to fade in. | '''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. | '''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. | '''HealthCriticalAnimationSpeed:''' The animation speed for the health critical state.<br> | ||
HealthCriticalLevel: The health level at which the critical state is triggered. | '''HealthCriticalLevel:''' The health level at which the critical state is triggered.<br> | ||
MaxAutoRegenHealthPercent: The maximum percentage of health that can be regenerated automatically. | '''MaxAutoRegenHealthPercent:''' The maximum percentage of health that can be regenerated automatically.<br> | ||
HealthCriticalMaxLevel: The maximum level of the health critical state. | '''HealthCriticalMaxLevel:''' The maximum level of the health critical state.<br> | ||
DashAndAfterboostPostprocessMax: The maximum value for the dash and afterboost post-processing effect. | '''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. | '''SprintNitroStopAngleMoveInput:''' The angle of the move input required to stop sprint nitro.<br> | ||
SprintNitroStaminaConsuption: The stamina consumption for sprint nitro. | '''SprintNitroStaminaConsuption:''' The stamina consumption for sprint nitro.<br> | ||
SprintNitroStartStaminaConsuption: The stamina consumption for starting sprint nitro. | '''SprintNitroStartStaminaConsuption:''' The stamina consumption for starting sprint nitro.<br> | ||
SprintNitroMinDuration: The minimum duration of sprint nitro. | '''SprintNitroMinDuration:''' The minimum duration of sprint nitro.<br> | ||
SprintNitroDuration: The duration of sprint nitro. | '''SprintNitroDuration:''' The duration of sprint nitro.<br> | ||
SprintNitroBodyDirLagTime: The body direction lag time for sprint nitro. | '''SprintNitroBodyDirLagTime:''' The body direction lag time for sprint nitro.<br> | ||
SprintNitroCooldown: The cooldown time for sprint nitro. | '''SprintNitroCooldown:''' The cooldown time for sprint nitro.<br> | ||
XrayEffectProbability: The probability of the X-ray effect occurring. | '''XrayEffectProbability:''' The probability of the X-ray effect occurring.<br> | ||
XRayVisEffectRadius: The radius of the X-ray visual effect. | '''XRayVisEffectRadius:''' The radius of the X-ray visual effect.<br> | ||
XRayVisEffectDuration: The duration of the X-ray visual effect. | '''XRayVisEffectDuration:''' The duration of the X-ray visual effect.<br> | ||
XRayEffectDuration: The duration of the X-ray effect. | '''XRayEffectDuration:''' The duration of the X-ray effect.<br> | ||
EnableXray: Whether the X-ray effect is enabled. | '''EnableXray:''' Whether the X-ray effect is enabled.<br> | ||
EnableXRayEffectOnAllHits: Whether the X-ray effect is enabled for all hits. | '''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. | '''DisableXRaySlowMoLimit:''' Whether the slow-motion limit for the X-ray effect is disabled.<br> | ||
SlowMoProbability: The probability of slow motion occurring. | '''SlowMoProbability:''' The probability of slow motion occurring.<br> | ||
SlowMoLastGroupTime: The time it takes for the last group of enemies to trigger slow motion. | '''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. | '''GroupOfEnemiesCount:''' The number of enemies in a group required to trigger slow motion.<br> | ||
DeathEffectFadeInTime: The fade in time for the death effect. | '''DeathEffectFadeInTime:''' The fade in time for the death effect.<br> | ||
DeathEffectFadeOutTime: The fade out time for the death effect. | '''DeathEffectFadeOutTime:''' The fade out time for the death effect.<br> | ||
PreInfectionPostprocessMaxValue: The maximum value for the pre-infection post-processing effect. | '''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. | '''PreInfectionStaminLvl2StartPostproces:''' The stamina level at which the pre-infection post-processing effect starts.<br> | ||
InfectionPostProcessStrength: The strength of the infection post-processing effect. | '''InfectionPostProcessStrength:''' The strength of the infection post-processing effect.<br> | ||
InfectionPostProcessStrengthNight: The strength of the infection post-processing effect at night. | '''InfectionPostProcessStrengthNight:''' The strength of the infection post-processing effect at night.<br> | ||
ScreamEffectDuration: The duration of the scream effect. | '''ScreamEffectDuration:''' The duration of the scream effect.<br> | ||
ScreamEffectIntensity: The intensity of the scream effect. | '''ScreamEffectIntensity:''' The intensity of the scream effect.<br> | ||
InfectionPostprocessMaxValue: The maximum value for the infection post-processing effect. | '''InfectionPostprocessMaxValue:''' The maximum value for the infection post-processing effect.<br> | ||
NightRunnerAdditionalFOV: The additional FOV during night runner. | '''NightRunnerAdditionalFOV:''' The additional FOV during night runner.<br> | ||
NightRunnerFuryEffectValue: The fury effect value during night runner. | '''NightRunnerFuryEffectValue:''' The fury effect value during night runner.<br> | ||
ExhaustedEyesClosureEffectStrength: The strength of the exhausted eye closure effect. | '''ExhaustedEyesClosureEffectStrength:''' The strength of the exhausted eye closure effect.<br> | ||
ExhaustedEyesClosureEffectStartFactor: The start factor for the exhausted eye closure effect. | '''ExhaustedEyesClosureEffectStartFactor:''' The start factor for the exhausted eye closure effect.<br> | ||
ExhaustedEyesClosureEffectFadeOut: The fade-out time for the exhausted eye closure effect. | '''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. | '''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. | '''ExhaustedEyesClosureEffectAddOnAdvancedStaminaDrained:''' The additional strength added to the exhausted eye closure effect when advanced stamina is drained.<br> | ||
FuryEffectValue: The effect value of fury. | '''FuryEffectValue:''' The effect value of fury.<br> | ||
FuryAdditionalFOV: The additional FOV gained during fury. | '''FuryAdditionalFOV:''' The additional FOV gained during fury.<br> | ||
CameraDefaultFOVReduction: The reduction in the default FOV for the camera. | '''CameraDefaultFOVReduction:''' The reduction in the default FOV for the camera.<br> | ||
CameraDefaultFOVReducedSpringTime: The spring time for the reduced default FOV for the camera. | '''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. | '''CameraDefaultFOVRemoveReductionSpringTime:''' The spring time for removing the reduction in the default FOV for the camera. | ||
== Attacks and Abilities == | == Attacks and Abilities == | ||
DropAttackEnable: Whether the drop attack is enabled. | '''DropAttackEnable:''' Whether the drop attack is enabled.<br> | ||
DropAttackMinFallHeight: The minimum fall height required to perform a drop attack. | '''DropAttackMinFallHeight:''' The minimum fall height required to perform a drop attack.<br> | ||
DropAttackSearchRadius: The search radius for a drop attack. | '''DropAttackSearchRadius:''' The search radius for a drop attack.<br> | ||
DropAttackTargetDistance2dMax: The maximum 2D distance to the target for a drop attack. | '''DropAttackTargetDistance2dMax:''' The maximum 2D distance to the target for a drop attack.<br> | ||
DropAttackTargetDistanceMin: The minimum distance to the target for a drop attack. | '''DropAttackTargetDistanceMin:''' The minimum distance to the target for a drop attack.<br> | ||
DropAttackTargetDistanceMax: The maximum distance to the target for a drop attack. | '''DropAttackTargetDistanceMax:''' The maximum distance to the target for a drop attack.<br> | ||
DropAttackMaxAngleToTarget: The maximum angle to the target for a drop attack. | '''DropAttackMaxAngleToTarget:''' The maximum angle to the target for a drop attack.<br> | ||
DropAttackShockwaveEnabled: Whether the drop attack shockwave is enabled. | '''DropAttackShockwaveEnabled:''' Whether the drop attack shockwave is enabled.<br> | ||
DropAttackMaxFallHeight: The maximum fall height for a drop attack. | '''DropAttackMaxFallHeight:''' The maximum fall height for a drop attack.<br> | ||
DeathFromAboveYDistMax: The maximum vertical distance for the death from above attack. | '''DeathFromAboveYDistMax:''' The maximum vertical distance for the death from above attack.<br> | ||
DeathFromAboveYDistMin: The minimum vertical distance for the death from above attack. | '''DeathFromAboveYDistMin:''' The minimum vertical distance for the death from above attack.<br> | ||
DeathFromAbove2Dist: The distance for the second stage of the death from above attack. | '''DeathFromAbove2Dist:''' The distance for the second stage of the death from above attack.<br> | ||
DeathFromAbove2DistMin: The minimum 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.<br> | ||
DeathFromAboveExecuteDist: The distance at which the death from above attack is executed. | '''DeathFromAboveExecuteDist:''' The distance at which the death from above attack is executed.<br> | ||
DeathFromAboveExecuteTime: The time it takes to execute the death from above attack. | '''DeathFromAboveExecuteTime:''' The time it takes to execute the death from above attack.<br> | ||
DeathFromAboveJumpMinTime: The minimum time the player needs to be in the air to perform the death from above attack. | '''DeathFromAboveJumpMinTime:''' The minimum time the player needs to be in the air to perform the death from above attack.<br> | ||
DeathFromAboveShockwave: Whether the death from above attack creates a shockwave. | '''DeathFromAboveShockwave:''' Whether the death from above attack creates a shockwave.<br> | ||
DeathFromAboveWithItemEnabled: Whether the death from above attack can be performed with an item. | '''DeathFromAboveWithItemEnabled:''' Whether the death from above attack can be performed with an item.<br> | ||
DeathFromAboveJumpAvailable: Whether the death from above jump is available. | '''DeathFromAboveJumpAvailable:''' Whether the death from above jump is available.<br> | ||
ChargeAttack: Whether the charge attack is enabled. | '''ChargeAttack:''' Whether the charge attack is enabled.<br> | ||
ChargeStaminaDecreaseFactor: The stamina decrease factor for charging attacks. | '''ChargeStaminaDecreaseFactor:''' The stamina decrease factor for charging attacks.<br> | ||
ChargeDamageStaminaMul: The stamina multiplier for charge attack damage. | '''ChargeDamageStaminaMul:''' The stamina multiplier for charge attack damage.<br> | ||
ChargeAutoReleaseTime: The time for automatically releasing a charge attack. | '''ChargeAutoReleaseTime:''' The time for automatically releasing a charge attack.<br> | ||
ChargeHoldDuration: The hold duration for charge attacks. | '''ChargeHoldDuration:''' The hold duration for charge attacks.<br> | ||
ChargeWeaponDurabilityMul: The weapon durability multiplier for charge attacks. | '''ChargeWeaponDurabilityMul:''' The weapon durability multiplier for charge attacks.<br> | ||
MeleeWpnDurabilityMulReduce: The reduction in the weapon durability multiplier for melee weapons. | '''MeleeWpnDurabilityMulReduce:''' The reduction in the weapon durability multiplier for melee weapons.<br> | ||
ChargeSpinCrouchOffset: The crouch offset for charge spin attacks. | '''ChargeSpinCrouchOffset:''' The crouch offset for charge spin attacks.<br> | ||
ChargeSpinAdditionalRange: The additional range for charge spin attacks. | '''ChargeSpinAdditionalRange:''' The additional range for charge spin attacks. | ||
== Environment and Gameplay == | == Environment and Gameplay == | ||
MoveSlopeSpeed: The movement speed on slopes. | '''MoveSlopeSpeed:''' The movement speed on slopes.<br> | ||
AutoSlopeAddSpeed: The additional speed applied when auto-sloping. | '''AutoSlopeAddSpeed:''' The additional speed applied when auto-sloping.<br> | ||
AdvancedParkourAutoSlopeAddSpeed: The additional speed applied when auto-sloping with advanced parkour enabled. | '''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. | '''SlopeMaxVelStruggle:''' The maximum velocity at which the player can struggle on a slope.<br> | ||
AllowSlopeStruggle: Whether the player is allowed to struggle on slopes. | '''AllowSlopeStruggle:''' Whether the player is allowed to struggle on slopes.<br> | ||
AutoSlopeStruggle: Whether auto-slope struggle is enabled. | '''AutoSlopeStruggle:''' Whether auto-slope struggle is enabled.<br> | ||
PoleWantedPositionTime: The time it takes to reach the wanted position on a pole. | '''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. | '''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. | '''PoleMinStartSpeed:''' The minimum speed required to start using a pole.<br> | ||
PoleOffset: The offset from the pole. | '''PoleOffset:''' The offset from the pole.<br> | ||
PoleAddOffset: The additional offset from the pole. | '''PoleAddOffset:''' The additional offset from the pole.<br> | ||
PoleInertia: The inertia of the pole. | '''PoleInertia:''' The inertia of the pole.<br> | ||
PoleAngleMultiplier: The multiplier for the pole angle. | '''PoleAngleMultiplier:''' The multiplier for the pole angle.<br> | ||
PoleAngleUpdateTime: The time it takes to update the pole angle. | '''PoleAngleUpdateTime:''' The time it takes to update the pole angle.<br> | ||
PoleHandInfluenceBegin: The influence of the hand on the pole at the beginning. | '''PoleHandInfluenceBegin:''' The influence of the hand on the pole at the beginning.<br> | ||
PoleMoveTime: The time it takes to move on the pole. | '''PoleMoveTime:''' The time it takes to move on the pole.<br> | ||
PoleMoveWait: The wait time before moving on the pole. | '''PoleMoveWait:''' The wait time before moving on the pole.<br> | ||
CanStandOnMonkeyBar: Whether the player can stand on a monkey bar. | '''CanStandOnMonkeyBar:''' Whether the player can stand on a monkey bar.<br> | ||
MonkeyBarChangeRangeY: The vertical range for changing monkey bars. | '''MonkeyBarChangeRangeY:''' The vertical range for changing monkey bars.<br> | ||
MonkeyBarChangeRange2D: The 2D range for changing monkey bars. | '''MonkeyBarChangeRange2D:''' The 2D range for changing monkey bars.<br> | ||
CanRecieveXPProficiency: Whether the player can receive XP for proficiency. | '''CanRecieveXPProficiency:''' Whether the player can receive XP for proficiency.<br> | ||
SprintExhausted: Whether the player can sprint when exhausted. | '''SprintExhausted:''' Whether the player can sprint when exhausted.<br> | ||
ExhaustedMoveMaxSpeedFactor: The maximum speed factor when exhausted. | '''ExhaustedMoveMaxSpeedFactor:''' The maximum speed factor when exhausted.<br> | ||
TackleTimeToRegenOnEmpty: The time it takes for stamina to regenerate after a tackle when empty. | '''TackleTimeToRegenOnEmpty:''' The time it takes for stamina to regenerate after a tackle when empty.<br> | ||
MoveSprintStaminaConsumption: The stamina consumption for sprinting. | '''MoveSprintStaminaConsumption:''' The stamina consumption for sprinting.<br> | ||
MoveSpeedFitnessFactor: The fitness factor for movement speed. | '''MoveSpeedFitnessFactor:''' The fitness factor for movement speed.<br> | ||
MoveSpeedFitnessFactorTime: The time it takes for the movement speed fitness factor to take effect. | '''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. | '''SkipObstacleMechanimsOnEnemyProb:''' The probability of skipping obstacle mechanisms when hitting an enemy.<br> | ||
CanThrowInLookback: Whether the player can throw while looking back. | '''CanThrowInLookback:''' Whether the player can throw while looking back.<br> | ||
ChallengeStaminaDropMul: The stamina drop multiplier for challenges. | '''ChallengeStaminaDropMul:''' The stamina drop multiplier for challenges.<br> | ||
ZipLineMinSpeed: The minimum speed on a zipline. | '''ZipLineMinSpeed:''' The minimum speed on a zipline.<br> | ||
ZipLineMaxSpeed: The maximum speed on a zipline. | '''ZipLineMaxSpeed:''' The maximum speed on a zipline.<br> | ||
ZipLineAcceleration: The acceleration on a zipline. | '''ZipLineAcceleration:''' The acceleration on a zipline.<br> | ||
ZipLineMaxAcceleratedSpeed: The maximum accelerated speed on a zipline. | '''ZipLineMaxAcceleratedSpeed:''' The maximum accelerated speed on a zipline.<br> | ||
ZipLineAboveSlideEnabled: Whether sliding is enabled above the zipline. | '''ZipLineAboveSlideEnabled:''' Whether sliding is enabled above the zipline.<br> | ||
HarmfulHeight: The height at which falling damage is dealt. | '''HarmfulHeight:''' The height at which falling damage is dealt.<br> | ||
LargeFallHeight: The height at which a large fall occurs. | '''LargeFallHeight:''' The height at which a large fall occurs.<br> | ||
LethalHeight: The height at which a lethal fall occurs. | '''LethalHeight:''' The height at which a lethal fall occurs.<br> | ||
FallHeightFilter: The filter for fall height. | '''FallHeightFilter:''' The filter for fall height.<br> | ||
AmortizedHarmfulHeight: The amortized height at which falling damage is dealt. | '''AmortizedHarmfulHeight:''' The amortized height at which falling damage is dealt.<br> | ||
AmortizedLethalHeight: The amortized height at which a lethal fall occurs. | '''AmortizedLethalHeight:''' The amortized height at which a lethal fall occurs.<br> | ||
FallingHeightToRespawn: The height at which the player respawns after falling. | '''FallingHeightToRespawn:''' The height at which the player respawns after falling.<br> | ||
CrouchDampingWindowTime: The time window for crouch damping. | '''CrouchDampingWindowTime:''' The time window for crouch damping.<br> | ||
EnableFallHelperModule: Whether the fall helper module is enabled. | '''EnableFallHelperModule:''' Whether the fall helper module is enabled.<br> | ||
MinTimeBetweenJumps: The minimum time between jumps. | '''MinTimeBetweenJumps:''' The minimum time between jumps.<br> | ||
DoubleJumpInOverAndOn: Whether double jump is enabled in over and on states. | '''DoubleJumpInOverAndOn:''' Whether double jump is enabled in over and on states.<br> | ||
CoolodownFailDisplayTime: The display time for cooldown fail messages. | '''CoolodownFailDisplayTime:''' The display time for cooldown fail messages.<br> | ||
SquirrelSuitExtraGravity: The extra gravity applied when using the squirrel suit. | '''SquirrelSuitExtraGravity:''' The extra gravity applied when using the squirrel suit.<br> | ||
SquirrelSuitMoveSpeed: The movement speed when using the squirrel suit. | '''SquirrelSuitMoveSpeed:''' The movement speed when using the squirrel suit.<br> | ||
BalanceLineHelperYDist: The vertical distance for the balance line helper. | '''BalanceLineHelperYDist:''' The vertical distance for the balance line helper.<br> | ||
BalanceLineHelper2DDist: The 2D distance for the balance line helper. | '''BalanceLineHelper2DDist:''' The 2D distance for the balance line helper.<br> | ||
ParkourStaminaSlopeStruggleAdditional: The additional stamina cost for struggling on a slope. | '''ParkourStaminaSlopeStruggleAdditional:''' The additional stamina cost for struggling on a slope.<br> | ||
SwimSecondsUnderWater: The number of seconds the player can swim underwater. | '''SwimSecondsUnderWater:''' The number of seconds the player can swim underwater.<br> | ||
SwimNitroAvailable: Whether nitro can be used while swimming. | '''SwimNitroAvailable:''' Whether nitro can be used while swimming.<br> | ||
CustomMoveSlowVersionIfExist: Whether to use the custom move slow version if it exists. | '''CustomMoveSlowVersionIfExist:''' Whether to use the custom move slow version if it exists.<br> | ||
FallDamageReduction: The fall damage reduction. | '''FallDamageReduction:''' The fall damage reduction.<br> | ||
TriggerUsingIntervalMul: The multiplier for the trigger using interval. | '''TriggerUsingIntervalMul:''' The multiplier for the trigger using interval.<br> | ||
RemoteTriggerMarkDuration: The duration of the remote trigger mark. | '''RemoteTriggerMarkDuration:''' The duration of the remote trigger mark.<br> | ||
RemoteExplosiveMarkDuration: The duration of the remote explosive mark. | '''RemoteExplosiveMarkDuration:''' The duration of the remote explosive mark.<br> | ||
AutoTackleEnabled: Whether auto tackle is enabled. | '''AutoTackleEnabled:''' Whether auto tackle is enabled.<br> | ||
GrenadeBlastIndicatorRange: The range of the grenade blast indicator. | '''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. | '''NoiseLandingLowHeight:''' The height at which a noise landing is considered low.<br> | ||
PassiveLandingNoiseLevelChange: The number of passive landings required to increase the noise level. | '''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. | '''PassiveLandingNoiseResetTime:''' The time it takes for the passive landing noise counter to reset.<br> | ||
AutoSlope: Whether auto-slope is enabled. | '''AutoSlope:''' Whether auto-slope is enabled.<br> | ||
UseSlopeAnalyzer: Whether the slope analyzer is used. | '''UseSlopeAnalyzer:''' Whether the slope analyzer is used.<br> | ||
ValidAutoCatchAngle: The valid angle for automatically catching objects. | '''ValidAutoCatchAngle:''' The valid angle for automatically catching objects.<br> | ||
AntizineValueToShoUVLightsLocations: The Antizin value at which UV light locations are shown on the radar. | '''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. | '''NightRunnerTimeInNightToActivate:''' The time required to be in the night to activate night runner.<br> | ||
HiglightNearEnemies: Whether to highlight near enemies. | '''HiglightNearEnemies:''' Whether to highlight near enemies.<br> | ||
PerfectRepairChance: The chance of a perfect repair. | '''PerfectRepairChance:''' The chance of a perfect repair.<br> | ||
ParkourActionAutoExecuteOffsetFromCamera: The offset from the camera for automatically executing parkour actions. | '''ParkourActionAutoExecuteOffsetFromCamera:''' The offset from the camera for automatically executing parkour actions.<br> | ||
StaminaGainOnKill: The amount of stamina gained on kill. | '''StaminaGainOnKill:''' The amount of stamina gained on kill.<br> | ||
WantedLevelDropSpeedMul: The multiplier for the wanted level drop speed. | '''WantedLevelDropSpeedMul:''' The multiplier for the wanted level drop speed.<br> | ||
ThoroughSearch: Whether thorough searching is enabled. | '''ThoroughSearch:''' Whether thorough searching is enabled.<br> | ||
MapPlayableAreaTeleportTime: The time it takes to teleport to the playable area of the map. | '''MapPlayableAreaTeleportTime:''' The time it takes to teleport to the playable area of the map.<br> | ||
ToxinsImmunity: Whether the player is immune to toxins. | '''ToxinsImmunity:''' Whether the player is immune to toxins.<br> | ||
ImmunityTimerShowInterval: The interval at which the immunity timer is shown. | '''ImmunityTimerShowInterval:''' The interval at which the immunity timer is shown.<br> | ||
DuckBlockTimeAfterDialog: The time for which ducking is blocked after dialog. | '''DuckBlockTimeAfterDialog:''' The time for which ducking is blocked after dialog.<br> | ||
FlyRamMinTime: The minimum time for the fly ram attack. | '''FlyRamMinTime:''' The minimum time for the fly ram attack.<br> | ||
TreeAmortizerEnabled: Whether the tree amortizer is enabled. | '''TreeAmortizerEnabled:''' Whether the tree amortizer is enabled.<br> | ||
DoorSkylightEnabled: Whether door skylights are enabled. | '''DoorSkylightEnabled:''' Whether door skylights are enabled.<br> | ||
NagewazaEnable: Whether Nagewaza is enabled. | '''NagewazaEnable:''' Whether Nagewaza is enabled.<br> | ||
AnomalyGearEffectEnabled: Whether the anomaly gear effect is enabled. | '''AnomalyGearEffectEnabled:''' Whether the anomaly gear effect is enabled.<br> | ||
InvertMovementInputs: Whether movement inputs are inverted. | '''InvertMovementInputs:''' Whether movement inputs are inverted.<br> | ||
BlockConsumableUsage: Whether consumable usage is blocked. | '''BlockConsumableUsage:''' Whether consumable usage is blocked.<br> | ||
BlockInjectorsUsage: Whether injector usage is blocked. | '''BlockInjectorsUsage:''' Whether injector usage is blocked.<br> | ||
AirTakedownEnabled: Whether air takedowns are enabled. | '''AirTakedownEnabled:''' Whether air takedowns are enabled.<br> | ||
BlockHealthRegenerationDuringGrab: Whether health regeneration is blocked during grabs. | '''BlockHealthRegenerationDuringGrab:''' Whether health regeneration is blocked during grabs.<br> | ||
ManualSprintTimeScaledByMaxStamina: Whether the manual sprint time is scaled by maximum stamina. | '''ManualSprintTimeScaledByMaxStamina:''' Whether the manual sprint time is scaled by maximum stamina.<br> | ||
ManualSprintEyesClosureEnabled: Whether eye closure is enabled during manual sprinting. | '''ManualSprintEyesClosureEnabled:''' Whether eye closure is enabled during manual sprinting.<br> | ||
AllowNitroActivationDuringAfterBoost: Whether nitro activation is allowed during the after boost. | '''AllowNitroActivationDuringAfterBoost:''' Whether nitro activation is allowed during the after boost.<br> | ||
EnableFullBodyBalanceAnimationsWhenStanding: Whether full body balance animations are enabled when standing. | '''EnableFullBodyBalanceAnimationsWhenStanding:''' Whether full body balance animations are enabled when standing.<br> | ||
ForceChemicalEffect: Whether to force the chemical effect. | '''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. | '''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. | '''UseQuickslotForItemOutfitVis:''' Whether to use the quickslot for the item outfit visual.<br> | ||
ApplyRagdollOnCrit: Whether to apply ragdoll on critical hits. | '''ApplyRagdollOnCrit:''' Whether to apply ragdoll on critical hits.<br> | ||
ApplyRagdollOnChargeAttackWhenHealthIsFull: Whether to apply ragdoll on charge attacks when health is full. | '''ApplyRagdollOnChargeAttackWhenHealthIsFull:''' Whether to apply ragdoll on charge attacks when health is full.<br> | ||
ApplyStunOnCrit: Whether to apply stun on critical hits. | '''ApplyStunOnCrit:''' Whether to apply stun on critical hits.<br> | ||
TowerRaid_NoTimeToWaste: Whether the "No Time to Waste" tower raid modifier is active. | '''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. | '''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. | '''TowerRaid_WorthTheEffort:''' Whether the "Worth the Effort" tower raid modifier is active.<br> | ||
TowerRaid_SelfSabotage: Whether the "Self Sabotage" tower raid modifier is active. | '''TowerRaid_SelfSabotage:''' Whether the "Self Sabotage" tower raid modifier is active.<br> | ||
TowerRaid_ElementalAggression: Whether the "Elemental Aggression" tower raid modifier is active. | '''TowerRaid_ElementalAggression:''' Whether the "Elemental Aggression" tower raid modifier is active.<br> | ||
TowerRaid_ElementalEndurance: Whether the "Elemental Endurance" tower raid modifier is active. | '''TowerRaid_ElementalEndurance:''' Whether the "Elemental Endurance" tower raid modifier is active.<br> | ||
TowerRaid_ElementalResistance: Whether the "Elemental Resistance" tower raid modifier is active. | '''TowerRaid_ElementalResistance:''' Whether the "Elemental Resistance" tower raid modifier is active.<br> | ||
TowerRaid_FaultyProvisions: Whether the "Faulty Provisions" tower raid modifier is active. | '''TowerRaid_FaultyProvisions:''' Whether the "Faulty Provisions" tower raid modifier is active.<br> | ||
TowerRaid_WarOnDrugs: Whether the "War on Drugs" tower raid modifier is active. | '''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. | '''TowerRaid_ChronicInvincibility_IsAfterOneHitImmuneInProgress:''' Whether the "Chronic Invincibility" tower raid perk is currently providing one-hit immunity.<br> | ||
InfectedGrabBlocked: Whether infected grabs are blocked. | '''InfectedGrabBlocked:''' Whether infected grabs are blocked.<br> | ||
EnemyAffectedByBurningDamageMulFactor: The damage multiplier factor for enemies affected by burning. | '''EnemyAffectedByBurningDamageMulFactor:''' The damage multiplier factor for enemies affected by burning. | ||
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.