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Player variables editing guide: Difference between revisions

Welcome to the Chrome Engine Modding Wiki
Created page with "== Player Variables Breakdown == === 1. Animation Settings === * '''AnimGraph_BankName''': Specifies the animation bank used for the player model. * '''AnimGraph_GraphName''': Determines the primary animation graph assigned to the player. * '''AnimGraph_PresetName''': Placeholder for animation preset (can be empty). * '''AnimGraph_BindNamespace''': Sets the animation binding namespace (e.g., "Human"). === 2. Manual Slow Motion === * '''ManualSloMoEnabled''': Enables/di..."
 
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== Player Variables Breakdown ==
== Animation ==


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


=== 2. Manual Slow Motion ===
ManualSloMoEnabled: Whether manual slow motion is enabled.  
* '''ManualSloMoEnabled''': Enables/disables slow motion manually ('''true''' or '''false''').
ManualSloMoCooldown: The cooldown time for manual slow motion.   
* '''ManualSloMoCooldown''': Cooldown time (in seconds) before slow motion can be used again.
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.   
== Combat ==


=== 3. Wall Running Mechanics ===
FirearmsCrossbowAccuracyFactor: The accuracy factor for the crossbow.   
==== Front Wall Run ====
BowAccuracyFactor: The accuracy factor for the bow.  
* '''WallRunFrontEnabled''': Toggles front wall running ('''true''' or '''false''').
FirearmsHarpoonAccuracyFactor: The accuracy factor for the harpoon.   
* '''WallRunFrontPeakDelay''': Delay before reaching peak height during a front wall run.
MinTimeToGiveCollisionDamage: The minimum time between giving collision damage.  
* '''WallRunFrontHeightNitro''': Extra height gain when using Nitro during wall runs.
CanMeleeInAir: Whether the player can melee in the air.   
* '''WallRunFrontHeight''': Default height reached during a front wall run.
BowBeginDurationFactor: The duration factor for the beginning of a bow shot.   
* '''WallRunFrontMinAngleToStartAscend''': Minimum required angle to begin ascending on a wall.
BowMaxSpeedFactor: The speed factor for the maximum speed of a bow shot.   
* '''WallRunFrontMinYVelToAscend''': Minimum vertical velocity needed to start an ascend.
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.  


==== Side Wall Run ====
== Items and Inventory ==
* '''WallRunSideEnabled''': Enables side wall running ('''true''' or '''false''').
* '''WallRunSideMinAngleToStart''': Minimum angle required to start a side wall run.
* '''WallRunSideMaxAngleToStart''': Maximum angle allowed to start a side wall run.
* '''WallRunSideNitroSprintSpeedMod''': Speed modifier when using Nitro Sprint during a wall run.
* '''WallRunSideMinDuration''': Minimum duration for a side wall run.
* '''WallRunSideMaxDuration''': Maximum time a side wall run can last.
* '''WallRunSideWithoutNitroTimePenalty''': Time penalty if Nitro is not used.
* '''WallRunSideMinSideInput''': Minimum required side input for a side wall run.
* '''WallrunHoldJumpTime''': The duration the jump button needs to be held for a wall run.


==== Wall Run Speed & Acceleration ====
ChemicalPostProcesFadeOut: The fade out time for the chemical post-processing effect.
* '''WallRunSideMaxSpeed''': Maximum speed while side wall running.
ChemicalPostProcesFadeIn: The fade in time for the chemical post-processing effect.
* '''WallRunSideMinSpeed''': Minimum speed required to wall run.
ChemicalDamageDuration: The duration of chemical damage.
* '''WallRunSideAcc''': Acceleration while wall running.
ChemicalDamagePerSecond: The amount of chemical damage per second.
* '''WallRunSideDecc''': Deceleration when stopping a wall run.
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 ==


==== Wall Run Common Settings ====
HitReactionSpeechProb: The probability of a hit reaction speech event occurring.   
* '''WallRunSloMoDuration''': Duration of slow-motion during a wall run.
PursuitBreakerBlastDamage: The amount of damage dealt by the pursuit breaker blast.   
* '''WallRunMaxSequence''': Maximum number of consecutive wall runs allowed.
NightXPBonus: The bonus XP multiplier for actions performed at night.   
* '''WallRunTimeTolleranceFromSprint''': Time allowed for transitioning from a sprint to a wall run.
NightExpRequiredDistance: The distance required to earn night XP.  
* '''WallRunExtraGravityWhenAscending''': Additional gravity force applied while ascending in a wall run.
NightExpRequiredActions: The number of actions required to earn night XP.   
* '''WallRunMinTimeBetweenWallrun''': Minimum delay before starting another wall run.
NightExpRequiredTime: The time required to earn night XP.  
* '''WallRunAutoEnter''': Enables automatic entry into a wall run if conditions are met.
NightExpSurvivalConstantAward: The constant XP award for surviving the night.   
* '''WallRunKickEnabled''': Enables kicking off walls during a wall run.
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 ==


=== 4. Wall Jumping Mechanics ===
SurvivalSenseEnabled: Whether survivor sense is enabled.   
==== Front Wall Jump ====
CanUseSenseWhenMoving: Whether survivor sense can be used while moving.   
* '''WallJumpFrontEnabled''': Enables front wall jumps.
SurvivorSenseCooldown: The cooldown time for survivor sense.   
* '''WallJumpFrontLookForwardEnabled''': Forces the player to look forward while wall jumping.
SurvivorSensePreparationTime: The preparation time for survivor sense.   
* '''WallJumpFrontSpeed''': Speed applied when jumping off a front wall.
SurvivorSensePreparationTimeWhenAiming: The preparation time for survivor sense when aiming.   
* '''WallJumpFrontRotateEnabled''': Allows rotation while executing a front wall jump.
SurvivorSenseRange: The range of survivor sense.   
* '''WallRunFrontExtraGravityWhenFalling''': Extra gravity force when falling from a front wall run.
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.   
This is not an exhaustive list, as there are many other parameters related to skills and abilities in the player_variables.txt file.


==== Side Wall Jump ====
== Technical ==
* '''WallRunSideJumpForwardMinForwardInput''': Minimum required forward input for a side wall jump.
* '''WallJumpSideEnabled''': Enables side wall jumping.
* '''WallJumpSideSpeed''': Speed applied when jumping off a side wall.
* '''WallRunSideExtraGravityWhenFalling''': Additional gravity applied when falling after a side wall jump.
* '''WallRunSideExtraGravityInEnding''': Extra gravity at the end of a side wall run.


=== 5. Look Restrictions ===
FlashlightRangeFactorChangeSpeed: The speed at which the flashlight range factor changes.   
==== Wall Run Look Restrictions ====
FlashlightRangeFactorChangeTime: The time it takes for the flashlight range factor to change.   
* '''WallRunSideLookRestrHorz''': Horizontal look restriction during side wall runs.
FovSprintModif: The FOV modifier when sprinting.   
* '''WallRunSideThrowLookRestrHorz''': Horizontal look restriction when throwing objects while wall running.
SplatsEnabled: Whether splats are enabled.   
* '''WallJumpSideMoveInputMaxAngle''': Maximum movement input angle during wall jumps.
ExhastedPPEnabled: Whether the exhausted post-processing effect is enabled.   
* '''WallRunFrontLookRestrMinVert''': Minimum vertical look restriction during front wall runs.
HeadBobFactor: The factor for head bobbing.   
* '''WallRunFrontLookRestrHorz''': Horizontal look restriction during front wall runs.
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.  


==== Downed Look Restrictions ====
== Visuals and Effects ==
* '''DownedLookRestrHorz''': Horizontal look restriction when downed.
* '''DownedLookRestrMaxVert''': Maximum vertical look angle when downed.
* '''DownedLookRestrMinVert''': Minimum vertical look angle when downed.


=== 6. Accuracy & Weapon Mechanics ===
ActiveBuffBarLength2p: The length of the active buff bar for 2 players.
* '''FirearmsCrossbowAccuracyFactor''': Determines crossbow sway and accuracy.
ActiveBuffBarLength3p: The length of the active buff bar for 3 players.
* '''BowAccuracyFactor''': Controls bow sway when aiming.
ActiveBuffBarLength4p: The length of the active buff bar for 4 players.
* '''FirearmsHarpoonAccuracyFactor''': Controls harpoon accuracy.
HealthCriticalPPMaxLevel: The maximum level of the health critical post-processing effect.
* '''BowChargeDamageMul''': Multiplier for bow damage when fully charged.
HealthCriticalPPMinLevel: The minimum level of the health critical post-processing effect.
* '''BowZoomValue''': Level of zoom when aiming with a bow.
HealthCriticalPPInTime: The time it takes for the health critical post-processing effect to fade in.
* '''BowEnableShootWhileParkouring''': Enables shooting while performing parkour moves.
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.


==== Bow Power Shot Mechanics ====
== Attacks and Abilities ==
* '''BowPowerShotEnabled''': Enables bow power shots.
* '''BowPowerShotWhileSlidingEnabled''': Allows power shots while sliding.
* '''BowPowerShotPrepareDuration''': Time required to charge a power shot.
* '''BowPowerShotPerfectChargeStartDuration''': Time required to reach a perfect charge.
* '''BowPowerShotPerfectChargeStartDmgMultiplier''': Damage multiplier for a perfectly charged shot.


=== 7. Combat Mechanics ===
DropAttackEnable: Whether the drop attack is enabled.   
==== General Combat Settings ====
DropAttackMinFallHeight: The minimum fall height required to perform a drop attack.   
* '''MinTimeToGiveCollisionDamage''': Minimum time before collision damage can be applied.
DropAttackSearchRadius: The search radius for a drop attack.   
* '''CanMeleeInAir''': Allows melee attacks while airborne.
DropAttackTargetDistance2dMax: The maximum 2D distance to the target for a drop attack.   
* '''BowDestroyArrowWhenHit''': Determines if arrows are destroyed on impact.
DropAttackTargetDistanceMin: The minimum distance to the target for a drop attack.   
* '''BowMinReadyTimeToShoot''': Minimum time required to be ready for a bow shot.
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.  


==== Melee Combat ====
== Environment and Gameplay ==
* '''ParryDamageMult''': Multiplier for parry damage.
* '''KickBaseDamageMul''': Base damage multiplier for kicks.
* '''MeleeVerticalPhysicalDamageMul''': Multiplier for vertical melee damage.
* '''MeleeBluntRagdollEveryXHit''': Defines the frequency of ragdoll effects from blunt weapons.


==== Tackle Mechanics ====
MoveSlopeSpeed: The movement speed on slopes.  
* '''TackleStaminaUse''': Stamina cost per tackle.
AutoSlopeAddSpeed: The additional speed applied when auto-sloping.  
* '''TackleCoolDown''': Cooldown time between tackles.
AdvancedParkourAutoSlopeAddSpeed: The additional speed applied when auto-sloping with advanced parkour enabled.  
* '''TackleSprintMinDuration''': Minimum sprint duration before a tackle.
SlopeMaxVelStruggle: The maximum velocity at which the player can struggle on a slope.  
 
AllowSlopeStruggle: Whether the player is allowed to struggle on slopes.  
=== 8. Health & Regeneration ===
AutoSlopeStruggle: Whether auto-slope struggle is enabled.  
* '''MaxHealth''': Maximum health value.
PoleWantedPositionTime: The time it takes to reach the wanted position on a pole.  
* '''HealthRegenerationEnabled''': Enables passive health regeneration.
PoleWantedPositionTimeBegin: The time it takes to reach the wanted position on a pole at the beginning.  
* '''HealthRegenerationDelay''': Time delay before regeneration begins after damage.
PoleMinStartSpeed: The minimum speed required to start using a pole.  
* '''HealthPerSecond''': Rate of health regeneration per second.
PoleOffset: The offset from the pole.  
* '''AfterDeathHealthRegenTime''': Time required to fully regenerate after respawn.
PoleAddOffset: The additional offset from the pole.  
 
PoleInertia: The inertia of the pole.  
=== 9. Night XP & Pursuit Bonuses ===
PoleAngleMultiplier: The multiplier for the pole angle.  
* '''NightXPBonus''': Multiplier for XP gained during nighttime activities.
PoleAngleUpdateTime: The time it takes to update the pole angle.  
* '''NightExpRequiredDistance''': Distance required to earn night XP.
PoleHandInfluenceBegin: The influence of the hand on the pole at the beginning.  
* '''NightExpRequiredActions''': Number of actions needed for night XP rewards.
PoleMoveTime: The time it takes to move on the pole.  
* '''NightExpRequiredTime''': Time spent at night required to earn XP.
PoleMoveWait: The wait time before moving on the pole.  
* '''NightExpSurvivalConstantAward''': Constant XP reward for surviving the night.
CanStandOnMonkeyBar: Whether the player can stand on a monkey bar.  
* '''NightExpActionsReward''': XP reward for performing various actions at night.
MonkeyBarChangeRangeY: The vertical range for changing monkey bars.  
* '''NightExpLootedReward''': XP reward for looting items at night.
MonkeyBarChangeRange2D: The 2D range for changing monkey bars.  
* '''NightExpUnspottedReward''': XP reward for remaining undetected at night.
CanRecieveXPProficiency: Whether the player can receive XP for proficiency.  
* '''NightExpKillReward''': XP reward for killing enemies at night.
SprintExhausted: Whether the player can sprint when exhausted.  
* '''NightExpPbActivatedReward''': XP reward for activating a pursuit breaker.
ExhaustedMoveMaxSpeedFactor: The maximum speed factor when exhausted.  
 
TackleTimeToRegenOnEmpty: The time it takes for stamina to regenerate after a tackle when empty.  
=== 10. Pickups & Inventory ===
MoveSprintStaminaConsumption: The stamina consumption for sprinting.  
* '''PickupTriggerCooldown''': Time before an object can be picked up again.
MoveSpeedFitnessFactor: The fitness factor for movement speed.  
* '''LeftHandDisabled''': Disables the use of the left hand.
MoveSpeedFitnessFactorTime: The time it takes for the movement speed fitness factor to take effect.  
* '''LeftHandDisabledClimbAnimSpeed''': Animation speed modifier when climbing with one hand.
SkipObstacleMechanimsOnEnemyProb: The probability of skipping obstacle mechanisms when hitting an enemy.  
* '''InventorySize''': Number of inventory slots available.
CanThrowInLookback: Whether the player can throw while looking back.  
* '''ItemsInventorySize''': Total number of item slots.
ChallengeStaminaDropMul: The stamina drop multiplier for challenges.  
* '''MaxInventorySize''': Maximum number of inventory slots.
ZipLineMinSpeed: The minimum speed on a zipline.  
* '''EquipmentSlotsCount''': Number of slots for equipping gear.
ZipLineMaxSpeed: The maximum speed on a zipline.  
* '''VisibleEquipmentSlotsCount''': Number of equipment slots shown in the HUD.
ZipLineAcceleration: The acceleration on a zipline.  
* '''ConsumableSlotsCount''': Number of slots for consumables.
ZipLineMaxAcceleratedSpeed: The maximum accelerated speed on a zipline.  
* '''VisibleConsumableSlotsCount''': Number of consumable slots displayed in the HUD.
ZipLineAboveSlideEnabled: Whether sliding is enabled above the zipline.  
* '''RestrictedEquipmentSlotsCount''': Number of restricted equipment slots (e.g., UV flashlight, binoculars).
HarmfulHeight: The height at which falling damage is dealt.  
* '''QuickSlotsCount''': Maximum number of quick-access weapon slots.
LargeFallHeight: The height at which a large fall occurs.  
* '''VisibleQuickSlotsCount''': Number of quick slots displayed on the HUD.
LethalHeight: The height at which a lethal fall occurs.  
* '''AmmoSlotsCount''': Number of available ammo slots.
FallHeightFilter: The filter for fall height.  
* '''StorageAmmoSlotsCount''': Ammo slots available in storage.
AmortizedHarmfulHeight: The amortized height at which falling damage is dealt.  
* '''StorageEquipmentSlotsCount''': Equipment slots available in storage.
AmortizedLethalHeight: The amortized height at which a lethal fall occurs.  
* '''StorageConsumablesSlotsCount''': Consumable slots available in storage.
FallingHeightToRespawn: The height at which the player respawns after falling.  
* '''StorageOtherSlotsCount''': Slots for miscellaneous items in storage.
CrouchDampingWindowTime: The time window for crouch damping.  
 
EnableFallHelperModule: Whether the fall helper module is enabled.  
=== 11. Drop Attack Mechanics ===
MinTimeBetweenJumps: The minimum time between jumps.  
* '''DropAttackEnable''': Enables drop attack ('''true''' or '''false''').
DoubleJumpInOverAndOn: Whether double jump is enabled in over and on states.  
* '''DropAttackMinFallHeight''': Minimum height required to trigger a drop attack.
CoolodownFailDisplayTime: The display time for cooldown fail messages.  
* '''DropAttackSearchRadius''': Radius within which enemies can be targeted.
SquirrelSuitExtraGravity: The extra gravity applied when using the squirrel suit.  
* '''DropAttackTargetDistance2dMax''': Maximum horizontal distance for a drop attack target.
SquirrelSuitMoveSpeed: The movement speed when using the squirrel suit.  
* '''DropAttackTargetDistanceMin''': Minimum target distance for a drop attack.
BalanceLineHelperYDist: The vertical distance for the balance line helper.  
* '''DropAttackTargetDistanceMax''': Maximum target distance for a drop attack.
BalanceLineHelper2DDist: The 2D distance for the balance line helper.  
* '''DropAttackMaxAngleToTarget''': Maximum angle allowed between the player and target.
ParkourStaminaSlopeStruggleAdditional: The additional stamina cost for struggling on a slope.  
* '''DropAttackShockwaveEnabled''': Enables/disables a shockwave effect upon impact.
SwimSecondsUnderWater: The number of seconds the player can swim underwater.  
* '''DropAttackMaxFallHeight''': Maximum fall height for a successful drop attack.
SwimNitroAvailable: Whether nitro can be used while swimming.  
 
CustomMoveSlowVersionIfExist: Whether to use the custom move slow version if it exists.  
=== 12. Death From Above Mechanics ===
FallDamageReduction: The fall damage reduction.  
* '''DeathFromAboveYDistMax''': Maximum vertical distance for executing a "Death From Above" attack.
TriggerUsingIntervalMul: The multiplier for the trigger using interval.  
* '''DeathFromAboveYDistMin''': Minimum vertical distance required for an attack.
RemoteTriggerMarkDuration: The duration of the remote trigger mark.  
* '''DeathFromAbove2Dist''': Distance parameter for alternate executions.
RemoteExplosiveMarkDuration: The duration of the remote explosive mark.  
* '''DeathFromAbove2DistMin''': Minimum distance for alternative execution.
AutoTackleEnabled: Whether auto tackle is enabled.  
* '''DeathFromAboveExecuteDist''': Execution range for "Death From Above" attack.
GrenadeBlastIndicatorRange: The range of the grenade blast indicator.  
* '''DeathFromAboveExecuteTime''': Time required to complete the execution.
ThrowableExplosiveBlastIndicatorRenge: The range of the throwable explosive blast indicator.  
* '''DeathFromAboveJumpMinTime''': Minimum time before jumping allows an execution.
NoiseLandingLowHeight: The height at which a noise landing is considered low.  
* '''DeathFromAboveShockwave''': Enables/disables a shockwave effect.
PassiveLandingNoiseLevelChange: The number of passive landings required to increase the noise level.  
* '''DeathFromAboveWithItemEnabled''': Allows executing "Death From Above" with an item.
PassiveLandingNoiseResetTime: The time it takes for the passive landing noise counter to reset.  
* '''DeathFromAboveJumpAvailable''': Enables jumping as part of the execution.
AutoSlope: Whether auto-slope is enabled.  
 
UseSlopeAnalyzer: Whether the slope analyzer is used.  
=== 13. Survivor Sense Mechanics ===
ValidAutoCatchAngle: The valid angle for automatically catching objects.  
* '''SurvivorSenseEnabled''': Enables survivor sense.
AntizineValueToShoUVLightsLocations: The Antizin value at which UV light locations are shown on the radar.  
* '''CanUseSenseWhenMoving''': Allows the use of survivor sense while moving.
NightRunnerTimeInNightToActivate: The time required to be in the night to activate night runner.  
* '''SurvivorSenseCooldown''': Cooldown time before survivor sense can be used again.
HiglightNearEnemies: Whether to highlight near enemies.  
* '''SurvivorSensePreparationTime''': Hold time required before activating survivor sense.
PerfectRepairChance: The chance of a perfect repair.  
* '''SurvivorSensePreparationTimeWhenAiming''': Hold time required when aiming.
ParkourActionAutoExecuteOffsetFromCamera: The offset from the camera for automatically executing parkour actions.  
 
StaminaGainOnKill: The amount of stamina gained on kill.  
==== Survivor Sense Visuals ====
WantedLevelDropSpeedMul: The multiplier for the wanted level drop speed.  
* '''SurvivorSenseRange''': Maximum range of survivor sense.
ThoroughSearch: Whether thorough searching is enabled.  
* '''SurvivorSenseOpacity''': Strength of survivor sense effects (0.0 - 1.0).
MapPlayableAreaTeleportTime: The time it takes to teleport to the playable area of the map.  
* '''SurvivorSenseWaveDuration''': Duration of the survivor sense wave.
ToxinsImmunity: Whether the player is immune to toxins.  
* '''SurvivorSenseIconDuration''': Duration that icons remain on screen.
ImmunityTimerShowInterval: The interval at which the immunity timer is shown.  
* '''SurvivorSenseAIDuration''': Duration that AI enemies remain highlighted.
DuckBlockTimeAfterDialog: The time for which ducking is blocked after dialog.  
 
FlyRamMinTime: The minimum time for the fly ram attack.  
==== Height Detection Settings ====
TreeAmortizerEnabled: Whether the tree amortizer is enabled.  
* '''SurvivorSenseAIHeight''': Maximum height at which survivor sense detects AI.
DoorSkylightEnabled: Whether door skylights are enabled.  
* '''SurvivorSenseAIHeightInterior''': AI detection height for indoor environments.
NagewazaEnable: Whether Nagewaza is enabled.  
* '''SurvivorSenseObjectHeight''': Maximum height for object detection.
AnomalyGearEffectEnabled: Whether the anomaly gear effect is enabled.  
* '''SurvivorSenseObjectHeightInterior''': Object detection height indoors.
InvertMovementInputs: Whether movement inputs are inverted.  
 
BlockConsumableUsage: Whether consumable usage is blocked.  
==== Detection Ranges ====
BlockInjectorsUsage: Whether injector usage is blocked.  
* '''SurvivorSenseAIRange''': Maximum detection range for AI.
AirTakedownEnabled: Whether air takedowns are enabled.  
* '''SurvivorSenseRestingAIRange''': Maximum detection range for sleeping AI.
BlockHealthRegenerationDuringGrab: Whether health regeneration is blocked during grabs.  
* '''SurvivorSenseAIIndicatorRange''': Range for displaying enemy indicators.
ManualSprintTimeScaledByMaxStamina: Whether the manual sprint time is scaled by maximum stamina.  
* '''SurvivorSenseEnemyBehindPlayerMaxDistance''': Distance behind player where enemies can be detected.
ManualSprintEyesClosureEnabled: Whether eye closure is enabled during manual sprinting.  
 
AllowNitroActivationDuringAfterBoost: Whether nitro activation is allowed during the after boost.  
=== 14. Swimming Mechanics ===
EnableFullBodyBalanceAnimationsWhenStanding: Whether full body balance animations are enabled when standing.  
* '''SwimMoveSpeed''': Default movement speed while swimming.
ForceChemicalEffect: Whether to force the chemical effect.  
* '''SwimSprintSpeed''': Speed boost when sprinting in water.
DisplaySelectedItemOutfitVisOnlyWithNoOtherCurrentItem: Whether to only display the selected item outfit visually when there is no other current item.  
* '''SwimImpulseSpeed''': Impulse speed boost when pushing off.
UseQuickslotForItemOutfitVis: Whether to use the quickslot for the item outfit visual.  
* '''SwimStrafeSpeed''': Speed when strafing in water.
ApplyRagdollOnCrit: Whether to apply ragdoll on critical hits.  
* '''SwimAcceleration''': Acceleration when moving in water.
ApplyRagdollOnChargeAttackWhenHealthIsFull: Whether to apply ragdoll on charge attacks when health is full.  
* '''SwimUpAcceleration''': Acceleration when swimming upwards.
ApplyStunOnCrit: Whether to apply stun on critical hits.  
 
TowerRaid_NoTimeToWaste: Whether the "No Time to Waste" tower raid modifier is active.  
=== 15. Sprint & Parkour Mechanics ===
TowerRaid_TimeIsRunningOut: Whether the "Time Is Running Out" tower raid modifier is active.  
* '''SprintNitroStartStaminaConsumption''': Stamina consumed when activating Nitro Sprint.
TowerRaid_WorthTheEffort: Whether the "Worth the Effort" tower raid modifier is active.  
* '''SprintNitroDuration''': Duration of Nitro Sprint effect.
TowerRaid_SelfSabotage: Whether the "Self Sabotage" tower raid modifier is active.  
* '''SprintNitroCooldown''': Cooldown before Nitro Sprint can be used again.
TowerRaid_ElementalAggression: Whether the "Elemental Aggression" tower raid modifier is active.  
* '''MoveSlopeSpeed''': Speed modifier when running on slopes.
TowerRaid_ElementalEndurance: Whether the "Elemental Endurance" tower raid modifier is active.  
* '''AutoSlopeAddSpeed''': Speed automatically added when running downhill.
TowerRaid_ElementalResistance: Whether the "Elemental Resistance" tower raid modifier is active.  
* '''AdvancedParkourAutoSlopeAddSpeed''': Enhanced speed bonus for advanced parkour.
TowerRaid_FaultyProvisions: Whether the "Faulty Provisions" tower raid modifier is active.  
* '''MinTimeBetweenJumps''': Minimum delay between jumps.
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.  
=== 16. Camera & Look Sensitivity ===
InfectedGrabBlocked: Whether infected grabs are blocked.  
* '''LookVertSpeed_Pad''': Vertical look speed for controllers.
EnemyAffectedByBurningDamageMulFactor: The damage multiplier factor for enemies affected by burning.  
* '''LookHorzSpeed_Pad''': Horizontal look speed for controllers.
* '''LookVertAcc_Pad''': Vertical acceleration when looking.
* '''LookHorzAcc_Pad''': Horizontal acceleration when looking.
* '''LookVertDec_Pad''': Vertical deceleration when stopping movement.
* '''LookHorzDec_Pad''': Horizontal deceleration when stopping movement.
 
* '''LookVertSpeed_Mouse''': Vertical look speed for mouse users.
* '''LookHorzSpeed_Mouse''': Horizontal look speed for mouse users.
* '''LookVertAcc_Mouse''': Vertical acceleration for mouse input.
* '''LookHorzAcc_Mouse''': Horizontal acceleration for mouse input.
 
=== 17. Jumping & Landing Mechanics ===
* '''JumpRetryTime''': Time window in which a jump input is retried.
* '''JumpTapTime''': Minimum time required for a jump tap to register.
* '''HoldJumpHeight''': Maximum height achieved when holding the jump button.
* '''NormalHoldJumpTime''': Hold time required for a normal jump.
* '''AdvancedParkourNormalHoldJumpTime''': Hold time required for advanced parkour jumps.
* '''MonkeyBarHoldJumpTime''': Hold time required when jumping from a monkey bar.
* '''RopeHoldJumpTime''': Hold time required when jumping from a rope.
* '''NormalJumpHeight''': Height of a standard jump.
* '''AdvancedParkourNormalJumpHeight''': Height of a standard jump with advanced parkour enabled.
* '''DoubleJumpHeight''': Height of a double jump.
* '''FarJumpHeight''': Height of a far jump.
* '''FarJumpAvailable''': Enables far jump ability.
* '''FarJumpTackleMaxHeightDiff''': Maximum height difference allowed for a far jump tackle.
* '''FarJumpTackleMinDistanceToActivate''': Minimum distance required to activate a far jump tackle.
* '''LandOnAiMinFallHeight''': Minimum fall height needed to land on an AI.
 
==== Jump Rotation & Landing Control ====
* '''JumpRotateAvailable''': Enables jump rotation.
* '''BlockClimbAfterRotateDuration''': Time after jump rotation before climbing is blocked.
* '''JumpHeightFromLookMaxAdd''': Maximum additional height based on look direction.
* '''JumpHeightFromLookMinAngle''': Minimum look angle for height increase.
* '''JumpHeightFromLookMaxAngle''': Maximum look angle for height increase.
* '''JumpOnHeight''': Height required to perform a jump-on maneuver.
* '''FarAndDoubleJumpMaxDist''': Maximum distance for far and double jumps.
* '''FarAndDoubleJumpMinDist''': Minimum distance for far and double jumps.
 
=== 18. Climbing & Hanging Mechanics ===
==== Hang & Shimmy ====
* '''AngleToReleaseHand''': Angle at which the player releases from a ledge.
* '''AngleToPutBackHand''': Angle at which the player can put their hand back on a ledge.
* '''AngleToChangeHands''': Angle required to switch hands when hanging.
* '''AllowToJumpSoonerFromEdge''': Enables early jump from edges.
* '''ShimmyUpRange''': Distance required to shimmy up.
* '''ShimmyDownRange''': Distance required to shimmy down.
* '''ShimmyBackwardRange''': Distance required to shimmy backward.
* '''ShimmyForwardRange''': Distance required to shimmy forward.
* '''ShimmyFakeJumpFrwdRange''': Distance required for a fake jump while shimmying.
* '''ShimmySideRange''': Distance required for a side shimmy.
* '''LadderToShimmySideRange''': Distance required for transitioning from a ladder to a shimmy.
* '''ShimmyVertSideRange''': Vertical distance for shimmy movement.
* '''ShimmyAngleTollerance''': Maximum angle deviation allowed during a shimmy.
* '''ShimmyBestRange''': Optimal range for smooth shimmy movement.
* '''ShimmyTurnSideRange''': Distance required to turn while shimmying.
* '''ShimmyTurnUpAndDownRange''': Distance required to turn up or down while shimmying.
* '''ShimmyLookMoveDeadZoneVertUp''': Vertical look dead zone when moving up.
* '''ShimmyLookMoveDeadZoneVertDown''': Vertical look dead zone when moving down.
* '''ShimmyLookMoveDeadZoneHorz''': Horizontal look dead zone when moving sideways.
* '''ShimmyJumpAssistDuration''': Duration of assisted jumps during shimmying.
* '''ShimmyFakeJumpStaminaCostMinDist''': Minimum stamina cost for fake jumps.
* '''ShimmyFakeJumpStaminaCostDrain''': Stamina drain rate for fake jumps.
* '''ShimmyLookAngleToBreakShimmy''': Look angle that causes the player to drop from a shimmy.
 
=== 19. Grappling Hook Mechanics ===
* '''CanUseHook''': Enables/disables the grappling hook.
* '''GrapplePullToEnemyEnabled''': Allows pulling the player toward an enemy.
* '''GrappleHookLevel''': Level required to unlock the grappling hook.
* '''GraplePullRange''': Maximum range of the grappling hook pull.
* '''GraplePullStaminaCost''': Stamina cost for grappling hook pull.
* '''GraplePullVelMin''': Minimum velocity when pulling.
* '''GraplePullVelMid''': Mid-level velocity when pulling.
* '''GraplePullVelMax''': Maximum velocity when pulling.
* '''GraplePullJumpHeightMin''': Minimum jump height when grappling.
* '''GraplePullJumpHeightMid''': Mid-level jump height when grappling.
* '''GraplePullJumpHeightMax''': Maximum jump height when grappling.
* '''GraplePullMinAngle''': Minimum angle required to pull.
* '''GraplePullMidAngle''': Mid-level angle for grappling.
* '''GraplePullMaxAngle''': Maximum angle for grappling.
* '''GraplePullScaleDownFactor''': Factor affecting scaling during grappling.
* '''GraplePullExtraGravityOnPull''': Additional gravity applied when grappling.
 
=== 20. Miscellaneous ===
* '''ImmortalityBuff''': Enables player immortality.
* '''NightVisionEnabled''': Enables night vision.
* '''CameraDefaultFOV''': Default field of view.
* '''HealingMovementSpeedMul''': Speed multiplier while healing.
* '''ThrownWeaponStickChance''': Probability of thrown weapons sticking to surfaces.
* '''CraftItemsEnabled''': Allows crafting of items.
* '''CraftWeaponsEnabled''': Allows crafting of weapons.
* '''MoveForwardMinSpeed''': Minimum forward movement speed.
* '''MoveForwardMaxSpeed''': Maximum forward movement speed.
* '''MoveBackwardMinSpeed''': Minimum backward movement speed.
* '''MoveBackwardMaxSpeed''': Maximum backward movement speed.
* '''MoveStrafeMinSpeed''': Minimum strafe movement speed.
* '''MoveStrafeMaxSpeed''': Maximum strafe movement speed.
* '''MoveSprintMinSpeed''': Minimum sprint speed.
* '''MoveSprintSpeed''': Maximum sprint speed.
* '''MoveAcceleration''': Rate of acceleration for movement.
* '''MoveDeceleration''': Rate of deceleration when stopping.
 
=== 21. Blocking & Shield Mechanics ===
* '''CanBlockPowerAttackWith2HandedHeavy''': Allows blocking power attacks with heavy weapons.
* '''ShieldEnabled''': Enables shield usage.
* '''StaminaCooldownAfterBlock''': Stamina cooldown after blocking.
* '''BrokenBlockDamageMul''': Damage multiplier for blocking a broken attack.
* '''PowerAttackShieldBlockDamageMul''': Damage multiplier when blocking a power attack.
* '''BrokenBlockPhysicsDamageMul''': Physics damage multiplier when blocking.
* '''BlockLightAttackStaminaCost''': Stamina cost for blocking light attacks.
* '''BlockHeavyAttackStaminaCost''': Stamina cost for blocking heavy attacks.
* '''BlockWithHeavyWeaponStaminaMul''': Stamina multiplier for blocking with heavy weapons.
* '''BlockWithLightWeaponStaminaMul''': Stamina multiplier for blocking with light weapons.
* '''BlockStaminaRegenEnabled''': Enables stamina regeneration while blocking.
* '''BlockStaminaRegenFactor''': Stamina regeneration rate while blocking.
* '''BlockLightAttackPushBack''': Push-back effect of blocking light attacks.
* '''BlockHeavyAttackPushBack''': Push-back effect of blocking heavy attacks.
* '''BlockPushRange''': Range of a push when blocking.
* '''BlockPushHalfAngle''': Half-angle coverage for blocking push.
* '''BlockPushStaminaRecoverAmount''': Amount of stamina recovered after a successful block.





Revision as of 10:08, 12 February 2025

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.  

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.  

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.   This is not an exhaustive list, as there are many other parameters related to skills and abilities in the player_variables.txt file.

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.  

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.   ThrowableExplosiveBlastIndicatorRenge: The range of the throwable explosive blast indicator.   NoiseLandingLowHeight: The height at which a noise landing is considered low.   PassiveLandingNoiseLevelChange: The number of passive landings required to increase the noise level.   PassiveLandingNoiseResetTime: The time it takes for the passive landing noise counter to reset.   AutoSlope: Whether auto-slope is enabled.   UseSlopeAnalyzer: Whether the slope analyzer is used.   ValidAutoCatchAngle: The valid angle for automatically catching objects.   AntizineValueToShoUVLightsLocations: The Antizin value at which UV light locations are shown on the radar.   NightRunnerTimeInNightToActivate: The time required to be in the night to activate night runner.   HiglightNearEnemies: Whether to highlight near enemies.   PerfectRepairChance: The chance of a perfect repair.   ParkourActionAutoExecuteOffsetFromCamera: The offset from the camera for automatically executing parkour actions.   StaminaGainOnKill: The amount of stamina gained on kill.   WantedLevelDropSpeedMul: The multiplier for the wanted level drop speed.   ThoroughSearch: Whether thorough searching is enabled.   MapPlayableAreaTeleportTime: The time it takes to teleport to the playable area of the map.   ToxinsImmunity: Whether the player is immune to toxins.   ImmunityTimerShowInterval: The interval at which the immunity timer is shown.   DuckBlockTimeAfterDialog: The time for which ducking is blocked after dialog.   FlyRamMinTime: The minimum time for the fly ram attack.   TreeAmortizerEnabled: Whether the tree amortizer is enabled.   DoorSkylightEnabled: Whether door skylights are enabled.   NagewazaEnable: Whether Nagewaza is enabled.   AnomalyGearEffectEnabled: Whether the anomaly gear effect is enabled.   InvertMovementInputs: Whether movement inputs are inverted.   BlockConsumableUsage: Whether consumable usage is blocked.   BlockInjectorsUsage: Whether injector usage is blocked.   AirTakedownEnabled: Whether air takedowns are enabled.   BlockHealthRegenerationDuringGrab: Whether health regeneration is blocked during grabs.   ManualSprintTimeScaledByMaxStamina: Whether the manual sprint time is scaled by maximum stamina.   ManualSprintEyesClosureEnabled: Whether eye closure is enabled during manual sprinting.   AllowNitroActivationDuringAfterBoost: Whether nitro activation is allowed during the after boost.   EnableFullBodyBalanceAnimationsWhenStanding: Whether full body balance animations are enabled when standing.   ForceChemicalEffect: Whether to force the chemical effect.   DisplaySelectedItemOutfitVisOnlyWithNoOtherCurrentItem: Whether to only display the selected item outfit visually when there is no other current item.   UseQuickslotForItemOutfitVis: Whether to use the quickslot for the item outfit visual.   ApplyRagdollOnCrit: Whether to apply ragdoll on critical hits.   ApplyRagdollOnChargeAttackWhenHealthIsFull: Whether to apply ragdoll on charge attacks when health is full.   ApplyStunOnCrit: Whether to apply stun on critical hits.   TowerRaid_NoTimeToWaste: Whether the "No Time to Waste" tower raid modifier is active.   TowerRaid_TimeIsRunningOut: Whether the "Time Is Running Out" tower raid modifier is active.   TowerRaid_WorthTheEffort: Whether the "Worth the Effort" tower raid modifier is active.   TowerRaid_SelfSabotage: Whether the "Self Sabotage" tower raid modifier is active.   TowerRaid_ElementalAggression: Whether the "Elemental Aggression" tower raid modifier is active.   TowerRaid_ElementalEndurance: Whether the "Elemental Endurance" tower raid modifier is active.   TowerRaid_ElementalResistance: Whether the "Elemental Resistance" tower raid modifier is active.   TowerRaid_FaultyProvisions: Whether the "Faulty Provisions" tower raid modifier is active.   TowerRaid_WarOnDrugs: Whether the "War on Drugs" tower raid modifier is active.   TowerRaid_ChronicInvincibility_IsAfterOneHitImmuneInProgress: Whether the "Chronic Invincibility" tower raid perk is currently providing one-hit immunity.   InfectedGrabBlocked: Whether infected grabs are blocked.   EnemyAffectedByBurningDamageMulFactor: The damage multiplier factor for enemies affected by burning.  

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