GameData_PlayerDataBlock_bin.json (filled)
Defines player stats.
While this is a datablock, currently its only reference is hardcoded ID 1.
The max health of a player.
How long it takes for health to start regenerating after taking damage.
Relative max hp to regenerate.
E.g. 0.5 from 100 base would be 50.
Delay between health regeneration updates.
How much health is regenerated per second.
Friendly fire damage multiplier.
Currently broken for tools.
Minimum height a player has to fall to take fall damage.
Falling height where a player takes maximum fall damage.
Minimum fall damage a player can take.
Maximum fall damage a player can take.
Anywhere between min and max, fall damage scales linearly.
Unknown, most likely related to the unreleased nanoswarm tool and likely to change.
Unknown, most likely related to the unreleased nanoswarm tool and likely to change.
Unknown, most likely related to the unreleased nanoswarm tool and likely to change.
Seems unused.
Seems unused.
Seems unused.
Seems unused.
Player move speed while walking.
Player move speed when running/sprinting.
Affects move speed in the air. Seems to have little effect on slowing down and turning, mostly impacts speeding up. However, unless set to high values, makes no notable impact.
Player move speed while crouching.
Player move speed when going up and down ladders.
Only seems to have an impact on when player footstep audio is played.
Only seems to have an impact on when player footstep audio is played.
Only seems to have an impact on when player footstep audio is played.
Multiplier for smooth acceleration. At low values players will have trouble speeding up.
Multiplier for smooth stopping. At low values players will have trouble stopping in place (can still reverse direction normally depending on acc value).
Seems to have no effect.
Initial vertical velocity gained from a jump.
Gravity mults affect how fast falling accelerates (rising decelerates).
Gravity mult when rising and holding the jump button.
Gravity mult when rising and not holding the jump button.
Gravity mult after jump peak.
Gravity mult when falling without jumping.
Maximum vertical movement speed.
Default player camera position offset from player's feet.
Player camera position offset while crouched.
Added fov while player is running.
Default depth of field settings.
Depth of field settings in elevator.
Depth of field settings in terminal.
Seems unused.
Mouselook settings are probably something you shouldn't mess with.
Seems to affect aim sensitivity when in sights.
Seems to affect aim sensitivity when in sights.
FPS settings are probably something you shouldn't mess with.
FPS model setting.
FPS model setting.
FPS model setting.
FPS model setting.
FPS model setting.
FPS model setting.
FPS model setting.
Affects maximum possible height above default of sights.
Ammo settings are closely tied with Archetype cost of bullet settings and explained there.
These settings are not literal bullet counts but rather a base value for calculations.
Initial standard weapon ammo when starting the level.
Seems unused.
Max reserve ammo for standard weapons.
Affects how much ammo you get from a refill pack.
Initial special weapon ammo when starting the level.
Seems unused.
Max reserve ammo for special weapons.
Affects how much ammo you get from a refill pack.
Initial tool ammo.
Seems unused.
Max tool ammo.
Affects how much ammo you get from a refill pack.
There is an additional multiplier for sentries.
Seems unused.
Seems unused.
The following item settings seem to be either unused or have no impact worth editing for modders, therefore they have no descriptions.
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Determines whether audible breathing from stamina and infection is enabled.
Determines whether audible breathing from stamina is enabled.
Seems unused or unknown.
When enabled, prints some additional debug logs regarding breathing.
Base audible breathing sound volume.
Health limit for switching to low health breathing sound.
Time without spending stamina before player starts resting.
Stamina regeneration rate when resting in combat.
Stamina regeneration rate when not resting in combat.
Stamina regeneration rate when resting out of combat.
Stamina regeneration rate when not resting out of combat.
Whether stamina can affect movement speed.
Movement speed multiplier when stamina is high.
Movement speed multiplier when stamina is low.
Stamina speed modifier is a lerp between high and low with tiredness (0 - full stamina, 1 - empty stamina) as the value used to interpolate.
This value is the exponent for tiredness. Higher value means stamina will slow down players less.
Whether stamina should affect melee charge speed.
Melee charge speed multiplier when stamina is high.
Melee charge speed multiplier when stamina is low.
StaminaMoveSpeedCurveExponent equivalent for melee charge speed.
Sfx Audio threshold for stamina exhausted loop.
Threshold for setting an audio switch for playing was tired breathing audio later.
Stamina threshold for playing rested audio after player was tired.
Effectively decides whether InCombat values will be used during combat.
Minimum allowed stamina when not in combat.
Maximum allowed stamina when in combat.
How fast should stamina fall to combat maximum cap during combat.
Default 0 in base game, which means stamina will not fall unless players use it.
Jump stamina action cost.
Crouching movement stamina action cost.
Walking stamina action cost.
Running/sprinting stamina action cost.
Crouch enter stamina action cost.
Delay between separate dialog lines.
Dialog line fields seem mostly related to PlayerDialogDataBlock.
To our knowledge the rest of these fields are either unused or not useful for modders so most of them probably will not have useful descriptions.
How long a short dialog is blocked after playing.
How long a medium dialog is blocked after playing.
How long a long dialog is blocked after playing.
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A separate page for this struct was not generated because whoever made it is an idiot (but actually probably just a new person who doesn't know how datablocks are supposed to work).
For rundown developers, ActionCost is essentially the same thing as any other nested type.
Stamina cost of this action in combat.
Stamina cost of this action out of combat.
Whether this action should reset resting timer in combat.
Whether this action should reset resting timer out of combat.