下面的lua脚本皆为RE-UE4SS脚本
开启调试窗口
RegisterKeyBind(Key.F10, function()
local PalPlayerController = FindFirstOf("PalPlayerController")
local PalCheatManager = PalPlayerController.CheatManager
PalPlayerController:EnableCheats()
PalCheatManager:DebugWindow()
end)
有一部分命令会触发崩溃
单人离线模式下 也可以使用CRTL+ALT+O开启控制台
控制台在多人模式下 大部分功能不可用
游戏大部分可调的配置是在PalGameSetting中储存的
class UPalGameSetting : public UBlueprintFunctionLibrary{
int32 CharacterMaxLevel;
int32 GuildCharacterMaxLevel;
int32 OtomoLevelSyncAddMaxLevel;
enum class EPalPlayerSprintStaminaDecreaseType PlayerSprintStaminaType;
int32 CharacterMaxRank;
int32 ConsumStamina_PalThrow;
float ReturnOtomoPalCoolTime;
int32 OtomoSlotNum;
float OtomoWazaCoolDownSpeedRate;
float PlayerHPRateFromRespawn;
float PlayerStomachRateFromRespawn;
float RarePal_AppearanceProbability;
float RarePal_LevelMultiply;
int32 BossOrRarePal_TalentMin;
int32 CharacterRankUpRequiredNumDefault;
TMap<int32, int32> CharacterRankUpRequiredNumMap;
float NaturalUpdateSaveParameterInterval;
float CharacterHUDDisplayRange;
float CharacterFedEatingTime;
float CharacterStayingSecondsInSpa;
int32 PalBoxPageNum;
int32 PalBoxSlotNumInPage;
float PlayerBattleJudge_EnemyDistance;
TMap<int32, float> BodyTemperature_SlipDamage_Percent;
TMap<int32, float> BodyTemperature_StomachDecreaceRate;
TSoftObjectPtr<class UNiagaraSystem> SleepFXDefault;
float LiftupCharacterThrownVelocityScalar;
float LiftupCharacterClearCollisionDelayTime;
int32 NickNameMaxLength;
float IntervalForPalAttackFromBall;
bool CanShootRiderByFullRide;
bool HitWazaAttackForMapObject;
int32 KnockBack_MaxHpPercent;
float KnockBack_Power;
float StunTime;
float StepCooldownTime;
float Stun_GunDamageRate;
bool IsEnableAutoReload;
float DeadShootImpulseRate;
float DeadShootImpulseMax;
float OtomoDamageRate_Defense;
int32 DamageValueMin_MapObject;
float DamageRate_WealPoint;
float DamageRate_StrongPoint;
float DamageRate_SleepHit;
float FinalDamageRate_Waza;
float FinalDamageRate_Weapon;
float FinalDamageRate_Mine;
float FinalDamageRate_MapObject_Waza;
float FinalDamageRate_MapObject_Weapon;
float FinalDamageRate_MapObject_Mine;
float FoliageDefault_Defense;
float WazaAttackerLevelDamage_Power;
float DamageRandomRate_Min;
float DamageRandomRate_Max;
float LevelDamageCorrect;
float LevelStatusAccumulateCorrect;
float DamageElementMatchRate;
float MineAttack_DefensePower;
float StatusCalculate_LevelMultiply_HP;
int32 StatusCalculate_TribePlus_HP;
int32 StatusCalculate_ConstPlus_HP;
float StatusCalculate_LevelMultiply_Attack;
int32 StatusCalculate_ConstPlus_Attack;
float StatusCalculate_LevelMultiply_Defense;
int32 StatusCalculate_ConstPlus_Defense;
float StatusCalculate_TribeMultiply_CraftSpeed;
float StatusCalculate_GenkaiToppa_PerAdd;
float StatusCalculate_Talent_PerAdd;
float BreakedWeaponDamageRate;
float BreakedArmorDefenseRate;
float ArmorDurabilityDamageDivide;
float ClimbingStamina_Move;
float ClimbingStamina_Jump;
float RideWazaStaminaRate;
bool bIsEnableJumpPreliminary;
float JumpInterval;
float FlyMaxHeight;
float FlyHover_SP;
float FlyHorizon_SP;
float FlyHorizon_Dash_SP;
float FlyVertical_SP;
float AimingSpeedRateInRide;
float SlidingEndSpeed;
int32 JumpSP;
int32 StepSP;
int32 MeleeAttackSP;
float SprintSP;
float GliderSP;
float SwimmingFallWaitTimeSec;
float Swimming_SP_Idle;
float Swimming_SP_Swim;
float Swimming_SP_DashSwim;
float FluidFriction;
float OverWeightSpeedZero_AddPercent;
float WalkableFloorAngleForDefault;
float WalkableFloorAngleForRide;
bool IsEnableSpeedCollision;
float CollisionDamageMinSpeed;
float SpeedCollisionDamagePower;
float CollisionDamageSpeedMultiplay;
float CollisionDamageWeightThreshold;
float AutoHPRegene_Percent_perSecond;
float AutoHPRegene_Percent_perSecond_Sleeping;
float PosionHPDecrease_Percent_perSecond;
float Starvation_DecreaseHP_Percent_perSecond;
float AutoSANRegene_Percent_perSecond_PalStorage;
float StomachDecreace_perSecond_Monster;
float StomachDecreace_perSecond_Player;
float StomachDecreace_AutoHealing;
float StomachDecreace_WorkingRate;
int32 HungerStart_StomachValue;
int32 FullStomachPalStartEatFood;
float FullStomachCost_ByWazaUse_Base;
TMap<int32, float> FullStomachCost_ByWazaUse_RateMap;
float StomachDecreaceRate_GroundRide_Sprint;
float StomachDecreaceRate_WaterRide;
float StomachDecreaceRate_WaterRide_Sprint;
float StomachDecreaceRate_FlyRide;
float StomachDecreaceRate_FlyRide_Sprint;
int32 RemainderOfLife_Second;
float HpDecreaseRate_Drowning;
float PlayerShield_RecoverStartTime;
float PlayerShield_RecoverPercentPerSecond;
float StaminaRecover_PercentPerSecond;
float ResuscitationTime;
int32 PlayerDeath_DropOtomoNum;
float PlayerDeath_DropOtomoRange;
int32 PlayerDeath_DropOtomoDisappearHours;
float PlayerDyingDamagePerTime;
int32 ElementStatus_ResistanceInitialValue;
float ElementStatus_AutoDecreasePerSecond;
int32 ElementStatus_ResetResistanceSecond;
int32 BuildExp;
int32 CraftExp;
int32 PickupItemOnLevelExp;
int32 MapObjectDestroyProceedExp;
float MapObjectDistributeExpRange;
TMap<int32, int32> OtomoExp_LevelDifferenceMap;
int32 OtomoExp_HigherPlayerLevel;
int32 CaptureExpBonus_Tier1_TableReferenceNum;
int32 CaptureExpBonus_Tier2_TableReferenceNum;
int32 CaptureExpBonus_Tier3_TableReferenceNum;
TArray<struct FPalDebugOtomoPalInfo> NewGameOtomoPalSet;
TMap<class FName, int32> NewGameInventoryItemSet;
TMap<class FName, int32> NewGameLoadoutItemSet;
struct FVector WorldHUDDisplayOffsetDefault;
float WorldHUDDisplayRangeDefault;
float WorldHUDDetailDisplayRange;
TArray<struct FPalDataTableRowName_ItemData> FarmCropWaterItemIds;
float FarmCropGrowupSpeedBySec;
float FarmCropIncreaseRateByWaterFillRate;
class FString MaxMoney;
int32 DefaultMoney;
float SneakAttackBackJudgeAngle_Degree;
float SneakAttack_PalMeleeWaza_AttackRate;
float AutoAimCameraMoveRate;
float AutoAimCharacterMoveRate;
float AutoAimCameraAdsorptionSpeed;
float AutoAimLockOnScreenSpaceRate;
float ForceAutoAimTime;
float SellItemRate;
float PalPriceConstantValueA;
float PalPriceConstantValueB;
float SellPalRate;
float SearchRangeOnThrowedCharacterLanded;
float WorkCompleteReactionRangeFromPlayer;
int32 WorkerCollectResourceStackMaxNum;
enum class EPalFacialEyeType FacialTypeHardWork;
float Timeout_WorkerApproachToTarget;
float WaitTime_WorkRepairFailedFindPath;
float WorkerWaitingNotifyInterval;
float WarpCheckInterval;
float WarpCheckMoveDistanceThreshold;
float WarpThreshold;
float AutoDecreaseHateValue_PercentMaxHP_PerSecond;
float HateDecreaseDamageRate;
float Hate_ForceUp_HPRate_OtomoActive;
float Hate_ForceUp_HPRate_IncidentBattle;
float CombatEndDistance_BattleStartSelfPos_To_SelfPos;
float CombatEndDistance_BattleStartSelfPos_To_TargetPos;
float CombatEndDistance_BattleStartSelfPos_To_TargetPos_AddFirstTargetDistance;
float NavigationAreaDivideExtents;
TArray<struct FPalNavigationUpdateFrequencySetting> NavigationUpdateFrequencySettingsFromPlayer;
float AutoSaveSpan;
class FName SaveDataName_WorldBaseInfo;
class FName SaveDataName_World;
class FName SaveDataName_PlayerDirectory;
class FName SaveDataName_LocalData;
class FName SaveDataName_WorldOption;
TMap<enum class EPalSupportedPlatformType, int32> MaxWorldDataNumMap;
int32 PalWorldTime_GameStartHour;
int32 PalWorldMinutes_RealOneMinute;
int32 NightStartHour;
int32 NightEndHour;
int32 PlayerMorningHour;
int32 PlayerSleepStartHour;
int32 NightSkipWaitSecond;
float LocalPlayerAndOtomo_LightRangeScale;
struct FVector BuildBaseUnitGridDefinition;
float BuildSimulationVerticalAdjustRate;
float BuildSimulationVerticalMinLength;
float BuildSimulationFoundationFloatingAllowance;
TMap<enum class EPalBuildObjectInstallStrategy, struct FVector> BuildSimulationFoundationCheckCollisionScale;
float BuildSimulationRoofHeightOffset;
float BuildSimulationStairHeightOffset;
float BuildSimulationLeanAngleMax;
float BuildingProgressInterpolationSpeed;
int32 PlayerRecord_BuildingObjectMaxNum;
float BuildingMaxZ;
int32 BuildObj_HatchedPalCharacterLevel;
float BuildObj_DamageScarecrowStartRecoveryTime;
float BaseCampAreaRange;
float BaseCampPalFindWorkRange;
float PalArriveToWorkLocationRange;
float PalArriveToWorkLocationRangeZ;
float BaseCampNeighborMinimumDistance;
float PalRotateSpeedToWork;
float BaseCampFoliageWorkableRange;
float BaseCampHungerApproachToPlayer;
float BaseCampHungerUnreachableObjectTimeoutRealSeconds;
float HungerHUDDisplayRange;
float WorkAmountBySecForPlayer;
float BaseCampWorkerEventTriggerInterval;
float BaseCampWorkerEventTriggerProbability;
float BaseCampWorkerSanityWarningThreshold;
float BaseCampWorkerFinishEatingFullStomach;
float BaseCampWorkerFinishEatingSanity;
int32 BaseCampWorkerFinishEatCount;
float BaseCampWorkerRecoverHungryTurnToTargetTimeout;
float BaseCampWorkerStartSleepHpPercentage;
float BaseCampWorkerSleepInPlaceRecoverSanityRate;
float BaseCampWorkerDistancePickableItem;
TArray<enum class EPalBaseCampItemContainerType> BaseCampBuildingItemContainerPriority;
float FoliageRespawnFailedExtraRangeOfBaseCamp;
float BaseCampPalCombatRange_AddCampRange;
struct FFloatInterval BaseCampPalWalkTime_BeforeSleep;
float BaseCampTimeFinishBattleModeAfterEmptyEnemy;
enum class EPalCharacterImportanceType BaseCampWorkerMoveModeChangeThreshold;
int32 BaseCampWorkerDirectorTickForAssignWorkByCount;
float BaseCampWorkerLookToTargetWork;
float ReviveWorkAdditionalRange;
float WorkAroundRangeDefault;
TArray<enum class EPalWorkType> IssueNotifyWorkTypes;
float WorkAmountByManMonth;
float WorkNotifyDelayTime;
float WorkFinishDelayCallAddWorkNotifyDelayTime;
float WorkIgnitionTorchWaitTime;
TMap<enum class EPalWorkAssignableCheckResult, enum class EPalMonsterControllerBaseCampLogType> WorkAssignFailedLogTypeMap;
float WorkTransportingSpeedRate;
TArray<struct FPalDataTableRowName_ItemData> BaseCampNotTransportItemBlackList;
float WorkTransportingDelayTimeDropItem;
float BaseCampStopProvideEnergyInterval;
TMap<enum class EPalBaseCampPassiveEffectWorkHardType, struct FPalBaseCampPassiveEffectWorkHardInfo> BaseCampPassiveEffectWorkHardInfoMap;
float BaseCampWorkCollectionRestoreStashSeconds;
TArray<struct FPalWorkTypeSet> WorkTypeAssignPriorityOrder;
struct FPalWorkAssignDefineDataStaticSetting WorkAssignDefineData_Build;
struct FPalWorkAssignDefineDataStaticSetting WorkAssignDefineData_FoliageWork;
struct FPalWorkAssignDefineDataStaticSetting WorkAssignDefineData_ReviveCharacterWork;
struct FPalWorkAssignDefineDataStaticSetting WorkAssignDefineData_TransportItemInBaseCamp;
struct FPalWorkAssignDefineDataStaticSetting WorkAssignDefineData_RepairBuildObjectInBaseCamp;
struct FPalWorkAssignDefineDataStaticSetting WorkAssignDefineData_BreedFarm;
struct FPalWorkAssignDefineDataStaticSetting WorkAssignDefineData_ExtinguishBurn;
int32 WorkSuitabilityMaxRank;
TMap<enum class EPalWorkSuitability, struct FPalWorkSuitabilityDefineData> WorkSuitabilityDefineDataMap;
struct FPalWorkSuitabilityCollectionDefineData WorkSuitabilityDefineData_Collection;
struct FPalWorkSuitabilityDeforestDefineData WorkSuitabilityDefineData_Deforest;
struct FPalWorkSuitabilityMiningDefineData WorkSuitabilityDefineData_Mining;
int32 DropItemWaitInsertMaxNumPerTick;
struct FPalDungeonMarkerPointSpawnParameter DungeonSpawnParameterDefault;
float GamePad_NotAimCameraRotateSpeed_DegreePerSecond;
float GamePad_AimCameraRotateSpeed_DegreePerSecond;
float Mouse_NotAimCameraRotateSpeed;
float Mouse_AimCameraRotateSpeed;
float YawCameraMaxSpeedRate;
float TimeForCameraMaxSpeed;
float AimInterpInterval;
int32 InvaderSelfDeleteAddTime;
float InvadeProbability;
int32 InvadeOccurablePlayerLevel;
int32 InvadeJudgmentInterval_Minutes;
int32 InvadeCollTime_Max_Minutes;
int32 InvadeCollTime_Min_Minutes;
int32 InvadeReturnTime_Minutes;
int32 InvadeStartPoint_BaseCampRadius_Min_cm;
int32 InvadeStartPoint_BaseCampRadius_Max_cm;
float VisitorNPCProbability;
int32 VisitorNPCReturnTime_Minutes;
float RidingAimOpacity;
float HideUITimeWhenNotConflict;
float FirstCapturedUIDisplayTime;
float CapturedUIDisplayTime;
float FirstActivatedOtomoInfoDisplayTime;
float PlayerLevelUpUIDIsplayTime;
float PlayerExpGaugeUIDisplayTime;
float OtomoExpGaugeUIDisplayTime;
float NpcGaugeDisplayDistance;
float NpcGaugeDisplayRange_CameraSight;
float GuildMemberGaugeDisplayDIstance;
float DownPlayerLoupeDisplayDistance;
float DownPlayerGaugeDisplayRange_CameraSight;
struct FVector2D ReticleOffsetRate;
int32 LowHealthEffectParcent;
TMap<enum class EPalDamageTextType, int32> DamageTextMargineMap;
float DamageTextDisplayLength;
struct FVector2D DamageTextMaxOffset;
float DamageTextOffsetInterpolationLength;
TMap<enum class EPalDamageTextType, float> DamageTextScaleMap;
struct FVector2D DamageTextRandomOffset;
int32 StrongEnemyMarkLevel;
float OtomoInteractUIDisplayDistance;
float EnemyMarkUIMinScale;
float EnemyMarkScaleInterpolationLength;
struct FVector2D NpcHPGaugeGlobalOffset;
float DelayGaugeStartTime;
float DelayGaugeProgressPerSecond;
float InventoryWeaponRangeMaxBorder;
float InventoryWeaponStabilityMinBorder;
float InventoryWeaponAccuracyMinBorder;
float WorldmapUIMaskClearSize;
float WorldmapUIFTMergeDistance;
int32 WorldmapUIMaxMarker;
float NPCHPGaugeUpdateSpan;
float CaptureFailedUIDisplayTime;
TArray<struct FPalDataTableRowName_ItemData> CaptureSphereSortArray;
float OpenGameOverUITime;
float BlockRespawnTime;
float InventoryWeightAlertRate;
float InventoryWeightGaugeDIsplayTime;
float OtomoLevelUpNoticeUIDisplayTime;
float OtomoMasteredWazaNoticeUIDisplayTime;
float ProgressGaugeInterpolationSpeed;
float TeleportFadeInTime;
float TeleportFadeOutTime;
float PlayerTeleportTimeoutTime;
TArray<float> PassiveSkillAppendNumWeights;
bool bIsEggLauncherExplosion;
float ThrowPalBattleRadius;
float ThrowPalWorkRadius;
float RopeHitPowe;
float RopePullPower;
float DefaultMaxInventoryWeight;
float RaycastLengthForDetectIndoor;
float MapObjectConnectAnyPlaceRaycastLength;
float ShootingTargetRayCastDistance;
TArray<float> CaptureJudgeRateArray;
int32 CaptureBallBoundCountMax;
TArray<class FName> ExceptCapturedItemList;
TMap<enum class EPalCaptureSphereLevelType, int32> CaptureSphereLevelMap;
TMap<enum class EPalStatusID, float> CaptureRateAddByStatusMap;
float IgnoreFirstCaptureFailedHPRate;
float CaptureRateAdd_ByLegHold;
float LongPressInterval;
float LongPressInterval_EnemyCampCage;
float LongPressInterval_GetHatchedPal;
float CrouchLockAttenuation;
bool IsEnableCharacterWazaScale;
bool IsOverrideDamageAdditiveAnimation;
float BlinkInterval;
float CrimeStateMaintainDurationBaseDefault;
int32 TechnologyPointPerLevel;
int32 bossTechnologyPointPerTowerBoss;
int32 bossTechnologyPointPerNormalBoss;
TArray<struct FPalDataTableRowName_RecipeTechnologyData> DefaultUnlockTechnology;
int32 DefaultTechnologyPoint;
int32 TechnologyPoint_UnlockFastTravel;
float DecreaseSanity_DamagedMultiply;
int32 FullStomachPercent_RecoverySanity;
float RecoverySanity_FullStomach;
float DecreaseSanity_Hunger;
float DecreaseSanity_Starvation;
bool Spawner_IsCheckLoadedWorldPartition;
float SpawnerDisableDistanceCM_FromBaseCamp;
float Spawner_DefaultSpawnRadius_S;
float Spawner_DefaultSpawnRadius_M;
float Spawner_DefaultSpawnRadius_L;
float Spawner_DefaultSpawnRadius_NPC;
float Spawner_DefaultDespawnDistance_S;
float Spawner_DefaultDespawnDistance_M;
float Spawner_DefaultDespawnDistance_L;
float Spawner_DefaultDespawnDistance_NPC;
class UDataTable* CharacterHeadMeshDataTable;
class UDataTable* CharacterBodyMeshDataTable;
class UDataTable* CharacterHairMeshDataTable;
class UDataTable* CharacterEquipmentArmorMeshDataTable;
class UDataTable* CharacterEyeMaterialDataTable;
float CharacterMakeColorLimit_SV;
bool IsAutoEquipMasteredWaza;
bool ActiveUNKO;
int32 MaxSpawnableDeathPenaltyChest;
class FName BuildObjectInstallStrategy_SinkAllowCollisionPresetName;
float MapObjectShakeTimeOnDamaged;
struct FVector MapObjectShakeOffsetOnDamaged;
int32 MapObjectOutlineByReticleTargetting;
int32 MapObjectOutlineByInteractable;
struct FPalMapObjectRepairInfo MapObjectRepairInfo;
float FoliageExtentsXY;
int32 FoliageChunkSeparateScale;
float MapObjectHPDisplayDistance;
float MapObjectHPDisplayTime;
float MapObjectGateLockTime;
bool bDirectObtainFromTreasureBox;
float MapObjectEffectTriggerAccumulate_Burn;
float MapObjectEffect_Burn_DamageHpRate;
struct FVector MapObjectEffect_Burn_DamageAroundRange;
float MapObjectEffect_Burn_DamageAroundInterval;
float MapObjectEffect_Burn_DamageAroundDamageValue;
float MapObjectEffect_Burn_DamageAroundAccumulateValue;
float MapObjectEffect_Burn_DamageAroundAccumulateValue_ForCharacter;
int32 PasswordLockFailedMaxNum;
float MapObjectItemChestCorruptionRateFromWorkSpeed;
struct FPalOptimizeParameter RuntimeOptimizeParameter;
TMap<int32, struct FPalWorldSecurityWantedPoliceSettingData> WorldSecurityWantedPoliceSettingDataMap;
TMap<int32, struct FPalWorldSecurityWantedPoliceSettingData> WorldSecurityWantedPoliceSettingDataMapForDS;
int32 StatusPointPerLevel;
float AddMaxHPPerStatusPoint;
float AddMaxSPPerStatusPoint;
float AddPowerPerStatusPoint;
float AddMaxInventoryWeightPerStatusPoint;
float AddCaptureLevelPerStatusPoint;
float AddWorkSpeedPerStatusPoint;
float AddMaxHPPerHPRank;
float AddAttackPerAttackRank;
float AddDefencePerDefenceRank;
float AddWorkSpeedPerWorkSpeedRank;
TArray<float> Combi_TalentInheritNum;
TArray<float> Combi_PassiveInheritNum;
TArray<float> Combi_PassiveRandomAddNum;
TArray<struct FPalEggRankInfo> PalEggRankInfoArray;
TMap<enum class EPalElementType, struct FPalDataTableRowName_MapObjectData> PalEggMapObjectIdMap;
TMap<int32, float> PalEggHatchingSpeedRateByTemperature;
class UFont* DebugInfoFont;
int32 MaxGuildNameLength;
float JoinGuildRequestInteractLongPushTime;
float TutorialMinDisplayTime;
float TutorialDisplayTime;
TMap<enum class EPalUIRewardDisplayType, float> CommonRewardDisplayTime;
float DeadBodyDestroySecond;
float EnemyCampRespawnCoolTime;
float EnemyCampDespawnDelayTime;
float PalBoxReviveTime;
float AfterNPCTalkDelayTime_Interact;
float MinSprintThreshold;
float MaxSprintThreshold;
float MinHPGaugeDisplayTime;
class UDataTable* SoundSourceDataTable;
}
示例
提高闪光帕鲁捕获概率为 100%
GameSettingInstance = FindFirstOf("PalGameSetting")
GameSettingInstance.RarePal_AppearanceProbability = 100.0
已经生成的帕鲁不会改变 下一次帕鲁触发生成前 概率不会生效 世界设置 APalGameStateInGame
class UPalCharacterManagerReplicator* CharacterManagerReplicator;
class UPalBaseCampReplicator* BaseCampReplicator;
class UPalOptionReplicator* OptionReplicator;
class UPalStageReplicator* StageReplicator;
class UPalLocationReplicator* LocationReplicator;
class APalNetworkTransmitter* DedicatedServerTransmitter;
class UPalGameSystemInitManagerComponent* GameSystemInitManager;
TArray<class APalBotBuilderLocationBase*> BotBuilderLocation;
class FString WorldName;
class FString WorldSaveDirectoryName;
bool bIsDedicatedServer;
int32 MaxPlayerNum; //最大玩家数量
struct FGameDateTime WorldTime; //世界世界
struct FDateTime RealUtcTime;
float ServerFrameTime;
class FString ServerSessionId;
int32 ServerWildMonsterCount;
int32 ServerOtomoMonsterCount;
int32 ServerBaseCampMonsterCount;
int32 ServerNPCCount;
int32 ServerOtherCharacterCount;
int32 ImportanceCharacterCount_AllUpdate;
int32 ImportanceCharacterCount_Nearest;
int32 ImportanceCharacterCount_Near;
int32 ImportanceCharacterCount_MidInSight;
int32 ImportanceCharacterCount_FarInSight;
int32 ImportanceCharacterCount_MidOutSight;
int32 ImportanceCharacterCount_FarOutSight;
int32 ImportanceCharacterCount_Farthest;
int32 BaseCampCount;
int32 NavMeshInvokerCount;
TArray<struct FPalChatMessage> ChatMessages;
FMulticastInlineDelegateProperty_ OnRecievedChatMessageDelegate;
/Saved/SaveGames/0/世界id/
->Level.sav //世界存档
->LevelMeta.sav
->Players/
->UID.sav//个人存档 (索引)
//UID通常为Steam Id开头的十六进制UUID长度id
游戏存档使用了ue5内置的存档管理系统
只不过帕鲁在原存档文件的基础上进行了zlib压缩
有两种选项 (一次压缩 两次压缩)
TTuple<USaveGame *,enum EPalSaveError> *__fastcall UPalSaveGameManager::PalLoadGameFromSlot(
TTuple<USaveGame *,enum EPalSaveError> *result,
const FString *SlotName,
int UserIndex)
{
bool v4; // al
FScriptContainerElement *Data; // rcx
int CompressedSize; // r12d
FScriptContainerElement *v7; // r15
int v8; // edx
FScriptContainerElement *v9; // rsi
int v10; // edx
int v11; // edx
unsigned int v12; // r14d
FNameEntryId *v13; // rax
char *v14; // r9
int TemporarySize; // r15d
int ArrayNum; // edx
FScriptContainerElement *v17; // rbx
int v18; // ebx
size_t UncompressedSize; // rbx
TArray<unsigned char,TSizedDefaultAllocator<32> > ObjectBytes; // [rsp+40h] [rbp-29h] BYREF
TArray<unsigned char,TSizedDefaultAllocator<32> > ObjectBytesTemporary; // [rsp+50h] [rbp-19h] BYREF
TArray<unsigned char,TSizedDefaultAllocator<32> > ObjectBytesComped; // [rsp+60h] [rbp-9h] BYREF
UPalSaveGameManager::FSaveDataHeader Header; // [rsp+70h] [rbp+7h]
ObjectBytesComped.AllocatorInstance.Data = 0i64;
*(_QWORD *)&ObjectBytesComped.ArrayNum = 0i64;
v4 = UGameplayStatics::LoadDataFromSlot(&ObjectBytesComped, SlotName, UserIndex);
Data = ObjectBytesComped.AllocatorInstance.Data;
if ( !v4
|| (unsigned __int64)ObjectBytesComped.ArrayNum < 0xC
|| *(_BYTE *)&ObjectBytesComped.AllocatorInstance.Data[8] != 'P'
|| *(_BYTE *)&ObjectBytesComped.AllocatorInstance.Data[9] != 'l'
|| *(_BYTE *)&ObjectBytesComped.AllocatorInstance.Data[10] != 'Z'
|| (unsigned __int8)(*(_BYTE *)&ObjectBytesComped.AllocatorInstance.Data[11] - 48) > 2u )
{
result->Key = 0i64;
result->Value = InProcess;
goto LABEL_32;
}
CompressedSize = ObjectBytesComped.ArrayNum - 12;
v7 = ObjectBytesComped.AllocatorInstance.Data + 12;
v8 = HIBYTE(*(_DWORD *)&ObjectBytesComped.AllocatorInstance.Data[8]);
v9 = 0i64;
*(_QWORD *)&Header.UncompressedSize = *(_QWORD *)ObjectBytesComped.AllocatorInstance.Data;
ObjectBytes.AllocatorInstance.Data = 0i64;
*(_QWORD *)&ObjectBytes.ArrayNum = 0i64;
v10 = v8 - 48;
if ( !v10 )
{
UncompressedSize = Header.UncompressedSize;
ObjectBytes.ArrayNum = Header.UncompressedSize;
if ( Header.UncompressedSize )
{
TArray<unsigned char,TSizedDefaultAllocator<32>>::ResizeGrow(
(TArray<enum FRigVMTemplateArgument::ETypeCategory,TSizedDefaultAllocator<32> > *)&ObjectBytes,
0);
v9 = ObjectBytes.AllocatorInstance.Data;
}
memcpy_0(v9, v7, UncompressedSize);
goto LABEL_30;
}
v11 = v10 - 1;
if ( v11 )
{
if ( v11 == 1 )
{
v12 = Header.UncompressedSize;
ObjectBytesTemporary.AllocatorInstance.Data = 0i64;
ObjectBytesTemporary.ArrayMax = 0;
ObjectBytesTemporary.ArrayNum = Header.TemporarySize;
if ( Header.TemporarySize )
{
TArray<unsigned char,TSizedDefaultAllocator<32>>::ResizeGrow(
(TArray<enum FRigVMTemplateArgument::ETypeCategory,TSizedDefaultAllocator<32> > *)&ObjectBytesTemporary,
0);
v9 = ObjectBytesTemporary.AllocatorInstance.Data;
}
v13 = FNameEntryId::FromValidEName((FNameEntryId *)&ObjectBytesTemporary, (EName)257);
v14 = (char *)v7;
TemporarySize = Header.TemporarySize;
ObjectBytesTemporary.AllocatorInstance.Data = (FScriptContainerElement *)v13->Value;
if ( !FCompression::UncompressMemory(
(FName)ObjectBytesTemporary.AllocatorInstance.Data,
v9,
Header.TemporarySize,
v14,
CompressedSize,
COMPRESS_None,
0) )
goto LABEL_13;
ArrayNum = ObjectBytes.ArrayNum;
ObjectBytes.ArrayNum += v12;
if ( v12 > ObjectBytes.ArrayMax - ArrayNum )
TArray<unsigned char,TSizedDefaultAllocator<32>>::ResizeGrow(
(TArray<enum FRigVMTemplateArgument::ETypeCategory,TSizedDefaultAllocator<32> > *)&ObjectBytes,
ArrayNum);
v17 = ObjectBytes.AllocatorInstance.Data;
ObjectBytesTemporary.AllocatorInstance.Data = (FScriptContainerElement *)FNameEntryId::FromValidEName(
(FNameEntryId *)&ObjectBytesTemporary,
(EName)257)->Value;
if ( !FCompression::UncompressMemory(
(FName)ObjectBytesTemporary.AllocatorInstance.Data,
v17,
v12,
(char *)v9,
TemporarySize,
COMPRESS_None,
0) )
{
LABEL_13:
result->Key = 0i64;
result->Value = Fail;
if ( v9 )
FMemory::Free(v9);
goto LABEL_15;
}
if ( v9 )
FMemory::Free(v9);
}
goto LABEL_30;
}
v18 = Header.UncompressedSize;
ObjectBytes.ArrayNum = Header.UncompressedSize;
if ( Header.UncompressedSize )
{
TArray<unsigned char,TSizedDefaultAllocator<32>>::ResizeGrow(
(TArray<enum FRigVMTemplateArgument::ETypeCategory,TSizedDefaultAllocator<32> > *)&ObjectBytes,
0);
v9 = ObjectBytes.AllocatorInstance.Data;
}
ObjectBytesTemporary.AllocatorInstance.Data = (FScriptContainerElement *)FNameEntryId::FromValidEName(
(FNameEntryId *)&ObjectBytesTemporary,
(EName)257)->Value;
if ( FCompression::UncompressMemory(
(FName)ObjectBytesTemporary.AllocatorInstance.Data,
v9,
v18,
(char *)v7,
CompressedSize,
COMPRESS_None,
0) )
{
LABEL_30:
result->Key = UGameplayStatics::LoadGameFromMemory(&ObjectBytes);
result->Value = NotRun;
goto LABEL_15;
}
result->Key = 0i64;
result->Value = Fail;
LABEL_15:
if ( ObjectBytes.AllocatorInstance.Data )
FMemory::Free(ObjectBytes.AllocatorInstance.Data);
Data = ObjectBytesComped.AllocatorInstance.Data;
LABEL_32:
if ( Data )
FMemory::Free(Data);
return result;
}
解压后的存档可以使用uesave-rs解析并生成JSON文件
UID.sav内几乎没有储存玩家信息 只储存了对应的uuid
比如玩家ID 帕鲁盒ID 储存箱ID 等等 实际上这些数据都还是储存在Level.sav里面
现在 我们已经拿到了玩家ID
想要修改玩家数据还得是去看看Level.sav
试了个多人游戏服务器的备份
最终生成了2GB的JSON文件 编辑它十分的困难
写了个工具遍历打印结构
玩家对象储存在
root.properties.worldSaveData.Struct.value.Struct.CharacterSaveParameterMap.Map.value[X]
这个数组内
这个结构也包含了NPC角色 (NPC UID为全0)
在此结构中 key.Struct.Struct.PlayerUId.Struct.value.Guid 为玩家id
value.Struct.Struct.RawData.Array.value.Base.Byte.Byte 为玩家数据
玩家数据是二进制序列化数据 储存在RawData中
这个数据是和虚幻存档是一样的 只不过它没有存档头
稍微魔改了下uesave-rs
https://github.com/burpheart/uesave-rs/tree/palworld
成功解析了玩家数据
之后就可以愉快的修改玩家数据了
整个修改过程
修改玩家数据->序列化玩家数据->替换回原位->序列化世界数据->压缩后替换原存档 ( 替换存档要提前关闭服务器 记得完整备份存档 有可能修改失败 或者是其他未知影响)
既然可以自由的编辑玩家存档 那么坏档也有一定可能修复
TODO //还没有遇到坏档 手里没有样本
配置项名 | 描述 |
---|---|
CharacterMaxLevel | 角色最大等级 |
GuildCharacterMaxLevel | 公会角色最大等级 |
OtomoLevelSyncAddMaxLevel | Otomo等级同步增加最大等级 |
PlayerSprintStaminaType | 玩家冲刺耐力类型 |
CharacterMaxRank | 角色最大排名 |
ConsumStamina_PalThrow | 消耗耐力_帕鲁投掷 |
ReturnOtomoPalCoolTime | 返回Otomo帕鲁冷却时间 |
OtomoSlotNum | Otomo插槽数量 |
OtomoWazaCoolDownSpeedRate | Otomo技能冷却速度比率 |
PlayerHPRateFromRespawn | 从重生开始的玩家HP比率 |
PlayerStomachRateFromRespawn | 从重生开始的玩家胃口比率 |
RarePal_AppearanceProbability | 稀有帕鲁出现概率 |
RarePal_LevelMultiply | 稀有帕鲁等级乘数 |
BossOrRarePal_TalentMin | Boss或稀有帕鲁最小天赋 |
CharacterRankUpRequiredNumDefault | 角色升级所需数量默认值 |
CharacterRankUpRequiredNumMap | 角色升级所需数量映射 |
NaturalUpdateSaveParameterInterval | 自然更新保存参数间隔 |
CharacterHUDDisplayRange | 角色HUD显示范围 |
CharacterFedEatingTime | 角色饱食度吃食时间 |
CharacterStayingSecondsInSpa | 角色在温泉中停留的秒数 |
PalBoxPageNum | 帕鲁盒子页数 |
PalBoxSlotNumInPage | 每页帕鲁盒子插槽数量 |
PlayerBattleJudge_EnemyDistance | 玩家战斗判断_敌人距离 |
BodyTemperature_SlipDamage_Percent | 身体温度_滑动伤害百分比 |
BodyTemperature_StomachDecreaceRate | 身体温度_胃口减少率 |
SleepFXDefault | 睡眠特效默认值 |
LiftupCharacterThrownVelocityScalar | 提升角色投掷速度标量 |
LiftupCharacterClearCollisionDelayTime | 提升角色清除碰撞延迟时间 |
NickNameMaxLength | 昵称最大长度 |
IntervalForPalAttackFromBall | 从球开始的帕鲁攻击间隔 |
CanShootRiderByFullRide | 可以通过全程骑行射击骑手 |
HitWazaAttackForMapObject | 对地图对象进行HitWaza攻击 |
KnockBack_MaxHpPercent | 击退_最大HP百分比 |
KnockBack_Power | 击退_力量 |
StunTime | 昏迷时间 |
StepCooldownTime | 步骤冷却时间 |
Stun_GunDamageRate | 昏迷_枪伤害率 |
IsEnableAutoReload | 是否启用自动重载 |
DeadShootImpulseRate | 死亡射击冲量比率 |
DeadShootImpulseMax | 死亡射击冲量最大值 |
OtomoDamageRate_Defense | Otomo伤害率_防御 |
DamageValueMin_MapObject | 伤害值最小_地图对象 |
DamageRate_WealPoint | 伤害率_弱点 |
DamageRate_StrongPoint | 伤害率_强点 |
DamageRate_SleepHit | 伤害率_睡眠命中 |
FinalDamageRate_Waza | 最终伤害率_技能 |
FinalDamageRate_Weapon | 最终伤害率_武器 |
FinalDamageRate_Mine | 最终伤害率_矿石 |
FinalDamageRate_MapObject_Waza | 最终伤害率_地图对象_技能 |
FinalDamageRate_MapObject_Weapon | 最终伤害率_地图对象_武器 |
FinalDamageRate_MapObject_Mine | 最终伤害率_地图对象_矿石 |
FoliageDefault_Defense | 植被默认_防御 |
WazaAttackerLevelDamage_Power | 技能攻击者等级伤害_力量 |
DamageRandomRate_Min | 伤害随机率_最小 |
DamageRandomRate_Max | 伤害随机率_最大 |
LevelDamageCorrect | 等级伤害修正 |
LevelStatusAccumulateCorrect | 等级状态累积修正 |
DamageElementMatchRate | 伤害元素匹配率 |
MineAttack_DefensePower | 矿石攻击_防御力 |
StatusCalculate_LevelMultiply_HP | 状态计算_等级乘数_HP |
StatusCalculate_TribePlus_HP | 状态计算_部落加_HP |
StatusCalculate_ConstPlus_HP | 状态计算_常数加_HP |
StatusCalculate_LevelMultiply_Attack | 状态计算_等级乘数_攻击 |
StatusCalculate_ConstPlus_Attack | 状态计算_常数加_攻击 |
StatusCalculate_LevelMultiply_Defense | 状态计算_等级乘数_防御 |
StatusCalculate_ConstPlus_Defense | 状态计算_常数加_防御 |
StatusCalculate_TribeMultiply_CraftSpeed | 状态计算_部落乘数_工艺速度 |
StatusCalculate_GenkaiToppa_PerAdd | 状态计算_极限突破_百分比增加 |
StatusCalculate_Talent_PerAdd | 状态计算_天赋_百分比增加 |
BreakedWeaponDamageRate | 破损武器伤害率 |
BreakedArmorDefenseRate | 破损护甲防御率 |
ArmorDurabilityDamageDivide | 护甲耐久度伤害分割 |
ClimbingStamina_Move | 攀爬耐力_移动 |
ClimbingStamina_Jump | 攀爬耐力_跳跃 |
RideWazaStaminaRate | 骑行技能耐力比率 |
bIsEnableJumpPreliminary | 是否启用跳跃预备 |
JumpInterval | 跳跃间隔 |
FlyMaxHeight | 飞行最大高度 |
FlyHover_SP | 飞行悬停_SP |
FlyHorizon_SP | 飞行水平_SP |
FlyHorizon_Dash_SP | 飞行水平_冲刺_SP |
FlyVertical_SP | 飞行垂直_SP |
AimingSpeedRateInRide | 骑行中的瞄准速度比率 |
SlidingEndSpeed | 滑行结束速度 |
JumpSP | 跳跃SP |
StepSP | 步骤SP |
MeleeAttackSP | 近战攻击SP |
SprintSP | 冲刺SP |
GliderSP | 滑翔SP |
SwimmingFallWaitTimeSec | 游泳下降等待时间秒 |
Swimming_SP_Idle | 游泳_SP_空闲 |
Swimming_SP_Swim | 游泳_SP_游泳 |
Swimming_SP_DashSwim | 游泳_SP_冲刺游泳 |
FluidFriction | 流体摩擦 |
OverWeightSpeedZero_AddPercent | 超重速度零_增加百分比 |
WalkableFloorAngleForDefault | 默认可行走地板角度 |
WalkableFloorAngleForRide | 骑行可行走地板角度 |
IsEnableSpeedCollision | 是否启用速度碰撞 |
CollisionDamageMinSpeed | 碰撞伤害最小速度 |
SpeedCollisionDamagePower | 速度碰撞伤害力量 |
CollisionDamageSpeedMultiplay | 碰撞伤害速度乘数 |
CollisionDamageWeightThreshold | 碰撞伤害重量阈值 |
AutoHPRegene_Percent_perSecond | 自动HP再生_百分比_每秒 |
AutoHPRegene_Percent_perSecond_Sleeping | 自动HP再生_百分比_每秒_睡眠 |
PosionHPDecrease_Percent_perSecond | 毒药HP减少_百分比_每秒 |
Starvation_DecreaseHP_Percent_perSecond | 饥饿_减少HP_百分比_每秒 |
AutoSANRegene_Percent_perSecond_PalStorage | 自动SAN再生_百分比_每秒_帕鲁存储 |
StomachDecreace_perSecond_Monster | 胃口减少_每秒_怪物 |
StomachDecreace_perSecond_Player | 胃口减少_每秒_玩家 |
StomachDecreace_AutoHealing | 胃口减少_自动治疗 |
StomachDecreace_WorkingRate | 胃口减少_工作率 |
HungerStart_StomachValue | 饥饿开始_胃口值 |
FullStomachPalStartEatFood | 饱食度帕鲁开始吃食物 |
FullStomachCost_ByWazaUse_Base | 饱食度消耗_通过技能使用_基础 |
FullStomachCost_ByWazaUse_RateMap | 使用技能时的饱腹度消耗 |
StomachDecreaceRate_GroundRide_Sprint | 地面骑行冲刺时的饱腹度减少率 |
StomachDecreaceRate_WaterRide | 水上骑行时的饱腹度减少率 |
StomachDecreaceRate_WaterRide_Sprint | 水上骑行冲刺时的饱腹度减少率 |
StomachDecreaceRate_FlyRide | 飞行骑行时的饱腹度减少率 |
StomachDecreaceRate_FlyRide_Sprint | 飞行骑行冲刺时的饱腹度减少率 |
RemainderOfLife_Second | 生命剩余时间(秒) |
HpDecreaseRate_Drowning | 溺水时的生命值减少率 |
PlayerShield_RecoverStartTime | 玩家护盾恢复开始时间 |
PlayerShield_RecoverPercentPerSecond | 玩家护盾每秒恢复百分比 |
StaminaRecover_PercentPerSecond | 体力每秒恢复百分比 |
ResuscitationTime | 复活时间 |
PlayerDeath_DropOtomoNum | 玩家死亡时掉落的Otomo数量 |
PlayerDeath_DropOtomoRange | 玩家死亡时掉落的Otomo范围 |
PlayerDeath_DropOtomoDisappearHours | 玩家死亡后掉落的Otomo消失时间(小时) |
PlayerDyingDamagePerTime | 玩家濒死时每次受到的伤害 |
ElementStatus_ResistanceInitialValue | 元素状态的初始抵抗值 |
ElementStatus_AutoDecreasePerSecond | 元素状态每秒自动减少 |
ElementStatus_ResetResistanceSecond | 元素状态重置抵抗值的时间(秒) |
BuildExp | 建造经验 |
CraftExp | 制作经验 |
PickupItemOnLevelExp | 拾取物品的等级经验 |
MapObjectDestroyProceedExp | 地图对象销毁进度经验 |
MapObjectDistributeExpRange | 地图对象分布经验范围 |
OtomoExp_LevelDifferenceMap | Otomo经验等级差异图 |
OtomoExp_HigherPlayerLevel | Otomo经验高于玩家等级 |
CaptureExpBonus_Tier1_TableReferenceNum | 捕获经验奖励Tier1表引用数 |
CaptureExpBonus_Tier2_TableReferenceNum | 捕获经验奖励Tier2表引用数 |
CaptureExpBonus_Tier3_TableReferenceNum | 捕获经验奖励Tier3表引用数 |
NewGameOtomoPalSet | 新游戏Otomo帕鲁设置 |
NewGameInventoryItemSet | 新游戏库存物品设置 |
NewGameLoadoutItemSet | 新游戏装备物品设置 |
WorldHUDDisplayOffsetDefault | 世界HUD显示默认偏移 |
WorldHUDDisplayRangeDefault | 世界HUD显示默认范围 |
WorldHUDDetailDisplayRange | 世界HUD详细显示范围 |
FarmCropWaterItemIds | 农作物水物品ID |
FarmCropGrowupSpeedBySec | 农作物每秒生长速度 |
FarmCropIncreaseRateByWaterFillRate | 农作物由水填充率增加的速度 |
MaxMoney | 最大金钱 |
DefaultMoney | 默认金钱 |
SneakAttackBackJudgeAngle_Degree | 潜行攻击背部判断角度(度) |
SneakAttack_PalMeleeWaza_AttackRate | 潜行攻击帕鲁近战技能攻击率 |
AutoAimCameraMoveRate | 自动瞄准摄像机移动速度 |
AutoAimCharacterMoveRate | 自动瞄准角色移动速度 |
AutoAimCameraAdsorptionSpeed | 自动瞄准摄像机吸附速度 |
AutoAimLockOnScreenSpaceRate | 自动瞄准锁定屏幕空间比率 |
ForceAutoAimTime | 强制自动瞄准时间 |
SellItemRate | 卖出物品的比率 |
PalPriceConstantValueA | 帕鲁价格常数值A |
PalPriceConstantValueB | 帕鲁价格常数值B |
SellPalRate | 卖出帕鲁的比率 |
SearchRangeOnThrowedCharacterLanded | 投掷角色着陆时的搜索范围 |
WorkCompleteReactionRangeFromPlayer | 从玩家开始的工作完成反应范围 |
WorkerCollectResourceStackMaxNum | 工人收集资源堆叠最大数量 |
FacialTypeHardWork | 辛勤工作的面部类型 |
Timeout_WorkerApproachToTarget | 工人接近目标的超时时间 |
WaitTime_WorkRepairFailedFindPath | 工人修复失败找到路径的等待时间 |
WorkerWaitingNotifyInterval | 工人等待通知间隔 |
WarpCheckInterval | 瞬移检查间隔 |
WarpCheckMoveDistanceThreshold | 瞬移检查移动距离阈值 |
WarpThreshold | 瞬移阈值 |
AutoDecreaseHateValue_PercentMaxHP_PerSecond | 每秒自动减少仇恨值_最大生命值百分比 |
HateDecreaseDamageRate | 仇恨减少伤害率 |
Hate_ForceUp_HPRate_OtomoActive | 仇恨_强制提升_生命值比率_Otomo活跃 |
Hate_ForceUp_HPRate_IncidentBattle | 仇恨_强制提升_生命值比率_事件战斗 |
CombatEndDistance_BattleStartSelfPos_To_SelfPos | 战斗结束距离_战斗开始自身位置_到_自身位置 |
CombatEndDistance_BattleStartSelfPos_To_TargetPos | 战斗结束距离_战斗开始自身位置_到_目标位置 |
CombatEndDistance_BattleStartSelfPos_To_TargetPos_AddFirstTargetDistance | 战斗结束距离_战斗开始自身位置_到_目标位置_加上首个目标距离 |
NavigationAreaDivideExtents | 导航区域划分范围 |
NavigationUpdateFrequencySettingsFromPlayer | 从玩家开始的导航更新频率设置 |
AutoSaveSpan | 自动保存间隔 |
SaveDataName_WorldBaseInfo | 保存数据名_世界基本信息 |
SaveDataName_World | 保存数据名_世界 |
SaveDataName_PlayerDirectory | 保存数据名_玩家目录 |
SaveDataName_LocalData | 保存数据名_本地数据 |
SaveDataName_WorldOption | 保存数据名_世界选项 |
MaxWorldDataNumMap | 最大世界数据数量图 |
PalWorldTime_GameStartHour | 帕鲁世界时间_游戏开始小时 |
PalWorldMinutes_RealOneMinute | 帕鲁世界分钟_真实一分钟 |
NightStartHour | 夜晚开始小时 |
NightEndHour | 夜晚结束小时 |
PlayerMorningHour | 玩家早晨小时 |
PlayerSleepStartHour | 玩家睡眠开始小时 |
NightSkipWaitSecond | 跳过夜晚等待秒数 |
LocalPlayerAndOtomo_LightRangeScale | 本地玩家和Otomo_光范围比例 |
BuildBaseUnitGridDefinition | 建造基本单位网格定义 |
BuildSimulationVerticalAdjustRate | 建造模拟垂直调整率 |
BuildSimulationFoundationFloatingAllowance | 建造模拟基础浮动容许值 |
BuildSimulationFoundationCheckCollisionScale | 建造模拟基础检查碰撞规模 |
BuildSimulationRoofHeightOffset | 建造模拟屋顶高度偏移 |
BuildSimulationStairHeightOffset | 建造模拟楼梯高度偏移 |
BuildSimulationLeanAngleMax | 建造模拟倾斜角度最大值 |
BuildingProgressInterpolationSpeed | 建筑进度插值速度 |
PlayerRecord_BuildingObjectMaxNum | 玩家记录_建筑物最大数量 |
BuildingMaxZ | 建筑最大Z值 |
BuildObj_HatchedPalCharacterLevel | 孵化的帕鲁角色等级 |
BuildObj_DamageScarecrowStartRecoveryTime | 伤害稻草人开始恢复时间 |
BaseCampAreaRange | 基地区域范围 |
BaseCampPalFindWorkRange | 帕鲁在基地寻找工作的范围 |
PalArriveToWorkLocationRange | 帕鲁到达工作地点的范围 |
PalArriveToWorkLocationRangeZ | 帕鲁到达工作地点的Z轴范围 |
BaseCampNeighborMinimumDistance | 基地邻居最小距离 |
PalRotateSpeedToWork | 帕鲁旋转到工作的速度 |
BaseCampFoliageWorkableRange | 基地植被可工作范围 |
BaseCampHungerApproachToPlayer | 基地饥饿接近玩家 |
BaseCampHungerUnreachableObjectTimeoutRealSeconds | 基地饥饿无法到达物体超时实际秒数 |
HungerHUDDisplayRange | 饥饿HUD显示范围 |
WorkAmountBySecForPlayer | 玩家每秒工作量 |
BaseCampWorkerEventTriggerInterval | 基地工人事件触发间隔 |
BaseCampWorkerEventTriggerProbability | 基地工人事件触发概率 |
BaseCampWorkerSanityWarningThreshold | 基地工人理智警告阈值 |
BaseCampWorkerFinishEatingFullStomach | 基地工人完成吃饭后的饱腹感 |
BaseCampWorkerFinishEatingSanity | 基地工人完成吃饭后的理智值 |
BaseCampWorkerFinishEatCount | 基地工人完成吃饭的次数 |
BaseCampWorkerRecoverHungryTurnToTargetTimeout | 基地工人恢复饥饿转向目标超时 |
BaseCampWorkerStartSleepHpPercentage | 基地工人开始睡觉的HP百分比 |
BaseCampWorkerSleepInPlaceRecoverSanityRate | 基地工人在原地睡觉恢复理智率 |
BaseCampWorkerDistancePickableItem | 基地工人距离可拾取物品的距离 |
BaseCampBuildingItemContainerPriority | 基地建筑物品容器优先级 |
FoliageRespawnFailedExtraRangeOfBaseCamp | 基地植被重生失败额外范围 |
BaseCampPalCombatRange_AddCampRange | 基地帕鲁战斗范围_增加营地范围 |
BaseCampPalWalkTime_BeforeSleep | 帕鲁在基地行走时间_睡前 |
BaseCampTimeFinishBattleModeAfterEmptyEnemy | 基地完成战斗模式后的时间_空敌 |
BaseCampWorkerMoveModeChangeThreshold | 基地工人移动模式改变阈值 |
BaseCampWorkerDirectorTickForAssignWorkByCount | 基地工人导演为分配工作计数的Tick |
BaseCampWorkerLookToTargetWork | 基地工人看向目标工作 |
ReviveWorkAdditionalRange | 复活工作额外范围 |
WorkAroundRangeDefault | 工作周围范围默认 |
IssueNotifyWorkTypes | 发布通知工作类型 |
WorkAmountByManMonth | 按人月计算的工作量 |
WorkNotifyDelayTime | 工作通知延迟时间 |
WorkFinishDelayCallAddWorkNotifyDelayTime | 工作完成延迟调用添加工作通知延迟时间 |
WorkIgnitionTorchWaitTime | 工作点火火炬等待时间 |
WorkAssignFailedLogTypeMap | 工作分配失败日志类型图 |
WorkTransportingSpeedRate | 工作运输速度率 |
BaseCampNotTransportItemBlackList | 基地不运输物品黑名单 |
WorkTransportingDelayTimeDropItem | 工作运输延迟时间掉落物品 |
BaseCampStopProvideEnergyInterval | 基地停止提供能量间隔 |
BaseCampPassiveEffectWorkHardInfoMap | 基地被动效果努力工作信息图 |
BaseCampWorkCollectionRestoreStashSeconds | 基地工作收集恢复储藏秒数 |
WorkTypeAssignPriorityOrder | 工作类型分配优先级顺序 |
WorkAssignDefineData_Build | 工作分配定义数据_建造 |
WorkAssignDefineData_FoliageWork | 工作分配定义数据_植被工作 |
WorkAssignDefineData_ReviveCharacterWork | 工作分配定义数据_复活角色工作 |
WorkAssignDefineData_TransportItemInBaseCamp | 工作分配定义数据_在基地运输物品 |
WorkAssignDefineData_RepairBuildObjectInBaseCamp | 工作分配定义数据_在基地修理建筑物 |
WorkAssignDefineData_BreedFarm | 工作分配定义数据_养殖农场 |
WorkAssignDefineData_ExtinguishBurn | 工作分配定义数据_熄灭燃烧 |
WorkSuitabilityMaxRank | 工作适应性最大等级 |
WorkSuitabilityDefineDataMap | 工作适应性定义数据图 |
WorkSuitabilityDefineData_Collection | 工作适应性定义数据_收集 |
WorkSuitabilityDefineData_Deforest | 工作适应性定义数据_砍伐 |
WorkSuitabilityDefineData_Mining | 工作适应性定义数据_采矿 |
DropItemWaitInsertMaxNumPerTick | 掉落物品等待插入每Tick的最大数量 |
DungeonSpawnParameterDefault | 地牢生成参数默认 |
GamePad_NotAimCameraRotateSpeed_DegreePerSecond | 游戏手柄_非瞄准相机旋转速度_每秒度数 |
GamePad_AimCameraRotateSpeed_DegreePerSecond | 游戏手柄_瞄准相机旋转速度_每秒度数 |
Mouse_NotAimCameraRotateSpeed | 鼠标_非瞄准相机旋转速度 |
Mouse_AimCameraRotateSpeed | 鼠标_瞄准相机旋转速度 |
YawCameraMaxSpeedRate | 偏航相机最大速度率 |
TimeForCameraMaxSpeed | 相机最大速度的时间 |
AimInterpInterval | 瞄准插值间隔 |
InvaderSelfDeleteAddTime | 入侵者自我删除添加时间 |
InvadeProbability | 入侵概率 |
InvadeOccurablePlayerLevel | 可发生入侵的玩家等级 |
InvadeJudgmentInterval_Minutes | 入侵判断间隔_分钟 |
InvadeCollTime_Max_Minutes | 入侵碰撞时间_最大分钟 |
InvadeCollTime_Min_Minutes | 入侵碰撞时间_最小分钟 |
InvadeReturnTime_Minutes | 入侵返回时间_分钟 |
InvadeStartPoint_BaseCampRadius_Min_cm | 入侵起点_基地半径_最小厘米 |
InvadeStartPoint_BaseCampRadius_Max_cm | 入侵起点_基地半径_最大厘米 |
VisitorNPCProbability | 访客NPC概率 |
VisitorNPCReturnTime_Minutes | 访客NPC返回时间_分钟 |
RidingAimOpacity | 骑行瞄准不透明度 |
HideUITimeWhenNotConflict | 非冲突时隐藏UI时间 |
FirstCapturedUIDisplayTime | 首次捕获UI显示时间 |
CapturedUIDisplayTime | 捕获UI显示时间 |
FirstActivatedOtomoInfoDisplayTime | 首次激活Otomo信息显示时间 |
PlayerLevelUpUIDIsplayTime | 玩家升级UI显示时间 |
PlayerExpGaugeUIDisplayTime | 玩家经验条UI显示时间 |
OtomoExpGaugeUIDisplayTime | Otomo经验条UI显示时间 |
NpcGaugeDisplayDistance | NPC计量器显示距离 |
NpcGaugeDisplayRange_CameraSight | NPC计量器显示范围_相机视线 |
GuildMemberGaugeDisplayDIstance | 公会成员计量器显示距离 |
DownPlayerLoupeDisplayDistance | 下降玩家放大镜显示距离 |
DownPlayerGaugeDisplayRange_CameraSight | 下降玩家计量器显示范围_相机视线 |
ReticleOffsetRate | 准星偏移率 |
LowHealthEffectParcent | 低健康效果百分比 |
DamageTextMargineMap | 伤害文本边距图 |
DamageTextDisplayLength | 伤害文本显示长度 |
DamageTextMaxOffset | 伤害文本最大偏移 |
DamageTextOffsetInterpolationLength | 伤害文本偏移插值长度 |
DamageTextScaleMap | 伤害文本缩放图 |
DamageTextRandomOffset | 伤害文本随机偏移 |
StrongEnemyMarkLevel | 强敌标记等级 |
OtomoInteractUIDisplayDistance | Otomo交互UI显示距离 |
EnemyMarkUIMinScale | 敌人标记UI最小缩放 |
EnemyMarkScaleInterpolationLength | 敌人标记缩放插值长度 |
NpcHPGaugeGlobalOffset | NPC血条全局偏移 |
DelayGaugeStartTime | 延迟计量器开始时间 |
DelayGaugeProgressPerSecond | 延迟计量器每秒进度 |
InventoryWeaponRangeMaxBorder | 库存武器范围最大边界 |
InventoryWeaponStabilityMinBorder | 库存武器稳定性最小边界 |
InventoryWeaponAccuracyMinBorder | 库存武器精度最小边界 |
WorldmapUIMaskClearSize | 世界地图UI遮罩清除大小 |
WorldmapUIFTMergeDistance | 世界地图UI FT合并距离 |
WorldmapUIMaxMarker | 世界地图UI最大标记 |
NPCHPGaugeUpdateSpan | NPC血条更新跨度 |
CaptureFailedUIDisplayTime | 捕获失败UI显示时间 |
CaptureSphereSortArray | 捕获球排序数组 |
OpenGameOverUITime | 打开游戏结束UI时间 |
BlockRespawnTime | 阻止重生时间 |
InventoryWeightAlertRate | 库存重量警报率 |
InventoryWeightGaugeDIsplayTime | 库存重量计量器显示时间 |
OtomoLevelUpNoticeUIDisplayTime | Otomo升级通知UI显示时间 |
OtomoMasteredWazaNoticeUIDisplayTime | Otomo掌握技术通知UI显示时间 |
ProgressGaugeInterpolationSpeed | 进度计量器插值速度 |
TeleportFadeInTime | 传送淡入时间 |
TeleportFadeOutTime | 传送淡出时间 |
PlayerTeleportTimeoutTime | 玩家传送超时时间 |
PassiveSkillAppendNumWeights | 被动技能附加数权重 |
bIsEggLauncherExplosion | 是否是蛋发射器爆炸 |
ThrowPalBattleRadius | 投掷帕鲁战斗半径 |
ThrowPalWorkRadius | 投掷帕鲁工作半径 |
RopeHitPowe | 绳索命中力量 |
RopePullPower | 绳索拉力 |
DefaultMaxInventoryWeight | 默认最大库存重量 |
RaycastLengthForDetectIndoor | 检测室内的射线长度 |
MapObjectConnectAnyPlaceRaycastLength | 地图对象连接任何地方的射线长度 |
ShootingTargetRayCastDistance | 射击目标射线距离 |
CaptureJudgeRateArray | 捕获判断率数组 |
CaptureBallBoundCountMax | 捕获球弹跳次数最大值 |
ExceptCapturedItemList | 捕获排除列表 |
CaptureSphereLevelMap | 捕获球等级图 |
CaptureRateAddByStatusMap | 捕获率增加状态图 |
IgnoreFirstCaptureFailedHPRate | 忽略首次捕获失败的HP率 |
CaptureRateAdd_ByLegHold | 捕获率增加_腿部固定 |
LongPressInterval | 长按间隔 |
LongPressInterval_EnemyCampCage | 长按间隔_敌人营地笼子 |
LongPressInterval_GetHatchedPal | 长按间隔_获取孵化的帕鲁 |
CrouchLockAttenuation | 蹲伏锁定衰减 |
IsEnableCharacterWazaScale | 是否启用角色技术规模 |
IsOverrideDamageAdditiveAnimation | 是否覆盖伤害添加动画 |
BlinkInterval | 闪烁间隔 |
CrimeStateMaintainDurationBaseDefault | 犯罪状态维持持续时间基础默认 |
TechnologyPointPerLevel | 每级技术点 |
bossTechnologyPointPerTowerBoss | 塔防boss的boss技术点 |
bossTechnologyPointPerNormalBoss | 普通boss的boss技术点 |
DefaultUnlockTechnology | 默认解锁技术 |
DefaultTechnologyPoint | 默认技术点 |
TechnologyPoint_UnlockFastTravel | 技术点_解锁快速旅行 |
DecreaseSanity_DamagedMultiply | 减少理智_受损乘数 |
FullStomachPercent_RecoverySanity | 全胃百分比_恢复理智 |
RecoverySanity_FullStomach | 恢复理智_全胃 |
DecreaseSanity_Hunger | 减少理智_饥饿 |
DecreaseSanity_Starvation | 减少理智_饥饿 |
Spawner_IsCheckLoadedWorldPartition | 生成器_检查加载的世界分区 |
SpawnerDisableDistanceCM_FromBaseCamp | 生成器禁用距离CM_从基地 |
Spawner_DefaultSpawnRadius_S | 生成器_默认生成半径_S |
Spawner_DefaultSpawnRadius_M | 生成器_默认生成半径_M |
Spawner_DefaultSpawnRadius_L | 生成器_默认生成半径_L |
Spawner_DefaultSpawnRadius_NPC | 生成器_默认生成半径_NPC |
Spawner_DefaultDespawnDistance_S | 生成器_默认消失距离_S |
Spawner_DefaultDespawnDistance_M | 生成器_默认消失距离_M |
Spawner_DefaultDespawnDistance_L | 生成器_默认消失距离_L |
Spawner_DefaultDespawnDistance_NPC | 生成器_默认消失距离_NPC |
CharacterHeadMeshDataTable | 角色头部网格数据表 |
CharacterBodyMeshDataTable | 角色身体网格数据表 |
CharacterHairMeshDataTable | 角色头发网格数据表 |
CharacterEquipmentArmorMeshDataTable | 角色装备护甲网格数据表 |
CharacterEyeMaterialDataTable | 角色眼睛材质数据表 |
CharacterMakeColorLimit_SV | 角色制作颜色限制_SV |
IsAutoEquipMasteredWaza | 是否自动装备掌握的技术 |
ActiveUNKO | 激活UNKO(便便) |
MaxSpawnableDeathPenaltyChest | 最大可生成的死亡惩罚箱子 |
BuildObjectInstallStrategy_SinkAllowCollisionPresetName | 构建对象安装策略_允许碰撞预设名称 |
MapObjectShakeTimeOnDamaged | 地图对象在受损时的震动时间 |
MapObjectShakeOffsetOnDamaged | 地图对象在受损时的震动偏移 |
MapObjectOutlineByReticleTargetting | 通过准星目标定位的地图对象轮廓 |
MapObjectOutlineByInteractable | 通过可交互的地图对象轮廓 |
MapObjectRepairInfo | 地图对象修复信息 |
FoliageExtentsXY | 植被范围XY |
FoliageChunkSeparateScale | 植被块分离比例 |
MapObjectHPDisplayDistance | 地图对象HP显示距离 |
MapObjectHPDisplayTime | 地图对象HP显示时间 |
MapObjectGateLockTime | 地图对象门锁定时间 |
bDirectObtainFromTreasureBox | 是否直接从宝箱中获取 |
MapObjectEffectTriggerAccumulate_Burn | 地图对象效果触发累积_燃烧 |
MapObjectEffect_Burn_DamageHpRate | 地图对象效果_燃烧_伤害Hp率 |
MapObjectEffect_Burn_DamageAroundRange | 地图对象效果_燃烧_周围伤害范围 |
MapObjectEffect_Burn_DamageAroundInterval | 地图对象效果_燃烧_周围伤害间隔 |
MapObjectEffect_Burn_DamageAroundDamageValue | 地图对象效果_燃烧_周围伤害值 |
MapObjectEffect_Burn_DamageAroundAccumulateValue | 地图对象效果_燃烧_周围伤害累积值 |
MapObjectEffect_Burn_DamageAroundAccumulateValue_ForCharacter | 地图对象效果_燃烧_角色周围伤害累积值 |
PasswordLockFailedMaxNum | 密码锁失败最大次数 |
MapObjectItemChestCorruptionRateFromWorkSpeed | 从工作速度开始的地图对象物品箱子腐败率 |
RuntimeOptimizeParameter | 运行时优化参数 |
WorldSecurityWantedPoliceSettingDataMap | 世界安全警察设置数据图 |
WorldSecurityWantedPoliceSettingDataMapForDS | DS的世界安全警察设置数据图 |
StatusPointPerLevel | 每级状态点 |
AddMaxHPPerStatusPoint | 每状态点增加最大HP |
AddMaxSPPerStatusPoint | 每状态点增加最大SP |
AddPowerPerStatusPoint | 每状态点增加力量 |
AddMaxInventoryWeightPerStatusPoint | 每状态点增加最大库存重量 |
AddCaptureLevelPerStatusPoint | 每状态点增加捕获等级 |
AddWorkSpeedPerStatusPoint | 每状态点增加工作速度 |
AddMaxHPPerHPRank | 每HP等级增加最大HP |
AddAttackPerAttackRank | 每攻击等级增加攻击 |
AddDefencePerDefenceRank | 每防御等级增加防御 |
AddWorkSpeedPerWorkSpeedRank | 每工作速度等级增加工作速度 |
Combi_TalentInheritNum | 组合_才能继承数 |
Combi_PassiveInheritNum | 组合_被动继承数 |
Combi_PassiveRandomAddNum | 组合_被动随机添加数 |
PalEggRankInfoArray | 帕鲁蛋等级信息数组 |
PalEggMapObjectIdMap | 帕鲁蛋地图对象ID图 |
PalEggHatchingSpeedRateByTemperature | 根据温度的帕鲁蛋孵化速度率 |
DebugInfoFont | 调试信息字体 |
MaxGuildNameLength | 最大公会名称长度 |
JoinGuildRequestInteractLongPushTime | 加入公会请求互动长按时间 |
TutorialMinDisplayTime | 教程最小显示时间 |
TutorialDisplayTime | 教程显示时间 |
CommonRewardDisplayTime | 常见奖励显示时间 |
DeadBodyDestroySecond | 死体销毁秒数 |
EnemyCampRespawnCoolTime | 敌人营地重生冷却时间 |
EnemyCampDespawnDelayTime | 敌人营地消失延迟时间 |
PalBoxReviveTime | 帕鲁盒子复活时间 |
AfterNPCTalkDelayTime_Interact | NPC谈话后延迟时间_互动 |
MinSprintThreshold | 最小冲刺阈值 |
MaxSprintThreshold | 最大冲刺阈值 |
MinHPGaugeDisplayTime | 最小HP计量器显示时间 |
SoundSourceDataTable | 声音源数据表 |