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Config Values

General

  • PrintReadme: Outputs a file called "config_values.md" to the working directory, containing all config values formatted as Markdown.

Fixes

  • FixSkillIconCooldownScaling: Fix the display of cooldowns when cooldown scaling is applied

Engineer

  • EngineerBaseAcceleration: Engineer: The base acceleration of your survivor
  • EngineerBaseArmor: Engineer: The base armor of your survivor
  • EngineerBaseAttackSpeed: Engineer: The base attack speed of your survivor
  • EngineerBaseCrit: Engineer: The base crit chance of your survivor
  • EngineerBaseDamage: Engineer: The base damage of your survivor
  • EngineerBaseJumpCount: Engineer: The base jump count of your survivor
  • EngineerBaseJumpPower: Engineer: The base jump power of your survivor
  • EngineerBaseMaxHealth: Engineer: The base health of your survivor
  • EngineerBaseMaxShield: Engineer: the base max shield of you survivor
  • EngineerBaseMoveSpeed: Engineer: The base move speed of your survivor
  • EngineerBaseRegen: Engineer: The base regen of your survivor
  • EngineerLevelArmor: Engineer: The armor per level your survivor gets
  • EngineerLevelAttackSpeed: Engineer: The attack speed per level your survivor gets
  • EngineerLevelCrit: Engineer: The crit chance per level your survivor gets
  • EngineerLevelDamage: Engineer: The damage per level your survivor gets
  • EngineerLevelJumpPower: Engineer: The jump power per level your survivor gets
  • EngineerLevelMaxHealth: Engineer: The max health per level your survivor gets.
  • EngineerLevelMaxShield: Engineer: The max shield per level your survivor gets
  • EngineerLevelMoveSpeed: Engineer: The move speed per level your survivor gets
  • EngineerLevelRegen: Engineer: The regen per level your survivor gets.
  • FireGrenadeBaseMaxStock: FireGrenade: Maximum number of charges this skill can carry.
  • FireGrenadeBaseRechargeInterval: FireGrenade: How long it takes for this skill to recharge after being used.
  • FireGrenadeBeginSkillCooldownOnSkillEnd: FireGrenade: Whether or not the cooldown waits until it leaves the set state
  • FireGrenadeCanceledFromSprinting: FireGrenade: Sprinting will actively cancel this ability.
  • FireGrenadeIsBullets: FireGrenade: Whether or not it has bullet reload behavior
  • FireGrenadeIsCombatSkill: FireGrenade: Whether or not this is considered a combat skill.
  • FireGrenadeMustKeyPress: FireGrenade: The skill can't be activated if the key is held.
  • FireGrenadeNoSprint: FireGrenade: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • FireGrenadeRechargeStock: FireGrenade: How much stock to restore on a recharge.
  • FireGrenadeRequiredStock: FireGrenade: How much stock is required to activate this skill.
  • FireGrenadeShootDelay: FireGrenade: Time between bullets for bullet-style weapons
  • FireGrenadeStockToConsume: FireGrenade: How much stock to deduct when the skill is activated.
  • GrenadeMaxChargeTime: Maximum charge time (animation) for grenades, in seconds.
  • GrenadeMaxFireAmount: The maximum number of grenades the Engineer can fire.
  • GrenadeMinFireAmount: The minimum number of grenades the Engineer fires.
  • GrenadeSetChargeCountToFireAmount: Set the number of "clicks" you hear in the charging animation to the maximum grenade count.
  • GrenadeTotalChargeDuration: Maximum charge duration (logic) for grenades, in seconds.
  • MineMaxDeployCount: The maximum number of mines the Engineer can place.
  • PlaceBubbleShieldBaseMaxStock: PlaceBubbleShield: Maximum number of charges this skill can carry.
  • PlaceBubbleShieldBaseRechargeInterval: PlaceBubbleShield: How long it takes for this skill to recharge after being used.
  • PlaceBubbleShieldBeginSkillCooldownOnSkillEnd: PlaceBubbleShield: Whether or not the cooldown waits until it leaves the set state
  • PlaceBubbleShieldCanceledFromSprinting: PlaceBubbleShield: Sprinting will actively cancel this ability.
  • PlaceBubbleShieldIsBullets: PlaceBubbleShield: Whether or not it has bullet reload behavior
  • PlaceBubbleShieldIsCombatSkill: PlaceBubbleShield: Whether or not this is considered a combat skill.
  • PlaceBubbleShieldMustKeyPress: PlaceBubbleShield: The skill can't be activated if the key is held.
  • PlaceBubbleShieldNoSprint: PlaceBubbleShield: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • PlaceBubbleShieldRechargeStock: PlaceBubbleShield: How much stock to restore on a recharge.
  • PlaceBubbleShieldRequiredStock: PlaceBubbleShield: How much stock is required to activate this skill.
  • PlaceBubbleShieldShootDelay: PlaceBubbleShield: Time between bullets for bullet-style weapons
  • PlaceBubbleShieldStockToConsume: PlaceBubbleShield: How much stock to deduct when the skill is activated.
  • PlaceMineBaseMaxStock: PlaceMine: Maximum number of charges this skill can carry.
  • PlaceMineBaseRechargeInterval: PlaceMine: How long it takes for this skill to recharge after being used.
  • PlaceMineBeginSkillCooldownOnSkillEnd: PlaceMine: Whether or not the cooldown waits until it leaves the set state
  • PlaceMineCanceledFromSprinting: PlaceMine: Sprinting will actively cancel this ability.
  • PlaceMineIsBullets: PlaceMine: Whether or not it has bullet reload behavior
  • PlaceMineIsCombatSkill: PlaceMine: Whether or not this is considered a combat skill.
  • PlaceMineMustKeyPress: PlaceMine: The skill can't be activated if the key is held.
  • PlaceMineNoSprint: PlaceMine: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • PlaceMineRechargeStock: PlaceMine: How much stock to restore on a recharge.
  • PlaceMineRequiredStock: PlaceMine: How much stock is required to activate this skill.
  • PlaceMineShootDelay: PlaceMine: Time between bullets for bullet-style weapons
  • PlaceMineStockToConsume: PlaceMine: How much stock to deduct when the skill is activated.
  • PlaceTurretBaseMaxStock: PlaceTurret: Maximum number of charges this skill can carry.
  • PlaceTurretBaseRechargeInterval: PlaceTurret: How long it takes for this skill to recharge after being used.
  • PlaceTurretBeginSkillCooldownOnSkillEnd: PlaceTurret: Whether or not the cooldown waits until it leaves the set state
  • PlaceTurretCanceledFromSprinting: PlaceTurret: Sprinting will actively cancel this ability.
  • PlaceTurretIsBullets: PlaceTurret: Whether or not it has bullet reload behavior
  • PlaceTurretIsCombatSkill: PlaceTurret: Whether or not this is considered a combat skill.
  • PlaceTurretMustKeyPress: PlaceTurret: The skill can't be activated if the key is held.
  • PlaceTurretNoSprint: PlaceTurret: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • PlaceTurretRechargeStock: PlaceTurret: How much stock to restore on a recharge.
  • PlaceTurretRequiredStock: PlaceTurret: How much stock is required to activate this skill.
  • PlaceTurretShootDelay: PlaceTurret: Time between bullets for bullet-style weapons
  • PlaceTurretStockToConsume: PlaceTurret: How much stock to deduct when the skill is activated.
  • ShieldDuration: The number of seconds the shield is active.
  • ShieldEndlessDuration: If the duration of the shield should be endless.
  • ShieldMaxDeployCount: The maximum number of shields the Engineer can place.
  • TurretMaxDeployCount: The maximum number of turrets the Engineer can place.

Commando

  • BarrageBaseDurationBetweenShots: Base duration between shots in the Barrage skill.
  • BarrageBaseMaxStock: Barrage: Maximum number of charges this skill can carry.
  • BarrageBaseRechargeInterval: Barrage: How long it takes for this skill to recharge after being used.
  • BarrageBaseShotAmount: How many shots the Barrage skill should fire
  • BarrageBeginSkillCooldownOnSkillEnd: Barrage: Whether or not the cooldown waits until it leaves the set state
  • BarrageCanceledFromSprinting: Barrage: Sprinting will actively cancel this ability.
  • BarrageIsBullets: Barrage: Whether or not it has bullet reload behavior
  • BarrageIsCombatSkill: Barrage: Whether or not this is considered a combat skill.
  • BarrageMustKeyPress: Barrage: The skill can't be activated if the key is held.
  • BarrageNoSprint: Barrage: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • BarrageRechargeStock: Barrage: How much stock to restore on a recharge.
  • BarrageRequiredStock: Barrage: How much stock is required to activate this skill.
  • BarrageScaleCoefficient: Coefficient for the AttackSpeed scale of Barrage bullet count, in percent. Formula: BCount + BCount * (ATKSP - 1) * Coeff
  • BarrageScalesWithAttackSpeed: If the barrage bullet count should scale with attack speed. Idea by @Twyla. Needs BarrageScaleModifier to be set.
  • BarrageShootDelay: Barrage: Time between bullets for bullet-style weapons
  • BarrageStockToConsume: Barrage: How much stock to deduct when the skill is activated.
  • CommandoBaseAcceleration: Commando: The base acceleration of your survivor
  • CommandoBaseArmor: Commando: The base armor of your survivor
  • CommandoBaseAttackSpeed: Commando: The base attack speed of your survivor
  • CommandoBaseCrit: Commando: The base crit chance of your survivor
  • CommandoBaseDamage: Commando: The base damage of your survivor
  • CommandoBaseJumpCount: Commando: The base jump count of your survivor
  • CommandoBaseJumpPower: Commando: The base jump power of your survivor
  • CommandoBaseMaxHealth: Commando: The base health of your survivor
  • CommandoBaseMaxShield: Commando: the base max shield of you survivor
  • CommandoBaseMoveSpeed: Commando: The base move speed of your survivor
  • CommandoBaseRegen: Commando: The base regen of your survivor
  • CommandoLevelArmor: Commando: The armor per level your survivor gets
  • CommandoLevelAttackSpeed: Commando: The attack speed per level your survivor gets
  • CommandoLevelCrit: Commando: The crit chance per level your survivor gets
  • CommandoLevelDamage: Commando: The damage per level your survivor gets
  • CommandoLevelJumpPower: Commando: The jump power per level your survivor gets
  • CommandoLevelMaxHealth: Commando: The max health per level your survivor gets.
  • CommandoLevelMaxShield: Commando: The max shield per level your survivor gets
  • CommandoLevelMoveSpeed: Commando: The move speed per level your survivor gets
  • CommandoLevelRegen: Commando: The regen per level your survivor gets.
  • DashInvulnerability: If Commando should be invulnerable while dashing.
  • DashInvulnerabilityTimer: How long Commando should be invincible for when dashing. Only active when DashInvulnerability is on. 0 = For the whole dash.
  • DashResetsSecondCooldown: If the dash should reset the cooldown of the second ability.
  • FireFMJBaseMaxStock: FireFMJ: Maximum number of charges this skill can carry.
  • FireFMJBaseRechargeInterval: FireFMJ: How long it takes for this skill to recharge after being used.
  • FireFMJBeginSkillCooldownOnSkillEnd: FireFMJ: Whether or not the cooldown waits until it leaves the set state
  • FireFMJCanceledFromSprinting: FireFMJ: Sprinting will actively cancel this ability.
  • FireFMJIsBullets: FireFMJ: Whether or not it has bullet reload behavior
  • FireFMJIsCombatSkill: FireFMJ: Whether or not this is considered a combat skill.
  • FireFMJMustKeyPress: FireFMJ: The skill can't be activated if the key is held.
  • FireFMJNoSprint: FireFMJ: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • FireFMJRechargeStock: FireFMJ: How much stock to restore on a recharge.
  • FireFMJRequiredStock: FireFMJ: How much stock is required to activate this skill.
  • FireFMJShootDelay: FireFMJ: Time between bullets for bullet-style weapons
  • FireFMJStockToConsume: FireFMJ: How much stock to deduct when the skill is activated.
  • FirePistolBaseMaxStock: FirePistol: Maximum number of charges this skill can carry.
  • FirePistolBaseRechargeInterval: FirePistol: How long it takes for this skill to recharge after being used.
  • FirePistolBeginSkillCooldownOnSkillEnd: FirePistol: Whether or not the cooldown waits until it leaves the set state
  • FirePistolCanceledFromSprinting: FirePistol: Sprinting will actively cancel this ability.
  • FirePistolIsBullets: FirePistol: Whether or not it has bullet reload behavior
  • FirePistolIsCombatSkill: FirePistol: Whether or not this is considered a combat skill.
  • FirePistolMustKeyPress: FirePistol: The skill can't be activated if the key is held.
  • FirePistolNoSprint: FirePistol: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • FirePistolRechargeStock: FirePistol: How much stock to restore on a recharge.
  • FirePistolRequiredStock: FirePistol: How much stock is required to activate this skill.
  • FirePistolShootDelay: FirePistol: Time between bullets for bullet-style weapons
  • FirePistolStockToConsume: FirePistol: How much stock to deduct when the skill is activated.
  • LaserDamageCoefficient: Damage coefficient for the secondary laser, in percent.
  • PistolBaseDuration: Base duration for the pistol shot, in percent. (Attack Speed)
  • PistolDamageCoefficient: Damage coefficient for the pistol, in percent.
  • PistolHitLowerBarrageCooldown: If the pistol hit should lower the Barrage Skill cooldown. Needs to have PistolHitLowerBarrageCooldownPercent set to work
  • PistolHitLowerBarrageCooldownPercent: The amount in percent that the current cooldown of the Barrage Skill should be lowered by. Needs to have PistolHitLowerBarrageCooldownPercent set.
  • RollBaseMaxStock: Roll: Maximum number of charges this skill can carry.
  • RollBaseRechargeInterval: Roll: How long it takes for this skill to recharge after being used.
  • RollBeginSkillCooldownOnSkillEnd: Roll: Whether or not the cooldown waits until it leaves the set state
  • RollCanceledFromSprinting: Roll: Sprinting will actively cancel this ability.
  • RollIsBullets: Roll: Whether or not it has bullet reload behavior
  • RollIsCombatSkill: Roll: Whether or not this is considered a combat skill.
  • RollMustKeyPress: Roll: The skill can't be activated if the key is held.
  • RollNoSprint: Roll: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • RollRechargeStock: Roll: How much stock to restore on a recharge.
  • RollRequiredStock: Roll: How much stock is required to activate this skill.
  • RollShootDelay: Roll: Time between bullets for bullet-style weapons
  • RollStockToConsume: Roll: How much stock to deduct when the skill is activated.

Artificer

  • ArtificerBaseAcceleration: Artificer: The base acceleration of your survivor
  • ArtificerBaseArmor: Artificer: The base armor of your survivor
  • ArtificerBaseAttackSpeed: Artificer: The base attack speed of your survivor
  • ArtificerBaseCrit: Artificer: The base crit chance of your survivor
  • ArtificerBaseDamage: Artificer: The base damage of your survivor
  • ArtificerBaseJumpCount: Artificer: The base jump count of your survivor
  • ArtificerBaseJumpPower: Artificer: The base jump power of your survivor
  • ArtificerBaseMaxHealth: Artificer: The base health of your survivor
  • ArtificerBaseMaxShield: Artificer: the base max shield of you survivor
  • ArtificerBaseMoveSpeed: Artificer: The base move speed of your survivor
  • ArtificerBaseRegen: Artificer: The base regen of your survivor
  • ArtificerLevelArmor: Artificer: The armor per level your survivor gets
  • ArtificerLevelAttackSpeed: Artificer: The attack speed per level your survivor gets
  • ArtificerLevelCrit: Artificer: The crit chance per level your survivor gets
  • ArtificerLevelDamage: Artificer: The damage per level your survivor gets
  • ArtificerLevelJumpPower: Artificer: The jump power per level your survivor gets
  • ArtificerLevelMaxHealth: Artificer: The max health per level your survivor gets.
  • ArtificerLevelMaxShield: Artificer: The max shield per level your survivor gets
  • ArtificerLevelMoveSpeed: Artificer: The move speed per level your survivor gets
  • ArtificerLevelRegen: Artificer: The regen per level your survivor gets.
  • FireboltAttackSpeedCooldownScaling: If the cooldown of the Firebolt Skill should scale with AttackSpeed. Needs to have FireboltAttackSpeedCooldownScalingCoefficent set to work.
  • FireboltAttackSpeedCooldownScalingCoefficient: Coefficient for cooldown AttackSpeed scaling, in percent. Formula: BaseCooldown * (1 / (1 + (ATKSP-1) * Coeff)) .
  • FireboltAttackSpeedStockScaling: If the charge count of the FireBolt Skill should scale with AttackSpeed. Needs to have FireboltAttackSpeedStockScalingCoefficent set to work.
  • FireboltAttackSpeedStockScalingCoefficient: Coefficient for charge AttackSpeed scaling, in percent. Formula: Stock + Stock * (ATKSP - 1) * Coeff.
  • FireFireboltBaseMaxStock: FireFirebolt: Maximum number of charges this skill can carry.
  • FireFireboltBaseRechargeInterval: FireFirebolt: How long it takes for this skill to recharge after being used.
  • FireFireboltBeginSkillCooldownOnSkillEnd: FireFirebolt: Whether or not the cooldown waits until it leaves the set state
  • FireFireboltCanceledFromSprinting: FireFirebolt: Sprinting will actively cancel this ability.
  • FireFireboltIsBullets: FireFirebolt: Whether or not it has bullet reload behavior
  • FireFireboltIsCombatSkill: FireFirebolt: Whether or not this is considered a combat skill.
  • FireFireboltMustKeyPress: FireFirebolt: The skill can't be activated if the key is held.
  • FireFireboltNoSprint: FireFirebolt: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • FireFireboltRechargeStock: FireFirebolt: How much stock to restore on a recharge.
  • FireFireboltRequiredStock: FireFirebolt: How much stock is required to activate this skill.
  • FireFireboltShootDelay: FireFirebolt: Time between bullets for bullet-style weapons
  • FireFireboltStockToConsume: FireFirebolt: How much stock to deduct when the skill is activated.
  • FlamethrowerBaseMaxStock: Flamethrower: Maximum number of charges this skill can carry.
  • FlamethrowerBaseRechargeInterval: Flamethrower: How long it takes for this skill to recharge after being used.
  • FlamethrowerBeginSkillCooldownOnSkillEnd: Flamethrower: Whether or not the cooldown waits until it leaves the set state
  • FlamethrowerCanceledFromSprinting: Flamethrower: Sprinting will actively cancel this ability.
  • FlamethrowerDuration: The duration of the flamethrower
  • FlamethrowerDurationScaleCoefficient: The coefficient for flame thrower scaling. Formula: Duration - Coeff * (ATKSP - 1) * Duration. Minimum of FlamethrowerMinimalDuration seconds.
  • FlamethrowerDurationScaleDownWithAttackSpeed: If the flame thrower duration should get shorter with more attack speed. Needs FlamethrowerDurationScaleCoefficient to be set.
  • FlamethrowerIgnitePercentChance: The change to ignite per proc in percent.
  • FlamethrowerIsBullets: Flamethrower: Whether or not it has bullet reload behavior
  • FlamethrowerIsCombatSkill: Flamethrower: Whether or not this is considered a combat skill.
  • FlamethrowerMaxDistance: The max distance of the Flamethrower
  • FlamethrowerMinimalDuration: The minimal duration of the flamethrower
  • FlamethrowerMustKeyPress: Flamethrower: The skill can't be activated if the key is held.
  • FlamethrowerNoSprint: Flamethrower: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • FlamethrowerProcCoefficientPerTick: The coefficient for items per proc of the flamethrower.
  • FlamethrowerRadius: The radius of the Flamethrower
  • FlamethrowerRechargeStock: Flamethrower: How much stock to restore on a recharge.
  • FlamethrowerRequiredStock: Flamethrower: How much stock is required to activate this skill.
  • FlamethrowerShootDelay: Flamethrower: Time between bullets for bullet-style weapons
  • FlamethrowerStockToConsume: Flamethrower: How much stock to deduct when the skill is activated.
  • FlamethrowerTickFrequency: The tick frequency of the flamethrower
  • FlamethrowerTickFrequencyScaleCoefficient: The coefficient for the AttackSpeed scaling of the Flamethrower. Formula: TickFreq + Coeff * (ATKSP - 1) * TickFreq
  • FlamethrowerTickFrequencyScaleWithAttackSpeed: If the tick frequency should scale with AttackSpeed. Needs FlamethrowerTickFrequencyScaleCoefficient to be set to work.
  • FlamethrowerTotalDamageCoefficient: The total damage coefficient for the flamethrower
  • NovaBombBaseChargeDuration: Base max charging duration of the NovaBomb
  • NovaBombBaseMaxStock: NovaBomb: Maximum number of charges this skill can carry.
  • NovaBombBaseRechargeInterval: NovaBomb: How long it takes for this skill to recharge after being used.
  • NovaBombBeginSkillCooldownOnSkillEnd: NovaBomb: Whether or not the cooldown waits until it leaves the set state
  • NovaBombCanceledFromSprinting: NovaBomb: Sprinting will actively cancel this ability.
  • NovaBombIsBullets: NovaBomb: Whether or not it has bullet reload behavior
  • NovaBombIsCombatSkill: NovaBomb: Whether or not this is considered a combat skill.
  • NovaBombMaxDamageCoefficient: Max damage coefficient of the NovaBomb
  • NovaBombMustKeyPress: NovaBomb: The skill can't be activated if the key is held.
  • NovaBombNoSprint: NovaBomb: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • NovaBombRechargeStock: NovaBomb: How much stock to restore on a recharge.
  • NovaBombRequiredStock: NovaBomb: How much stock is required to activate this skill.
  • NovaBombShootDelay: NovaBomb: Time between bullets for bullet-style weapons
  • NovaBombStockToConsume: NovaBomb: How much stock to deduct when the skill is activated.
  • WallBaseMaxStock: Wall: Maximum number of charges this skill can carry.
  • WallBaseRechargeInterval: Wall: How long it takes for this skill to recharge after being used.
  • WallBeginSkillCooldownOnSkillEnd: Wall: Whether or not the cooldown waits until it leaves the set state
  • WallCanceledFromSprinting: Wall: Sprinting will actively cancel this ability.
  • WallIsBullets: Wall: Whether or not it has bullet reload behavior
  • WallIsCombatSkill: Wall: Whether or not this is considered a combat skill.
  • WallMustKeyPress: Wall: The skill can't be activated if the key is held.
  • WallNoSprint: Wall: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • WallRechargeStock: Wall: How much stock to restore on a recharge.
  • WallRequiredStock: Wall: How much stock is required to activate this skill.
  • WallShootDelay: Wall: Time between bullets for bullet-style weapons
  • WallStockToConsume: Wall: How much stock to deduct when the skill is activated.

MulT

  • FireNailgunBaseMaxStock: FireNailgun: Maximum number of charges this skill can carry.
  • FireNailgunBaseRechargeInterval: FireNailgun: How long it takes for this skill to recharge after being used.
  • FireNailgunBeginSkillCooldownOnSkillEnd: FireNailgun: Whether or not the cooldown waits until it leaves the set state
  • FireNailgunCanceledFromSprinting: FireNailgun: Sprinting will actively cancel this ability.
  • FireNailgunIsBullets: FireNailgun: Whether or not it has bullet reload behavior
  • FireNailgunIsCombatSkill: FireNailgun: Whether or not this is considered a combat skill.
  • FireNailgunMustKeyPress: FireNailgun: The skill can't be activated if the key is held.
  • FireNailgunNoSprint: FireNailgun: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • FireNailgunRechargeStock: FireNailgun: How much stock to restore on a recharge.
  • FireNailgunRequiredStock: FireNailgun: How much stock is required to activate this skill.
  • FireNailgunShootDelay: FireNailgun: Time between bullets for bullet-style weapons
  • FireNailgunStockToConsume: FireNailgun: How much stock to deduct when the skill is activated.
  • FireSpearBaseMaxStock: FireSpear: Maximum number of charges this skill can carry.
  • FireSpearBaseRechargeInterval: FireSpear: How long it takes for this skill to recharge after being used.
  • FireSpearBeginSkillCooldownOnSkillEnd: FireSpear: Whether or not the cooldown waits until it leaves the set state
  • FireSpearCanceledFromSprinting: FireSpear: Sprinting will actively cancel this ability.
  • FireSpearIsBullets: FireSpear: Whether or not it has bullet reload behavior
  • FireSpearIsCombatSkill: FireSpear: Whether or not this is considered a combat skill.
  • FireSpearMustKeyPress: FireSpear: The skill can't be activated if the key is held.
  • FireSpearNoSprint: FireSpear: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • FireSpearRechargeStock: FireSpear: How much stock to restore on a recharge.
  • FireSpearRequiredStock: FireSpear: How much stock is required to activate this skill.
  • FireSpearShootDelay: FireSpear: Time between bullets for bullet-style weapons
  • FireSpearStockToConsume: FireSpear: How much stock to deduct when the skill is activated.
  • MulTBaseAcceleration: MulT: The base acceleration of your survivor
  • MulTBaseArmor: MulT: The base armor of your survivor
  • MulTBaseAttackSpeed: MulT: The base attack speed of your survivor
  • MulTBaseCrit: MulT: The base crit chance of your survivor
  • MulTBaseDamage: MulT: The base damage of your survivor
  • MulTBaseJumpCount: MulT: The base jump count of your survivor
  • MulTBaseJumpPower: MulT: The base jump power of your survivor
  • MulTBaseMaxHealth: MulT: The base health of your survivor
  • MulTBaseMaxShield: MulT: the base max shield of you survivor
  • MulTBaseMoveSpeed: MulT: The base move speed of your survivor
  • MulTBaseRegen: MulT: The base regen of your survivor
  • MulTLevelArmor: MulT: The armor per level your survivor gets
  • MulTLevelAttackSpeed: MulT: The attack speed per level your survivor gets
  • MulTLevelCrit: MulT: The crit chance per level your survivor gets
  • MulTLevelDamage: MulT: The damage per level your survivor gets
  • MulTLevelJumpPower: MulT: The jump power per level your survivor gets
  • MulTLevelMaxHealth: MulT: The max health per level your survivor gets.
  • MulTLevelMaxShield: MulT: The max shield per level your survivor gets
  • MulTLevelMoveSpeed: MulT: The move speed per level your survivor gets
  • MulTLevelRegen: MulT: The regen per level your survivor gets.
  • NailgunSpreadPitch: Pitch spread of the nailgun, in percent
  • NailgunSpreadYaw: Yaw spread of the nailgun, in percent
  • StunDroneBaseMaxStock: StunDrone: Maximum number of charges this skill can carry.
  • StunDroneBaseRechargeInterval: StunDrone: How long it takes for this skill to recharge after being used.
  • StunDroneBeginSkillCooldownOnSkillEnd: StunDrone: Whether or not the cooldown waits until it leaves the set state
  • StunDroneCanceledFromSprinting: StunDrone: Sprinting will actively cancel this ability.
  • StunDroneIsBullets: StunDrone: Whether or not it has bullet reload behavior
  • StunDroneIsCombatSkill: StunDrone: Whether or not this is considered a combat skill.
  • StunDroneMustKeyPress: StunDrone: The skill can't be activated if the key is held.
  • StunDroneNoSprint: StunDrone: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • StunDroneRechargeStock: StunDrone: How much stock to restore on a recharge.
  • StunDroneRequiredStock: StunDrone: How much stock is required to activate this skill.
  • StunDroneShootDelay: StunDrone: Time between bullets for bullet-style weapons
  • StunDroneStockToConsume: StunDrone: How much stock to deduct when the skill is activated.
  • SwapBaseMaxStock: Swap: Maximum number of charges this skill can carry.
  • SwapBaseRechargeInterval: Swap: How long it takes for this skill to recharge after being used.
  • SwapBeginSkillCooldownOnSkillEnd: Swap: Whether or not the cooldown waits until it leaves the set state
  • SwapCanceledFromSprinting: Swap: Sprinting will actively cancel this ability.
  • SwapIsBullets: Swap: Whether or not it has bullet reload behavior
  • SwapIsCombatSkill: Swap: Whether or not this is considered a combat skill.
  • SwapMustKeyPress: Swap: The skill can't be activated if the key is held.
  • SwapNoSprint: Swap: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • SwapRechargeStock: Swap: How much stock to restore on a recharge.
  • SwapRequiredStock: Swap: How much stock is required to activate this skill.
  • SwapShootDelay: Swap: Time between bullets for bullet-style weapons
  • SwapStockToConsume: Swap: How much stock to deduct when the skill is activated.
  • ToolbotDashBaseMaxStock: ToolbotDash: Maximum number of charges this skill can carry.
  • ToolbotDashBaseRechargeInterval: ToolbotDash: How long it takes for this skill to recharge after being used.
  • ToolbotDashBeginSkillCooldownOnSkillEnd: ToolbotDash: Whether or not the cooldown waits until it leaves the set state
  • ToolbotDashCanceledFromSprinting: ToolbotDash: Sprinting will actively cancel this ability.
  • ToolbotDashIsBullets: ToolbotDash: Whether or not it has bullet reload behavior
  • ToolbotDashIsCombatSkill: ToolbotDash: Whether or not this is considered a combat skill.
  • ToolbotDashMustKeyPress: ToolbotDash: The skill can't be activated if the key is held.
  • ToolbotDashNoSprint: ToolbotDash: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • ToolbotDashRechargeStock: ToolbotDash: How much stock to restore on a recharge.
  • ToolbotDashRequiredStock: ToolbotDash: How much stock is required to activate this skill.
  • ToolbotDashShootDelay: ToolbotDash: Time between bullets for bullet-style weapons
  • ToolbotDashStockToConsume: ToolbotDash: How much stock to deduct when the skill is activated.

Huntress

  • ArrowRainBaseMaxStock: ArrowRain: Maximum number of charges this skill can carry.
  • ArrowRainBaseRechargeInterval: ArrowRain: How long it takes for this skill to recharge after being used.
  • ArrowRainBeginSkillCooldownOnSkillEnd: ArrowRain: Whether or not the cooldown waits until it leaves the set state
  • ArrowRainCanceledFromSprinting: ArrowRain: Sprinting will actively cancel this ability.
  • ArrowRainIsBullets: ArrowRain: Whether or not it has bullet reload behavior
  • ArrowRainIsCombatSkill: ArrowRain: Whether or not this is considered a combat skill.
  • ArrowRainMustKeyPress: ArrowRain: The skill can't be activated if the key is held.
  • ArrowRainNoSprint: ArrowRain: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • ArrowRainRechargeStock: ArrowRain: How much stock to restore on a recharge.
  • ArrowRainRequiredStock: ArrowRain: How much stock is required to activate this skill.
  • ArrowRainShootDelay: ArrowRain: Time between bullets for bullet-style weapons
  • ArrowRainStockToConsume: ArrowRain: How much stock to deduct when the skill is activated.
  • BlinkBaseMaxStock: Blink: Maximum number of charges this skill can carry.
  • BlinkBaseRechargeInterval: Blink: How long it takes for this skill to recharge after being used.
  • BlinkBeginSkillCooldownOnSkillEnd: Blink: Whether or not the cooldown waits until it leaves the set state
  • BlinkCanceledFromSprinting: Blink: Sprinting will actively cancel this ability.
  • BlinkIsBullets: Blink: Whether or not it has bullet reload behavior
  • BlinkIsCombatSkill: Blink: Whether or not this is considered a combat skill.
  • BlinkMustKeyPress: Blink: The skill can't be activated if the key is held.
  • BlinkNoSprint: Blink: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • BlinkRechargeStock: Blink: How much stock to restore on a recharge.
  • BlinkRequiredStock: Blink: How much stock is required to activate this skill.
  • BlinkShootDelay: Blink: Time between bullets for bullet-style weapons
  • BlinkStockToConsume: Blink: How much stock to deduct when the skill is activated.
  • FireSeekingArrowBaseMaxStock: FireSeekingArrow: Maximum number of charges this skill can carry.
  • FireSeekingArrowBaseRechargeInterval: FireSeekingArrow: How long it takes for this skill to recharge after being used.
  • FireSeekingArrowBeginSkillCooldownOnSkillEnd: FireSeekingArrow: Whether or not the cooldown waits until it leaves the set state
  • FireSeekingArrowCanceledFromSprinting: FireSeekingArrow: Sprinting will actively cancel this ability.
  • FireSeekingArrowIsBullets: FireSeekingArrow: Whether or not it has bullet reload behavior
  • FireSeekingArrowIsCombatSkill: FireSeekingArrow: Whether or not this is considered a combat skill.
  • FireSeekingArrowMustKeyPress: FireSeekingArrow: The skill can't be activated if the key is held.
  • FireSeekingArrowNoSprint: FireSeekingArrow: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • FireSeekingArrowRechargeStock: FireSeekingArrow: How much stock to restore on a recharge.
  • FireSeekingArrowRequiredStock: FireSeekingArrow: How much stock is required to activate this skill.
  • FireSeekingArrowShootDelay: FireSeekingArrow: Time between bullets for bullet-style weapons
  • FireSeekingArrowStockToConsume: FireSeekingArrow: How much stock to deduct when the skill is activated.
  • GlaiveBaseMaxStock: Glaive: Maximum number of charges this skill can carry.
  • GlaiveBaseRechargeInterval: Glaive: How long it takes for this skill to recharge after being used.
  • GlaiveBeginSkillCooldownOnSkillEnd: Glaive: Whether or not the cooldown waits until it leaves the set state
  • GlaiveCanceledFromSprinting: Glaive: Sprinting will actively cancel this ability.
  • GlaiveIsBullets: Glaive: Whether or not it has bullet reload behavior
  • GlaiveIsCombatSkill: Glaive: Whether or not this is considered a combat skill.
  • GlaiveMustKeyPress: Glaive: The skill can't be activated if the key is held.
  • GlaiveNoSprint: Glaive: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • GlaiveRechargeStock: Glaive: How much stock to restore on a recharge.
  • GlaiveRequiredStock: Glaive: How much stock is required to activate this skill.
  • GlaiveShootDelay: Glaive: Time between bullets for bullet-style weapons
  • GlaiveStockToConsume: Glaive: How much stock to deduct when the skill is activated.
  • HuntressBaseAcceleration: Huntress: The base acceleration of your survivor
  • HuntressBaseArmor: Huntress: The base armor of your survivor
  • HuntressBaseAttackSpeed: Huntress: The base attack speed of your survivor
  • HuntressBaseCrit: Huntress: The base crit chance of your survivor
  • HuntressBaseDamage: Huntress: The base damage of your survivor
  • HuntressBaseJumpCount: Huntress: The base jump count of your survivor
  • HuntressBaseJumpPower: Huntress: The base jump power of your survivor
  • HuntressBaseMaxHealth: Huntress: The base health of your survivor
  • HuntressBaseMaxShield: Huntress: the base max shield of you survivor
  • HuntressBaseMoveSpeed: Huntress: The base move speed of your survivor
  • HuntressBaseRegen: Huntress: The base regen of your survivor
  • HuntressLevelArmor: Huntress: The armor per level your survivor gets
  • HuntressLevelAttackSpeed: Huntress: The attack speed per level your survivor gets
  • HuntressLevelCrit: Huntress: The crit chance per level your survivor gets
  • HuntressLevelDamage: Huntress: The damage per level your survivor gets
  • HuntressLevelJumpPower: Huntress: The jump power per level your survivor gets
  • HuntressLevelMaxHealth: Huntress: The max health per level your survivor gets.
  • HuntressLevelMaxShield: Huntress: The max shield per level your survivor gets
  • HuntressLevelMoveSpeed: Huntress: The move speed per level your survivor gets
  • HuntressLevelRegen: Huntress: The regen per level your survivor gets.
  • TrackingMaxAngle: The maximum angle the tracking of the huntress works.
  • TrackingMaxDistance: The maximum distance the tracking of the huntress works.

Mercenary

  • DashBaseMaxStock: Dash: Maximum number of charges this skill can carry.
  • DashBaseRechargeInterval: Dash: How long it takes for this skill to recharge after being used.
  • DashBeginSkillCooldownOnSkillEnd: Dash: Whether or not the cooldown waits until it leaves the set state
  • DashCanceledFromSprinting: Dash: Sprinting will actively cancel this ability.
  • DashIsBullets: Dash: Whether or not it has bullet reload behavior
  • DashIsCombatSkill: Dash: Whether or not this is considered a combat skill.
  • DashMaxCount: Maximum amount of dashes Mercenary can perform.
  • DashMustKeyPress: Dash: The skill can't be activated if the key is held.
  • DashNoSprint: Dash: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • DashRechargeStock: Dash: How much stock to restore on a recharge.
  • DashRequiredStock: Dash: How much stock is required to activate this skill.
  • DashShootDelay: Dash: Time between bullets for bullet-style weapons
  • DashStockToConsume: Dash: How much stock to deduct when the skill is activated.
  • DashTimeoutDuration: Maximum timeout between dashes, in seconds
  • EvisBaseMaxStock: Evis: Maximum number of charges this skill can carry.
  • EvisBaseRechargeInterval: Evis: How long it takes for this skill to recharge after being used.
  • EvisBeginSkillCooldownOnSkillEnd: Evis: Whether or not the cooldown waits until it leaves the set state
  • EvisCanceledFromSprinting: Evis: Sprinting will actively cancel this ability.
  • EvisIsBullets: Evis: Whether or not it has bullet reload behavior
  • EvisIsCombatSkill: Evis: Whether or not this is considered a combat skill.
  • EvisMustKeyPress: Evis: The skill can't be activated if the key is held.
  • EvisNoSprint: Evis: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • EvisRechargeStock: Evis: How much stock to restore on a recharge.
  • EvisRequiredStock: Evis: How much stock is required to activate this skill.
  • EvisShootDelay: Evis: Time between bullets for bullet-style weapons
  • EvisStockToConsume: Evis: How much stock to deduct when the skill is activated.
  • GroundLightBaseMaxStock: GroundLight: Maximum number of charges this skill can carry.
  • GroundLightBaseRechargeInterval: GroundLight: How long it takes for this skill to recharge after being used.
  • GroundLightBeginSkillCooldownOnSkillEnd: GroundLight: Whether or not the cooldown waits until it leaves the set state
  • GroundLightCanceledFromSprinting: GroundLight: Sprinting will actively cancel this ability.
  • GroundLightIsBullets: GroundLight: Whether or not it has bullet reload behavior
  • GroundLightIsCombatSkill: GroundLight: Whether or not this is considered a combat skill.
  • GroundLightMustKeyPress: GroundLight: The skill can't be activated if the key is held.
  • GroundLightNoSprint: GroundLight: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • GroundLightRechargeStock: GroundLight: How much stock to restore on a recharge.
  • GroundLightRequiredStock: GroundLight: How much stock is required to activate this skill.
  • GroundLightShootDelay: GroundLight: Time between bullets for bullet-style weapons
  • GroundLightStockToConsume: GroundLight: How much stock to deduct when the skill is activated.
  • MercenaryBaseAcceleration: Mercenary: The base acceleration of your survivor
  • MercenaryBaseArmor: Mercenary: The base armor of your survivor
  • MercenaryBaseAttackSpeed: Mercenary: The base attack speed of your survivor
  • MercenaryBaseCrit: Mercenary: The base crit chance of your survivor
  • MercenaryBaseDamage: Mercenary: The base damage of your survivor
  • MercenaryBaseJumpCount: Mercenary: The base jump count of your survivor
  • MercenaryBaseJumpPower: Mercenary: The base jump power of your survivor
  • MercenaryBaseMaxHealth: Mercenary: The base health of your survivor
  • MercenaryBaseMaxShield: Mercenary: the base max shield of you survivor
  • MercenaryBaseMoveSpeed: Mercenary: The base move speed of your survivor
  • MercenaryBaseRegen: Mercenary: The base regen of your survivor
  • MercenaryLevelArmor: Mercenary: The armor per level your survivor gets
  • MercenaryLevelAttackSpeed: Mercenary: The attack speed per level your survivor gets
  • MercenaryLevelCrit: Mercenary: The crit chance per level your survivor gets
  • MercenaryLevelDamage: Mercenary: The damage per level your survivor gets
  • MercenaryLevelJumpPower: Mercenary: The jump power per level your survivor gets
  • MercenaryLevelMaxHealth: Mercenary: The max health per level your survivor gets.
  • MercenaryLevelMaxShield: Mercenary: The max shield per level your survivor gets
  • MercenaryLevelMoveSpeed: Mercenary: The move speed per level your survivor gets
  • MercenaryLevelRegen: Mercenary: The regen per level your survivor gets.
  • WhirlwindBaseMaxStock: Whirlwind: Maximum number of charges this skill can carry.
  • WhirlwindBaseRechargeInterval: Whirlwind: How long it takes for this skill to recharge after being used.
  • WhirlwindBeginSkillCooldownOnSkillEnd: Whirlwind: Whether or not the cooldown waits until it leaves the set state
  • WhirlwindCanceledFromSprinting: Whirlwind: Sprinting will actively cancel this ability.
  • WhirlwindIsBullets: Whirlwind: Whether or not it has bullet reload behavior
  • WhirlwindIsCombatSkill: Whirlwind: Whether or not this is considered a combat skill.
  • WhirlwindMustKeyPress: Whirlwind: The skill can't be activated if the key is held.
  • WhirlwindNoSprint: Whirlwind: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • WhirlwindRechargeStock: Whirlwind: How much stock to restore on a recharge.
  • WhirlwindRequiredStock: Whirlwind: How much stock is required to activate this skill.
  • WhirlwindShootDelay: Whirlwind: Time between bullets for bullet-style weapons
  • WhirlwindStockToConsume: Whirlwind: How much stock to deduct when the skill is activated.

Bandit

  • BanditBaseAcceleration: Bandit: The base acceleration of your survivor
  • BanditBaseArmor: Bandit: The base armor of your survivor
  • BanditBaseAttackSpeed: Bandit: The base attack speed of your survivor
  • BanditBaseCrit: Bandit: The base crit chance of your survivor
  • BanditBaseDamage: Bandit: The base damage of your survivor
  • BanditBaseJumpCount: Bandit: The base jump count of your survivor
  • BanditBaseJumpPower: Bandit: The base jump power of your survivor
  • BanditBaseMaxHealth: Bandit: The base health of your survivor
  • BanditBaseMaxShield: Bandit: the base max shield of you survivor
  • BanditBaseMoveSpeed: Bandit: The base move speed of your survivor
  • BanditBaseRegen: Bandit: The base regen of your survivor
  • BanditLevelArmor: Bandit: The armor per level your survivor gets
  • BanditLevelAttackSpeed: Bandit: The attack speed per level your survivor gets
  • BanditLevelCrit: Bandit: The crit chance per level your survivor gets
  • BanditLevelDamage: Bandit: The damage per level your survivor gets
  • BanditLevelJumpPower: Bandit: The jump power per level your survivor gets
  • BanditLevelMaxHealth: Bandit: The max health per level your survivor gets.
  • BanditLevelMaxShield: Bandit: The max shield per level your survivor gets
  • BanditLevelMoveSpeed: Bandit: The move speed per level your survivor gets
  • BanditLevelRegen: Bandit: The regen per level your survivor gets.
  • CloakBaseMaxStock: Cloak: Maximum number of charges this skill can carry.
  • CloakBaseRechargeInterval: Cloak: How long it takes for this skill to recharge after being used.
  • CloakBeginSkillCooldownOnSkillEnd: Cloak: Whether or not the cooldown waits until it leaves the set state
  • CloakCanceledFromSprinting: Cloak: Sprinting will actively cancel this ability.
  • CloakIsBullets: Cloak: Whether or not it has bullet reload behavior
  • CloakIsCombatSkill: Cloak: Whether or not this is considered a combat skill.
  • CloakMustKeyPress: Cloak: The skill can't be activated if the key is held.
  • CloakNoSprint: Cloak: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • CloakRechargeStock: Cloak: How much stock to restore on a recharge.
  • CloakRequiredStock: Cloak: How much stock is required to activate this skill.
  • CloakShootDelay: Cloak: Time between bullets for bullet-style weapons
  • CloakStockToConsume: Cloak: How much stock to deduct when the skill is activated.
  • FireShotgunBaseMaxStock: FireShotgun: Maximum number of charges this skill can carry.
  • FireShotgunBaseRechargeInterval: FireShotgun: How long it takes for this skill to recharge after being used.
  • FireShotgunBeginSkillCooldownOnSkillEnd: FireShotgun: Whether or not the cooldown waits until it leaves the set state
  • FireShotgunCanceledFromSprinting: FireShotgun: Sprinting will actively cancel this ability.
  • FireShotgunIsBullets: FireShotgun: Whether or not it has bullet reload behavior
  • FireShotgunIsCombatSkill: FireShotgun: Whether or not this is considered a combat skill.
  • FireShotgunMustKeyPress: FireShotgun: The skill can't be activated if the key is held.
  • FireShotgunNoSprint: FireShotgun: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • FireShotgunRechargeStock: FireShotgun: How much stock to restore on a recharge.
  • FireShotgunRequiredStock: FireShotgun: How much stock is required to activate this skill.
  • FireShotgunShootDelay: FireShotgun: Time between bullets for bullet-style weapons
  • FireShotgunStockToConsume: FireShotgun: How much stock to deduct when the skill is activated.
  • GrenadeBaseMaxStock: Grenade: Maximum number of charges this skill can carry.
  • GrenadeBaseRechargeInterval: Grenade: How long it takes for this skill to recharge after being used.
  • GrenadeBeginSkillCooldownOnSkillEnd: Grenade: Whether or not the cooldown waits until it leaves the set state
  • GrenadeCanceledFromSprinting: Grenade: Sprinting will actively cancel this ability.
  • GrenadeIsBullets: Grenade: Whether or not it has bullet reload behavior
  • GrenadeIsCombatSkill: Grenade: Whether or not this is considered a combat skill.
  • GrenadeMustKeyPress: Grenade: The skill can't be activated if the key is held.
  • GrenadeNoSprint: Grenade: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • GrenadeRechargeStock: Grenade: How much stock to restore on a recharge.
  • GrenadeRequiredStock: Grenade: How much stock is required to activate this skill.
  • GrenadeShootDelay: Grenade: Time between bullets for bullet-style weapons
  • GrenadeStockToConsume: Grenade: How much stock to deduct when the skill is activated.
  • LightsOutBaseMaxStock: LightsOut: Maximum number of charges this skill can carry.
  • LightsOutBaseRechargeInterval: LightsOut: How long it takes for this skill to recharge after being used.
  • LightsOutBeginSkillCooldownOnSkillEnd: LightsOut: Whether or not the cooldown waits until it leaves the set state
  • LightsOutCanceledFromSprinting: LightsOut: Sprinting will actively cancel this ability.
  • LightsOutIsBullets: LightsOut: Whether or not it has bullet reload behavior
  • LightsOutIsCombatSkill: LightsOut: Whether or not this is considered a combat skill.
  • LightsOutMustKeyPress: LightsOut: The skill can't be activated if the key is held.
  • LightsOutNoSprint: LightsOut: Whether or not the usage of this skill is mutually exclusive with sprinting.
  • LightsOutRechargeStock: LightsOut: How much stock to restore on a recharge.
  • LightsOutRequiredStock: LightsOut: How much stock is required to activate this skill.
  • LightsOutShootDelay: LightsOut: Time between bullets for bullet-style weapons
  • LightsOutStockToConsume: LightsOut: How much stock to deduct when the skill is activated.