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调试窗口

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

一些离线可用的命令 图片.png 图片.png

游戏配置

游戏大部分可调的配置是在PalGameSetting中储存的

图片.png

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; 

存档

/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)

图片.png 图片.png

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

个人存档?

图片.png

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

Level.sav

试了个多人游戏服务器的备份

解压后体积巨大 差不多有140M 图片.png

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

图片.png

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

图片.png

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

图片.png

图片.png

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)

图片.png 图片.png图片.png

坏档修复

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

附录

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

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Palworld SAVE Reverse Note / 幻兽帕鲁逆向笔记

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