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GameplayTagTable.json
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1748 lines (1748 loc) · 51 KB
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[
{
"Type": "DataTable",
"Name": "GameplayTagTable",
"Class": "UScriptClass'DataTable'",
"Flags": "RF_Public | RF_Standalone | RF_Transactional | RF_WasLoaded | RF_LoadCompleted",
"Properties": {
"RowStruct": {
"ObjectName": "Class'GameplayTagTableRow'",
"ObjectPath": "/Script/GameplayTags"
}
},
"Rows": {
"0": {
"Tag": "AISkill.Flinger.Artillery.RecentlyUsed",
"DevComment": "Applied after artillery has been used. If a move is completed and this is true there will be no tell animation."
},
"1": {
"Tag": "AISkill.Flinger.Flee.Cooldown",
"DevComment": "When the tag is applied the Flee cannot happen."
},
"2": {
"Tag": "AISkill.Flinger.Flee.Fleeing",
"DevComment": "When the FlingerFlee tag is applied the Flinger Flee behavior in the tree will be allowed."
},
"3": {
"Tag": "AISkill.Flinger.Flee.TakeHeadshotDamage",
"DevComment": "When Players attack Flinger with headshots this tag stacks and overflows into the FlingerFlee tag."
},
"4": {
"Tag": "AISkill.Flinger.Flee.TakeMeleeDamage",
"DevComment": "When Players attack Flinger with melee this tag stacks and overflows into the FlingerFlee tag."
},
"5": {
"Tag": "AISkill.Flinger.Jump.Cooldown",
"DevComment": "Used for Flinger cooldown on his jump melee attack"
},
"6": {
"Tag": "AISkill.Husk.Beehive.HiveOnHead",
"DevComment": "Beehive Husk still has his beehive hat. Removes his AOE attack when not there."
},
"7": {
"Tag": "AISkill.Husk.Beehive.StandingInBees",
"DevComment": "Beehive Husk is standing in an area filled with Bees."
},
"8": {
"Tag": "AISkill.Husk.Lunge.Cooldown",
"DevComment": "Generic cooldown for Husk Lunge so groups of Husks don't attack Players too often."
},
"9": {
"Tag": "AISkill.Melee.Ceiling",
"DevComment": "AI Ceiling Attack."
},
"10": {
"Tag": "AISkill.Melee.Charge",
"DevComment": "AI Melee Charge Attack."
},
"11": {
"Tag": "AISkill.Melee.Explosive",
"DevComment": "AI Explosive Melee Attack."
},
"12": {
"Tag": "AISKill.Melee.Failed",
"DevComment": "Tag applied when AI is failing his attacks. Stack limit will push the Frustration tag and remove this tag."
},
"13": {
"Tag": "AISkill.Melee.Floor",
"DevComment": "AI Floor Attack."
},
"14": {
"Tag": "AISkill.Melee.Frustration",
"DevComment": "Tag applied after many missed hits in order to make the Behavior Tree choose a different type of attack."
},
"15": {
"Tag": "AISkill.Melee.Heavy",
"DevComment": "Heavy AI Melee Attack."
},
"16": {
"Tag": "AISkill.Melee.Lunge",
"DevComment": "AI Melee Lunge Attack."
},
"17": {
"Tag": "AISkill.Melee.Primary",
"DevComment": "Base AI Melee Attack."
},
"18": {
"Tag": "AISkill.Melee.Radial",
"DevComment": "Radial Melee attack (such as Smasher's Ground-Pound)"
},
"19": {
"Tag": "AISkill.Melee.Wall",
"DevComment": "AI Wall Attack."
},
"20": {
"Tag": "AISkill.Ranged.AOE",
"DevComment": "AI Ranged area of effect. Intended to be fairly short range."
},
"21": {
"Tag": "AISkill.Ranged.CanReposition.BetweenVolleys",
"DevComment": "When ranged attack is on cooldown this AI should move around."
},
"22": {
"Tag": "AISkill.Ranged.CanReposition.ToIncreaseRange",
"DevComment": "When the GoalActor is too close this AI can move to increase range to an appropriate distance."
},
"23": {
"Tag": "AISkill.Ranged.Cooldown",
"DevComment": "Generic cooldown for ranged attacks."
},
"24": {
"Tag": "AISkill.Ranged.InstantHit",
"DevComment": "Instant hit attack."
},
"25": {
"Tag": "AISkill.Ranged.Primary",
"DevComment": "Base AI Ranged Attack."
},
"26": {
"Tag": "AISkill.Smasher.Charge.Cooldown",
"DevComment": "Cooldown between Smasher charges."
},
"27": {
"Tag": "AISkill.Smasher.Charge.Melee",
"DevComment": "Smasher Charge Melee"
},
"28": {
"Tag": "AISkill.Smasher.Charge.Roar",
"DevComment": "Smasher Charge Roar"
},
"29": {
"Tag": "AISkill.Taker.GenericCooldown",
"DevComment": "Generic Cooldown to pace out special attacks and moves."
},
"30": {
"Tag": "AISkill.Taker.MarkForDeath",
"DevComment": "DEPRECATED-SeeNPCTags"
},
"31": {
"Tag": "AISkill.Taker.Paralyze.CanCast",
"DevComment": "DEPRECATED-SeeNPCTags"
},
"32": {
"Tag": "AISkill.Taker.Paralyze.IsParalyzed",
"DevComment": "DEPRECATED-SeeNPCTags"
},
"33": {
"Tag": "AISkill.Taker.Paralyze.WasHit",
"DevComment": "DEPRECATED-SeeNPCTags"
},
"34": {
"Tag": "AISkill.Taker.Portal.Cooldown",
"DevComment": "Taker Portal Cooldown."
},
"35": {
"Tag": "AISkill.Taker.SoulSuck.Cooldown",
"DevComment": "Taker Soul Suck Cooldown."
},
"36": {
"Tag": "AISkill.Taker.SoulSuck.Vulnerability",
"DevComment": "Taker is still vulnerable to attacks for a large hit react for a short while after the Soul Suck technically ends."
},
"37": {
"Tag": "AISkill.Taker.Swoop.Cooldown",
"DevComment": "Taker Swoop Attack Cooldown."
},
"38": {
"Tag": "AISkill.Werewolf.BloodFrenzy.Active",
"DevComment": "Blood Frenzy active."
},
"39": {
"Tag": "AISkill.Werewolf.BloodFrenzy.Cooldown",
"DevComment": "Cooldown between Blood Frenzy Attacks."
},
"40": {
"Tag": "AISkill.Werewolf.BloodFrenzy.Howl",
"DevComment": "Werewolf wants to initiate Blood Frenzy with a Howl."
},
"41": {
"Tag": "AISkill.Werewolf.BloodFrenzy.Tired",
"DevComment": "Vulnerable after Blood Frenzy"
},
"42": {
"Tag": "Assignment.Type.Encounter",
"DevComment": "Encounter Assignment"
},
"43": {
"Tag": "Assignment.Type.Enemy",
"DevComment": "Enemy Assignment"
},
"44": {
"Tag": "Assignment.Type.Object",
"DevComment": "Object Assignment - non-Enemy Assignment implies non-Pawn"
},
"45": {
"Tag": "Class.IsCommando",
"DevComment": "Is Commando"
},
"46": {
"Tag": "Class.IsConstructor",
"DevComment": "Is Constructor"
},
"47": {
"Tag": "Class.IsNinja",
"DevComment": "Is Ninja"
},
"48": {
"Tag": "Class.IsOutlander",
"DevComment": "Is Outlander"
},
"49": {
"Tag": "class.testmodal.offense",
"DevComment": ""
},
"50": {
"Tag": "class.testmodal.support",
"DevComment": ""
},
"51": {
"Tag": "Domination.Point.A",
"DevComment": ""
},
"52": {
"Tag": "Domination.Point.B",
"DevComment": ""
},
"53": {
"Tag": "Domination.Point.C",
"DevComment": ""
},
"54": {
"Tag": "effect.status.burning",
"DevComment": "Burning"
},
"55": {
"Tag": "effect.status.frozen",
"DevComment": "Frozen"
},
"56": {
"Tag": "effect.status.poison",
"DevComment": "Poison"
},
"57": {
"Tag": "effect.status.slow",
"DevComment": "Reduced Attack Speed"
},
"58": {
"Tag": "effect.status.snare",
"DevComment": "Reduced Movement Speed"
},
"59": {
"Tag": "effect.status.stun",
"DevComment": "Stunned"
},
"60": {
"Tag": "effect.status.vulnerable",
"DevComment": "Vulnerable"
},
"61": {
"Tag": "Gameplay.Act.Hit1",
"DevComment": "Which hit of a combo we are on"
},
"62": {
"Tag": "Gameplay.Act.Hit10",
"DevComment": "Which hit of a combo we are on"
},
"63": {
"Tag": "Gameplay.Act.Hit2",
"DevComment": "Which hit of a combo we are on"
},
"64": {
"Tag": "Gameplay.Act.Hit3",
"DevComment": "Which hit of a combo we are on"
},
"65": {
"Tag": "Gameplay.Act.Hit4",
"DevComment": "Which hit of a combo we are on"
},
"66": {
"Tag": "Gameplay.Act.Hit5",
"DevComment": "Which hit of a combo we are on"
},
"67": {
"Tag": "Gameplay.Act.Hit6",
"DevComment": "Which hit of a combo we are on"
},
"68": {
"Tag": "Gameplay.Act.Hit7",
"DevComment": "Which hit of a combo we are on"
},
"69": {
"Tag": "Gameplay.Act.Hit8",
"DevComment": "Which hit of a combo we are on"
},
"70": {
"Tag": "Gameplay.Act.Hit9",
"DevComment": "Which hit of a combo we are on"
},
"71": {
"Tag": "Gameplay.AOE.Close",
"DevComment": "Area of effect centered on the instigator (PBAOE/Cleave)."
},
"72": {
"Tag": "Gameplay.AOE.Conditional",
"DevComment": "Area of effect based on criteria (Chain Lightning Bounce)."
},
"73": {
"Tag": "Gameplay.AOE.Line",
"DevComment": "Area of effect described by a line (Piercing Arrow)."
},
"74": {
"Tag": "Gameplay.AOE.Shape",
"DevComment": "Area of effect described by a shape (Cone/ Box/ Sphere)."
},
"75": {
"Tag": "Gameplay.Asset.Ability",
"DevComment": "Asset is an Ability"
},
"76": {
"Tag": "Gameplay.Asset.CombatEffect",
"DevComment": "Asset is a Combat Effect"
},
"77": {
"Tag": "Gameplay.Asset.Gadget",
"DevComment": "Asset is a Gadget"
},
"78": {
"Tag": "Gameplay.Damage.LootOnDestroy",
"DevComment": "Loot on Destroy"
},
"79": {
"Tag": "Gameplay.Effect.Damage",
"DevComment": "This action causes damage."
},
"80": {
"Tag": "Gameplay.Effect.Duration",
"DevComment": "This action has a non-zero duration."
},
"81": {
"Tag": "Gameplay.Effect.Enervate",
"DevComment": "This action drains Energy."
},
"82": {
"Tag": "Gameplay.Effect.Heal",
"DevComment": "This action restores health to players."
},
"83": {
"Tag": "Gameplay.Effect.Instant",
"DevComment": "This action has a zero duration."
},
"84": {
"Tag": "Gameplay.Effect.Invigorate",
"DevComment": "This action restores Energy."
},
"85": {
"Tag": "Gameplay.Effect.Negative",
"DevComment": "This action is hostile and should generate aggro."
},
"86": {
"Tag": "Gameplay.Effect.OffGCD",
"DevComment": "This action does not trigger nor respect the GCD."
},
"87": {
"Tag": "Gameplay.Effect.Passive",
"DevComment": "This action is persistantly active."
},
"88": {
"Tag": "Gameplay.Effect.Periodic",
"DevComment": "This action triggers its effect on a set period."
},
"89": {
"Tag": "Gameplay.Effect.Physics",
"DevComment": "This action moves an actor in the world with physics."
},
"90": {
"Tag": "Gameplay.Effect.Positive",
"DevComment": "This action is helpful and should not generate aggro."
},
"91": {
"Tag": "Gameplay.Effect.Repair",
"DevComment": "This action restores health to buildings."
},
"92": {
"Tag": "Gameplay.Effect.Status",
"DevComment": "This action causes a duration effect."
},
"93": {
"Tag": "Gameplay.Effect.Structure",
"DevComment": "This action can affect structures."
},
"94": {
"Tag": "Gameplay.Effect.Teleport",
"DevComment": "This action moves an actor in the world directly."
},
"95": {
"Tag": "Gameplay.Effect.IncreaseMeleeDamageStackingTargets",
"DevComment": "Icreases melee damage when applied"
},
"96": {
"Tag": "Gameplay.Explorer.Fragment.Defensive",
"DevComment": "Defensive Fragment"
},
"97": {
"Tag": "Gameplay.Explorer.Fragment.HasFragment",
"DevComment": "Found Dimensional Fragment"
},
"98": {
"Tag": "Gameplay.Explorer.Fragment.Offensive",
"DevComment": "Offensive Fragment"
},
"99": {
"Tag": "Gameplay.Explorer.Fragment.Specialty",
"DevComment": "Class Specific Fragment"
},
"100": {
"Tag": "Gameplay.Explorer.Fragment.VisualDefensive",
"DevComment": "Visuals Hack for Defense"
},
"101": {
"Tag": "Gameplay.Explorer.Fragment.VisualOffensive",
"DevComment": "Visuals Hack for Offense"
},
"102": {
"Tag": "Gameplay.Explorer.Fragment.VisualSpecialty",
"DevComment": "Visuals Hack for Speciality"
},
"103": {
"Tag": "Gameplay.Immunity.Immovable",
"DevComment": "Immune to hostile physics events."
},
"104": {
"Tag": "Gameplay.Immunity.Juggernaut",
"DevComment": "Immune to damage."
},
"105": {
"Tag": "Gameplay.Immunity.Unstoppable",
"DevComment": "Immune to events which prevent movement or action."
},
"106": {
"Tag": "Gameplay.Status.Adreneline",
"DevComment": "Movement speed increased."
},
"107": {
"Tag": "Gameplay.Status.Bulletstorm",
"DevComment": "Ranged weapon rare of fire increased."
},
"108": {
"Tag": "Gameplay.Status.Charmed",
"DevComment": "Temporarily friendly to caster."
},
"109": {
"Tag": "Gameplay.Status.Disabled",
"DevComment": "Unable to activate gadgets."
},
"110": {
"Tag": "Gameplay.Status.Disarmed",
"DevComment": "Unable to attack with melee or ranged weapons."
},
"111": {
"Tag": "Gameplay.Status.Frenzy",
"DevComment": "Melee attack speed increased."
},
"112": {
"Tag": "Gameplay.Status.Immobilize",
"DevComment": "Unable to move. Unable to turn."
},
"113": {
"Tag": "Gameplay.Status.Incapacitated",
"DevComment": "Unable to move or act. Breaks on damage."
},
"114": {
"Tag": "Gameplay.Status.Infected",
"DevComment": "Incoming healing is reduced."
},
"115": {
"Tag": "Gameplay.Status.Jammed",
"DevComment": "Ranged weapon rate of fire reduced."
},
"116": {
"Tag": "Gameplay.Status.Lethargic",
"DevComment": "Melee attack speed reduced."
},
"117": {
"Tag": "Gameplay.Status.Off Balance",
"DevComment": "Recoil of ranged weapons increased."
},
"118": {
"Tag": "Gameplay.Status.Snare",
"DevComment": "Movement speed reduced."
},
"119": {
"Tag": "Gameplay.Status.Steady",
"DevComment": "Recoil of ranged weapons reduced."
},
"120": {
"Tag": "Gameplay.Status.Stun",
"DevComment": "Unable to move or act."
},
"121": {
"Tag": "Gameplay.Status.Toughened",
"DevComment": "Damage resistence increased."
},
"122": {
"Tag": "Gameplay.Status.Vulnerable",
"DevComment": "Damage resistence decreased."
},
"123": {
"Tag": "HackOutlander1.Skill.InTheZone.HitStack",
"DevComment": "Hit Stacking Test"
},
"124": {
"Tag": "HackOutlander2.Skill.InTheZone.Applied",
"DevComment": "During In The Zone"
},
"125": {
"Tag": "HackOutlander3.Skill.LaserFocus.Applied",
"DevComment": "During Laser Focus"
},
"126": {
"Tag": "Hacks.Cost.IsCost",
"DevComment": "Temporary Hack for cost."
},
"127": {
"Tag": "Hacks.Gadget.ConstructionWorker.C4.T00",
"DevComment": "C4 T00"
},
"128": {
"Tag": "Hacks.Gadget.ConstructionWorker.C4.T01",
"DevComment": "C4 T01"
},
"129": {
"Tag": "Hacks.Gadget.ConstructionWorker.C4.T02",
"DevComment": "C4 T02"
},
"130": {
"Tag": "Hacks.Gadget.ConstructionWorker.C4.T03",
"DevComment": "C4 T03"
},
"131": {
"Tag": "Hacks.Gadget.ConstructionWorker.C4.T04",
"DevComment": "C4 T04"
},
"132": {
"Tag": "Hacks.Gadget.Ninja.ShadowStance.ShadowStanceActive",
"DevComment": "during Shadow Stance"
},
"133": {
"Tag": "Hacks.Gadget.Ninja.SmokeBomb.FireSmokeActive",
"DevComment": "Hack to know not to overwrite."
},
"134": {
"Tag": "Hacks.Gadget.Ninja.ThrowingStars.T00",
"DevComment": "ThrowingStars T00"
},
"135": {
"Tag": "Hacks.Gadget.Ninja.ThrowingStars.T01",
"DevComment": "ThrowingStars T01"
},
"136": {
"Tag": "Hacks.Gadget.Ninja.ThrowingStars.T02",
"DevComment": "ThrowingStars T02"
},
"137": {
"Tag": "Hacks.Gadget.Ninja.ThrowingStars.T03",
"DevComment": "ThrowingStars T03"
},
"138": {
"Tag": "Hacks.Gadget.Ninja.ThrowingStars.T04",
"DevComment": "ThrowingStars T04"
},
"139": {
"Tag": "Hacks.Gadget.Scavenger.Firecracker.T00",
"DevComment": "Firecracker T00"
},
"140": {
"Tag": "Hacks.Gadget.Scavenger.Firecracker.T01",
"DevComment": "Firecracker T01"
},
"141": {
"Tag": "Hacks.Gadget.Scavenger.Firecracker.T02",
"DevComment": "Firecracker T02"
},
"142": {
"Tag": "Hacks.Gadget.Scavenger.Firecracker.T03",
"DevComment": "Firecracker T03"
},
"143": {
"Tag": "Hacks.Gadget.Scavenger.Firecracker.T04",
"DevComment": "Firecracker T04"
},
"144": {
"Tag": "Hacks.Gadget.Soldier.Grenade.T00",
"DevComment": "Grenade T00"
},
"145": {
"Tag": "Hacks.Gadget.Soldier.Grenade.T01",
"DevComment": "Grenade T01"
},
"146": {
"Tag": "Hacks.Gadget.Soldier.Grenade.T02",
"DevComment": "Grenade T02"
},
"147": {
"Tag": "Hacks.Gadget.Soldier.Grenade.T03",
"DevComment": "Grenade T03"
},
"148": {
"Tag": "Hacks.Gadget.Soldier.Grenade.T04",
"DevComment": "Grenade T04"
},
"149": {
"Tag": "Hacks.Gadget.Soldier.ProximityMine.T00",
"DevComment": "ProximityMine T00"
},
"150": {
"Tag": "Hacks.Gadget.Soldier.ProximityMine.T01",
"DevComment": "ProximityMine T01"
},
"151": {
"Tag": "Hacks.Gadget.Soldier.ProximityMine.T02",
"DevComment": "ProximityMine T02"
},
"152": {
"Tag": "Hacks.Gadget.Soldier.ProximityMine.T03",
"DevComment": "ProximityMine T03"
},
"153": {
"Tag": "Hacks.Gadget.Soldier.ProximityMine.T04",
"DevComment": "ProximityMine T04"
},
"154": {
"Tag": "Hacks.GI.ATLAS",
"DevComment": "Hack for GI build to label Power Collector as an \"ATLAS\""
},
"155": {
"Tag": "Hacks.Ninja.Ability.ThrowingStars.Homing",
"DevComment": "Homing EC"
},
"156": {
"Tag": "Hacks.Skill.Ninja.Assassination_VFX",
"DevComment": "Hack to know you have VFX"
},
"157": {
"Tag": "Hacks.Skill.Ninja.MantisLeap.Can_Execute",
"DevComment": "Hack to allow Mantis Leap"
},
"158": {
"Tag": "Hacks.Skill.Technician.Ability.Base.HasBaseUp",
"DevComment": "Has already cast a base"
},
"159": {
"Tag": "Hacks.Skill.Technician.Ability.IFFCoding.Shield0",
"DevComment": "Is Shield 0"
},
"160": {
"Tag": "Hacks.Skill.Technician.Ability.IFFCoding.Shield1",
"DevComment": "Is Shield 1"
},
"161": {
"Tag": "Hacks.Skill.Technician.Ability.IFFCoding.Shield2",
"DevComment": "Is Shield 2"
},
"162": {
"Tag": "Hacks.Skill.Technician.Ability.IFFCoding.Shield3",
"DevComment": "Is Shield 3"
},
"163": {
"Tag": "Hacks.Skill.Technician.Ability.IFFCoding.Shield4",
"DevComment": "Delete This Tag Later"
},
"164": {
"Tag": "Hacks.Skill.Technician.Ability.IFFCoding.ShieldUp",
"DevComment": "Has Active Shield"
},
"165": {
"Tag": "HitReaction.AdditiveLoop",
"DevComment": "rapid fire weapons"
},
"166": {
"Tag": "HitReaction.AdditiveSingleOneShot",
"DevComment": "semi auto weapons"
},
"167": {
"Tag": "HitReaction.Block.All",
"DevComment": "Pawns tagged with this will not interrupt."
},
"168": {
"Tag": "HitReaction.Block.Melee",
"DevComment": "Pawns tagged with this will ignore interrupting hit reactions from Melee attacks."
},
"169": {
"Tag": "HitReaction.Block.Ranged",
"DevComment": "Pawns tagged with this will ignore interrupting hit reactions from Ranged attacks."
},
"170": {
"Tag": "HitReaction.FullBody",
"DevComment": "powerful full body root motion"
},
"171": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Constructor1",
"DevComment": ""
},
"172": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Constructor2",
"DevComment": ""
},
"173": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Constructor3",
"DevComment": ""
},
"174": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Indestructible1",
"DevComment": ""
},
"175": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Indestructible2",
"DevComment": ""
},
"176": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Ninja1",
"DevComment": ""
},
"177": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Ninja2",
"DevComment": ""
},
"178": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Ninja3",
"DevComment": ""
},
"179": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Outlander1",
"DevComment": ""
},
"180": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Outlander2",
"DevComment": ""
},
"181": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Outlander3",
"DevComment": ""
},
"182": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Soldier1",
"DevComment": ""
},
"183": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Soldier2",
"DevComment": ""
},
"184": {
"Tag": "HomeBaseProperties.Inventory.StartingWeapon.Soldier3",
"DevComment": ""
},
"185": {
"Tag": "Missions.Items.MissionItem",
"DevComment": "Tag attached to Mission Items"
},
"186": {
"Tag": "Outpost",
"DevComment": "Outpost related"
},
"187": {
"Tag": "Outpost.CraftingTable",
"DevComment": "Outpost crafting table related"
},
"188": {
"Tag": "Outpost.CraftingTable.Active1",
"DevComment": "Outpost crafting table effect lev 1 active"
},
"189": {
"Tag": "Outpost.CraftingTable.Active2",
"DevComment": "Outpost crafting table effect lev 2 active"
},
"190": {
"Tag": "Outpost.CraftingTable.Active3",
"DevComment": "Outpost crafting table effect lev 3 active"
},
"191": {
"Tag": "Outpost.CraftingTable.Active4",
"DevComment": "Outpost crafting table effect lev 4 active"
},
"192": {
"Tag": "Outpost.CraftingTable.Active5",
"DevComment": "Outpost crafting table effect lev 5 active"
},
"193": {
"Tag": "Outpost.CraftingTable.Available",
"DevComment": "Outpost crafting table available, limit not reached yet."
},
"194": {
"Tag": "Outpost.CraftingTable.Cooldown",
"DevComment": "Outpost crafting table is on cooldown"
},
"195": {
"Tag": "PlacementActor.Barn",
"DevComment": ""
},
"196": {
"Tag": "PlacementActor.Biome.Transylvania",
"DevComment": "Transylvania Only"
},
"197": {
"Tag": "PlacementActor.BUILD",
"DevComment": "Floating BUILD letter locations"
},
"198": {
"Tag": "PlacementActor.CrateReturn",
"DevComment": ""
},
"199": {
"Tag": "PlacementActor.CrateStart",
"DevComment": ""
},
"200": {
"Tag": "PlacementActor.EnemySpawner",
"DevComment": ""
},
"201": {
"Tag": "PlacementActor.DeployableBasePlot",
"DevComment": ""
},
"202": {
"Tag": "PlacementActor.Gate",
"DevComment": ""
},
"203": {
"Tag": "PlacementActor.Generic",
"DevComment": "Used by all placement actors"
},
"204": {
"Tag": "PlacementActor.PlayerSpawn",
"DevComment": "Player Spawn"
},
"205": {
"Tag": "PlacementActor.PlayerSpawn.Initial",
"DevComment": "The player spawning system will *prefer* this (not mandatory to have) spawn point over the others ONLY if spawning before the match has started."
},
"206": {
"Tag": "PlacementActor.Powersource",
"DevComment": ""
},
"207": {
"Tag": "PlacementActor.PvP",
"DevComment": ""
},
"208": {
"Tag": "PlacementActor.PvP.AIEncounter",
"DevComment": ""
},
"209": {
"Tag": "PlacementActor.PvP.Mission.BluGloCamp.Easy",
"DevComment": ""
},
"210": {
"Tag": "PlacementActor.PvP.Mission.BluGloCamp.Hard",
"DevComment": ""
},
"211": {
"Tag": "PlacementActor.PvP.Mission.BluGloCamp.Medium",
"DevComment": ""
},
"212": {
"Tag": "PlacementActor.PvP.Mission.LootCamp",
"DevComment": ""
},
"213": {
"Tag": "PlacementActor.PvP.Mission.WeatherTower",
"DevComment": ""
},
"214": {
"Tag": "PlacementActor.PvP.Team",
"DevComment": ""
},
"215": {
"Tag": "PlacementActor.PvP.Team.One",
"DevComment": ""
},
"216": {
"Tag": "PlacementActor.PvP.Team.Two",
"DevComment": ""
},
"217": {
"Tag": "PlacementActor.RadarTower",
"DevComment": "Radar Tower Build Locations"
},
"218": {
"Tag": "PlacementActor.Recover",
"DevComment": "For MyFort Asset Recover Mission"
},
"219": {
"Tag": "PlacementActor.Relic",
"DevComment": ""
},
"220": {
"Tag": "PlacementActor.Spawning.MidAir",
"DevComment": "Spawn Mid-Air"
},
"221": {
"Tag": "PlacementActor.Spawning.Underground",
"DevComment": "Underground Spawn"
},
"222": {
"Tag": "PlacementActor.Spawning.Zlimited",
"DevComment": "Cannot Spawn Z"
},
"223": {
"Tag": "PlacementActor.Supply",
"DevComment": "For the Supply Drop mission"
},
"224": {
"Tag": "PlacementActor.SurvivorSpawn",
"DevComment": "Survivor Spawn"
},
"225": {
"Tag": "PlacementActor.TrappedHuman",
"DevComment": ""
},
"226": {
"Tag": "skill.constructionworker.resource_bench.upgrade1",
"DevComment": ""
},
"227": {
"Tag": "skill.inventor.slowfield.upgrade1",
"DevComment": ""
},
"228": {
"Tag": "skill.inventor.slowfield.upgrade2",
"DevComment": ""
},
"229": {
"Tag": "skill.inventor.transistor.upgrade1",
"DevComment": ""
},
"230": {
"Tag": "skill.inventor.transistor.upgrade2",
"DevComment": ""
},
"231": {
"Tag": "skill.inventor.transistor.upgrade3",
"DevComment": ""
},
"232": {
"Tag": "skill.mech.charge.enable_aura",
"DevComment": ""
},
"233": {
"Tag": "Skill.Ninja.Ability.Assassination",
"DevComment": "Is Assassination"
},
"234": {
"Tag": "Skill.Ninja.Ability.Assassination.IsNonSword",
"DevComment": ""
},
"235": {
"Tag": "Skill.Ninja.Ability.Assassination.IsSword",
"DevComment": ""
},
"236": {
"Tag": "Skill.Ninja.Ability.MoveLikeShadow",
"DevComment": "Has Move Like Shadow"
},
"237": {
"Tag": "Skill.Ninja.Ability.PainMastery",
"DevComment": "Has Pain Mastery"
},
"238": {
"Tag": "Skill.Ninja.Ability.PrayingMantis",
"DevComment": "Has Praying Mantis"
},
"239": {
"Tag": "Skill.Ninja.Ability.WindAndStorm",
"DevComment": "Has WindAndStorm"
},
"240": {
"Tag": "skill.ninja.doublejump.upgrade1",
"DevComment": ""
},
"241": {
"Tag": "Skill.Ninja.DragonSlash.IncreasedDamage",
"DevComment": "Enter the Dragon : Increased Damage"
},
"242": {
"Tag": "Skill.Ninja.DragonSlash.IncreasedRange1",
"DevComment": "Enter the Dragon : Increased Range"
},
"243": {
"Tag": "Skill.Ninja.DragonSlash.ReducedCost1",
"DevComment": "Return of the Dragon : Reduced Cost"
},
"244": {
"Tag": "Skill.Ninja.Myfort.GunpowderFoundry1",
"DevComment": "Increases Smoke Bomb Damage by 30%."
},
"245": {
"Tag": "Skill.Ninja.Myfort.GunpowderFoundry2",
"DevComment": "Increases starting Smoke Bombs to 5."
},
"246": {
"Tag": "Skill.Ninja.Myfort.GunpowderFoundry3",
"DevComment": "Smoke Bomb now leaves a persistent cloud, damaging enemies. Lasts 10s."