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Ratchet & Clank (PlayStation 4)

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The PS4 Ratchet & Clank is a reimagining of the original PS2 game, now with trading cards!

Developer Text#

Present in 0x2E24BDF in eboot.bin.

Only respawn on empty pad?
Valid Respawn Group
Whether we only alow respawn on an empty pad or if we will let one with a bot already on it spawn another.
We will respawn the clankbot spawned from one of these pads at the closest empty spawner pad in this group.
boolean
tuid
OnlyRespawnOnEmptyPad
ValidRespawnGroup
Start Enabled?
Min Time in Volume
Min Time since Bot Select
Min Time holding Reg Bot
Min Time holding Trans Bot
Max time to display prompt
Remind Again Time
Whether this component starts enabled.
Minimum time inside the volume to allow the reminder.
Minimum time since the player has used the quick select (the bot select) to allow the reminder.
Minimum time the player has held a non-transformed (regular) bot (and is still holding the bot) to allow the reminder.
Minimum time the player has held a transformed (non-regular) bot (and is still holding the bot) to allow the reminder (value < 0 means not to use).
Maximum time to display the triangle prompt ( < 0 for infinite). We will stop displaying the prompt if they use the quick select, drop the bot, or leave the volume as well.
After displaying the help, how long to wait to give the help again if all the conditions remain met.
float
StartEnabled
ReqTimeInside
ReqTimeSinceBotSelect
ReqTimeHoldRegBot
ReqTimeHoldTransBot
DisplayHelpTime
ReDisplayHelpTime
Role
ClankBot
PowerBot
SpringBot
StretchBot
StretchPieces
StretchPieceVis
ArcHeight
GravMultiplier
SpringRadius
ShakeData
Clank Bot
Invis Coll for stretch bot.
For bombs, the shake they will do when they explode.
ClankBotRoles
file
CameraShakingWithFallOffData
UseAllEdges
BridgebotOnly
ArcMaterial
ArcWidth
DecalTexture
DecalSize
PointOfImpact
Material for the trajectory arc
Texture for the decal at the end of the trajectory arc
Actor for indicating the point of impact
ChompDistance
How close clank bots must be to make a bridge.
PowerDistance
SnapDistance
How close clank bots must be to power.
How close clank throwing will snap to this receptor.
DamageStateManagerBase
DamageStateManagerNone
GenericChunk
JointChunk
SkinChunk
DamageStateElement
DamageStateManagerPrius
Has Damage States
NONE
None
MinEjectSpeed
MaxEjectSpeed
MinPixelizedSize
DamageStates
InitialAttachedChunks
GenericChunks
Min Eject speed for chunks
Max Eject speed for chunks
Minimum bsphere radius for adding pixelized effects
A random number of these will come of on hits as specified by the damage states
float
Model
Material
MaterialSlotName
HPThreshhold
MinAttachedChunks
MaxAttachedChunks
MinGenericChunks
MaxGenericChunks
ImmediateChunks
AttachedChunksToAdd
Damaged Model to swap the actor to.
Min Num Attached chunks to come off
Max Num Attached chunks to come off
Min Num Generic chunks to come off
Max Num Generic chunks to come off
On this damage state, these chunks will be spawned and immdiately knocked off
After the state and the model swap is done, theses chunks will be added to be knocked off by later states.
file
string
uint8_t
ChunkModel
OptionalSpecificActor
Joint
SpecificDamageState
If specified, when the chunk is ejected, it will spawn this actor instead of the default one
If not negative, this chunk will come off at the specified damage state rather that a random pick
AllyBotData
AllyGuideTuple
AllyBotGuideData
AllyBotCompanionData
AllyBotInteractiveData
AllyBotDefenderData
AllyBotSniperData
AllyBotRepairmanData
AllyBotPrius
NONE
BotBaseData
BotConfigData
BotData
ActorBotData
HumanBotData
AllyType
HomeArea
tuid
HomeAreaPull
1 = normal, 2 = twice as much, etc.
float
UseObjects
Leader
This is the actor the bot will follow around. If this is not set it will be one of the local heroes at random.
StartPos
GuidePairs
OnlyAdvance
This is the actor the bot will lead around. If this is not set it will be one of the local heroes at random.
The guide starts here initially and will return here if none of the guide pairs fire.
Do not go backwards in your list of guide volumes.
boolean
LeaderLoc
GuideLoc
BotGeneratorComponentPrius
RandomizedSpawnPointTargetArcPrius
NONE
MinRadius
MaxRadius
TargetArcAngle
float
Start Enabled?
Obj Spawn Anim
Num Active
Num to Spawn
Auto Spawn Delete Dist
Trigger Delay
Spawn Delay
Trigger Awareness
Trigger Range
Spawn Area
Random Nav Spawn?
Throw spawn?
Send beam event on spawn?
Spawn Actor Template
Vault Actor to Spawn
(Opt) Spawn Joint
Spawn Offset
(Opt) Spawned Actor Group
(Opt) Extra Actor Group
Check for hero too close?
Hero Too Close Distance
CreateNavObstacle
SetBotDataFromSpawner
Whether this component starts enabled or not.
The spawn driver (or clip name for SimpleAnimated) for the spawn animation of this object (i.e., the animation to play on this actor when it is spawning a guy).
The maximum spawned guys active at once (max alive to maintain).
The number we want to spawn before we auto-stop. <= 0 will be an infinite spawn.
What distance to delete what we've spawned. If set to something <= 0, then we won't auto delete.
The delay to start spawning when triggered (aka, spawning start.
The minimum delay between spawns.
We spawn only when target is in this area. If none is given, we will use distance to hero.
If no trigger awareness is given, we will use this trigger distance instead.
Area we spawn our guys into.
Whether to pick a random point on nav inside the spawn area to spawn at/throw towards. If false, we will use the volume origin.
Throw our spawnee to their spawn position. Otherwise they will spawn in place.
Whether to send the beam-in event (BeamInStartEvent) when spawning so another component/conduit on the spawnee so it can apply some beam in effects.
The actor template to spawn. If set, we will not use the Spawn Vault Actor below.
The actor (from the vault) to spawn. Will not use if a template is specified.
Joint to spawn from when doing a throw spawn. If none (or invalid) given, we'll use our actor position.
For a thrown spawn or when spawning on the actor, offset from the spawn joint (or actor position) to spawn at. Note that this is offset in local space, x == obj left, y == obj up, z == obj forward.
Optional spawner-setup actor group to put all the spawned guys into. If this actor group current has actors in it, it will count against our max active (so you can set up the initial setup that the spawner will maintain).
Optional additional actor group to add the spawned guys into. Not used for any spawner logic.
Check for spawning on top of hero?
If the above is marked, this is the distance we will consider too close to us that we will delay spawning.
If TRUE, a navigation obstacle will be generated around the actor
boolean
string
uint8_t
int32_t
tuid
file
DDLVector3
StartEnabled
ObjSpawnAnim
NumActive
NumToSpawn
AutoDeleteDist
TriggerDelay
SpawnDelay
TriggerArea
TriggerRange
SpawnArea
RandSpawnNavLoc
ThrowSpawn
BeamInSpawn
SpawneeTemplate
SpawneeVaultActor
SpawnJoint
SpawnOffset
SpawnedGroup
ExtraAddToGroup
CheckHeroTooClose
HeroTooCloseDist
AlienSwarmerVentIntroPrius
NONE
StartHanging
boolean
ContainerShipPrius
NONE
ContainersActorGroup
FlightPath
Group of containers (moby1265).
Path for this ship to fly along.
tuid
HelicopterData
HelicopterPrius
NONE
BotBaseData
BotConfigData
BotData
ActorBotData
FlightArea
DeathArea
RandomizeDeathPosition
DamagerOffset
MoveToBestFirepoint
Set of volumes for the helicopter to fly in.
Set of volumes for the helicopter to fly to on death.
Select a random point in DeathArea to fly to.
When crashing into your killer, land this high above them.
Helicopter automatically moves in the perfect position to shoot at targets.
tuid
boolean
float
HumanBotCoverPrius
NONE
BotBaseData
BotConfigData
BotData
ActorBotData
HumanBotData
HumanBotData
HumanBotPrius
NONE
BotBaseData
BotConfigData
BotData
ActorBotData
FiringConfig
GrenadeConfig
HumanBotConfig
UseCover
IsFizzco
Base Type: BotConfigFiring
Base Type: BotConfigGrenade
Base Type: BotConfigHumanBot
file
boolean
InkEnemyBaseData
InkEnemyBasePrius
NONE
BotBaseData
BotConfigData
BotData
ActorBotData
EnemyConfig
Patrol
Base Type: EnemyConfig
Request patrol jobs
file
boolean
MissionFollowBotPrius
NONE
BotBaseData
BotConfigData
BotData
ActorBotData
HumanBotData
HoverTransitionCluePrius
NPCBotData
NPCGuideLocation
NPCBotNoRole
NPCBotIdleData
NPCBotGuideData
NPCBotDefendData
NPCBotSkinData
GameNPCBotPrius
NONE
BotBaseData
BotConfigData
BotData
ActorBotData
NPCType
FiringConfig
SkinData
CinematicResetHeadVars
LowPriorityStatus
ForceInitForwardOnCurve
Base Type: GameBotConfigFiring
For NPCs that need skin items changed.
Reset head aim variables during cinematics
The dance behavior is lower priority than everything but idle
Follow curves only in the forward direction
file
boolean
DefaultSkinItem
ProtosuitSkinItem
HelmetSkinItem
JetpackSkinItem
Skin item that is turned on by default.
EngagementType
HoverSpeedOverride
FiringPoints
Optionally used to override the default hover speed
NPCBotDefendEnagementType
float
tuid
kAutoEngage
kEngageAlertedTargets
FacingTarget
MoveStyle
HoverStartType
EnableHeroGreetings
DisableHitReact
GuideLocations
(Optional) An optional actor to face when we aren't moving.
Optionally used to force an NPC to be hovering or on the ground
If TRUE, emergent VO greeting events will fire when the player is in proximity
If TRUE, disable hit reacts temporarily
MovementStyle
NPCHoverStartType
kDefault
kForceHover
kForceGround
GuideLoc
PersonalityAnimset
PersonalityPrius
NONE
Personalities
AnimSet
Weight
These don't have to add up to 1.0, they'll be normalized
file
float
PilotPrius
NONE
Dies
Horns
boolean
file
ProjectileHitMarkerManagerPrius
ProjectileThrowingPrius
ProjectileThrowingManagerEntry
ProjectileThrowingManagerPrius
ProjectileHitMarkerPrius
NONE
SnapToGround
AppearTime
boolean
float
ThrowingComponents
ThrowType
ThrowingComponent
ProjectileThrowingType
ProjectileThrowingConfig
CheckStartLocator
UseArcFinder
SnapTargetPositionToGround
Start throw checks from here.
file
string
ThrowLocator
Attack
TraversalObjectBlock
ActiveTraversalBlock
AttackFortBarrier
kNormal
kTraversalBlock
kActiveTraversalBlock
kAttackBarrier
MarkerActor
Once the shot has been around for this long we'll fire a HitMarkerAppearEvent
PrototypeMeleeBotPrius
NONE
BotBaseData
BotConfigData
BotData
ActorBotData
PrototypeRangedBotPrius
NONE
BotBaseData
BotConfigData
BotData
ActorBotData
ShotTargetingAimAnglePrius
NONE
StartEnabled
WeaponEquipIndex
AimSpeedDegrees
YawRangeDegreesMin
YawRangeDegreesMax
PitchRangeDegreesMin
PitchRangeDegreesMax
VerticalAnimVarName
HorizontalAnimVarName
PartialName
AimSourceLocator
AimDestLocator
LeftToRight
DownToUp
VarValuesAreInDegrees
UseAimSourceReferenceMat
UpdateStandardHeadLookValues
HeadLeftToRight
HeadDownToUp
HeadVarValuesAreInDegrees
The corresponding weapon equip index we're trying to aim
The anim var that controls vertical angle
The anim var that controls horizontal angle
Where we aim relative to
Where we aim at on our target
Do the animations go from left at value 0 to right at value 1?
Do the animations go from down at value 0 to up at value 1?
The var values are in degrees in the animset. If false, it's assumed they're 0 to 1.
Angles are computed relative to AimSourceLocator orientation instead of actor orientation
If TRUE, standard head look-at vars will be updated to match
Do the head animations go from left at value 0 to right at value 1?
Do the head animations go from down at value 0 to up at value 1?
The head aiming var values are in degrees in the animset. If false, it's assumed they're 0 to 1

Present at 0x2E200B3 in eboot.bin.

UserDefinedKeyValue
KeyName
ValueType
ValueString
ValueFloat
ValueVector3
ValueSourceActor
ValueTargetActor
UserDefinedStat
EventType
KeyValues
%d
NONE
Event type name for the stat event
Key/value data pairs for the stat event (optional)
string
Key name for the stat event
Type of value for the stat event
Value for the stat event (as a string)
Value for the stat event (as a float)
Value for the stat event (as a Vector3)
Value for the stat event (as a source actor handle's name and location)
Value for the stat event (as a target actor handle's name and location)
UserDefinedValueType
float
DDLVector3
uint32_t
kString
kFloat
kVector3
NONE
kBlank
kWrench
kBlaster
kBombGlove
kGadgetSwingshot
kGeneric
kGroovitron
kPyrocitor
kPixelizer
kGloveOfDoom
kWarmonger
kPlasmaStriker
kMrZurkon
kSheepinator
kRyno
kBuzzBlades
kPredatorLauncher
kThumper
kHologuise
kTurret
kBataliaTurret
kBouncer
kNone�kHeld�kOffHand�kTouchPad�kExternal�kHip�kWrist�kBackLeft�kBackRight�kOffsetStyleNone�kOffsetStyleSniper�kReloadStyleSpin�kReloadStyleSnap�kReloadStylePump�kReloadStyleShake�kFireStyleLight�kFireStyleMedium�kFireStyleHeavy�kGripStyleNeutral�kGripStylePistol�kGripStyleRifle�kGripStyleThrown�kGripStyleHeavy�kGripStyleMelee�ActorSaveModifierClearOnNewLevelPrius�ActorSaveModifierDelaySaveUntilSegChkptPrius��NONE�ActorSave modifier component that will delay saving a flag until the specified segment checkpoint is passed.�ActorSave modifier component that will clear the save for this actor's ActorFlag and DeletedFlag on new level (unless a segment is selected).�Is Enabled?�Priority�Checkpoint Name�Segment�Chkpt Index�Whether this component is enabled or not.�The priority of the component, higher numbers will take priority.�Checkpoint to be 'passed' to save our info.�If no checkpoint name is given, we'll use this segment to look at (we'll save our info if the segment is passed or the specified segment checkpoint index has been passed).�What checkpoint index to consider to tell if we 'passed'. If < 0, we will only consider the segment being complete.�boolean�uint8_t�string�SegmentEnum�int8_t�IsEnabled�CheckpointName�SaveSegment�ChkptIndex�Clear Actor Flag?�Clear Deleted Flag?�(Opt) Keep Save Segment Enum�Whether we will clear the actor flag for this actor when we clear.�Whether we will clear the deleted flag for this actor when we clear.�If this segment isn't None, we will not clear our save if this segment is completed.�ClearActorFlag�ClearDeletedFlag���� @�� @LocationDisplayTriggerPrius�INVALID�NONE�Start Enabled?�Allow the ship to trigger?�Allow cine trigger?�Save Used?�Location LAMS Tag�Display Delay�Display Duration�Whether to be enabled on load (use Toggle or Turn On/Turn Off via script to change its enabled state).�Whether the hero spaceship can trigger displaying the location.�Whether to allow this to be triggered when the hero is in a cinematic.�Whether to save that this location text was displayed so we never display it again.�The location text to display.�Delay before showing text.�How long to display the text.

Revisional Differences#

Patch 1.08#

Released on March 19, 2021.