### Add a guide entry with a texture Source: https://okaetsu.github.io/PalSchema/docs/guides/helpguide/intro Includes a TSoftObjectPtr texture path for the guide entry. ```json { "Example_Help_1": { "Title": "PalSchema Entry (Image)", "Description": "This is an entry made solely using PalSchema :)\r\nThis is another line", "Texture": "/Game/Pal/Texture/HelpGuide/T_HelpGuide_3.T_HelpGuide_3" } } ``` -------------------------------- ### Add a text-only guide entry Source: https://okaetsu.github.io/PalSchema/docs/guides/helpguide/intro Defines a basic guide entry without a texture field. ```json { "Example_Help_1": { "Title": "PalSchema Entry", "Description": "This is an entry made solely using PalSchema :)\r\nThis is another line" } } ``` -------------------------------- ### Delete a guide entry Source: https://okaetsu.github.io/PalSchema/docs/guides/helpguide/intro Removes a guide entry by setting its key to null. ```json { "Help_4": null } ``` -------------------------------- ### Edit an existing guide entry Source: https://okaetsu.github.io/PalSchema/docs/guides/helpguide/intro Updates an existing guide entry by referencing its key. ```json { "Help_3": { "Title": "Edited PalSchema Entry", "Description": "Hello Palworld!" } } ``` -------------------------------- ### Numeric Property Examples in PalSchema Source: https://okaetsu.github.io/PalSchema/docs/types/numericproperty Example of integer and float numeric properties as defined in DT_PalMonsterParameter.uasset. ```json "Rarity": 4, "EnemyMaxHPRate": 1.0 ``` -------------------------------- ### Add a guide entry with a disk resource texture Source: https://okaetsu.github.io/PalSchema/docs/guides/helpguide/intro Uses a local disk resource path for the texture field. ```json { "Example_Help_1": { "Title": "PalSchema Entry (Image Resource)", "Description": "This is an entry made solely using PalSchema :)\r\nThis is another line", "Texture": "$resource/mymod/mycoverimage" } } ``` -------------------------------- ### JSON List of Objects Source: https://okaetsu.github.io/PalSchema/docs/gettingstarted An example of using square brackets to define a list of objects under a single key. ```json { "people": [ { "name": "Carl", "age": 30, "hasPets": true }, { "name": "Steve", "age": 32, "hasPets": false } ] } ``` -------------------------------- ### FModel Class Property Representation Source: https://okaetsu.github.io/PalSchema/docs/types/classproperty Example of how a Class property appears in FModel, showing the ObjectName and ObjectPath structure. ```json "FunnelSkillAIActionClass": { "ObjectName": "BlueprintGeneratedClass'BP_AIActionFunnelSkill_ShadowBall_C'", "ObjectPath": "Pal/Content/Pal/Blueprint/Funnel/ReticleTargetAttack/BP_AIActionFunnelSkill_ShadowBall.0" } ``` -------------------------------- ### Define an FString in PalSchema Source: https://okaetsu.github.io/PalSchema/docs/types/fstring Example of an FString field definition as found in DT_PalMonsterParameter.uasset. ```json "ZukanIndexSuffix": "B" ``` -------------------------------- ### Defining Object Properties in PalSchema Source: https://okaetsu.github.io/PalSchema/docs/types/objectproperty Demonstrates the simplified string format required by PalSchema, where the path is converted to start with /Game/ and combined into a single string. ```json { "BP_Action_SpawnItem_Alpaca_C": { "ChargeMontage": "/Game/Pal/Animation/Character/Monster/Alpaca/AM_Alpaca_FarSkill_ActionLoop.AM_Alpaca_FarSkill_ActionLoop" } } ``` -------------------------------- ### PalSchema Class Property Definition Source: https://okaetsu.github.io/PalSchema/docs/types/classproperty Example of the simplified string format used for Class properties in PalSchema. ```json { "BP_FunnelCharacter_DreamDemon_C": { "FunnelSkillAIActionClass": "/Game/Pal/Blueprint/Funnel/ReticleTargetAttack/BP_AIActionFunnelSkill_ShadowBall.BP_AIActionFunnelSkill_ShadowBall_C" } } ``` -------------------------------- ### Define a Bool Property Source: https://okaetsu.github.io/PalSchema/docs/types/boolproperty Example of a boolean property definition as found in the PalMonsterParameter data table. ```json "IsBoss": false ``` -------------------------------- ### Logical representation of filter operations Source: https://okaetsu.github.io/PalSchema/docs/guides/rawtables/wildcard Pseudocode representing the logic applied by the multiple filter example. ```text if ((CurrentRow.MaterialType == "Stone" or CurrentRow.MaterialType == "Wood") and CurrentRow.Hp < 10000) CurrentRow.Hp = 10000 ``` -------------------------------- ### Define FName in PalSchema Source: https://okaetsu.github.io/PalSchema/docs/types/fname Example of an FName field definition referencing a passive skill. ```json "PassiveSkill1": "Legend" ``` -------------------------------- ### Modify Map Property in BP_PalGameSetting Source: https://okaetsu.github.io/PalSchema/docs/types/mapproperty Example of updating the CharacterRankUpRequiredNumMap to change the requirement for Star Level 1. ```json { "BP_PalGameSetting_C": { "CharacterRankUpRequiredNumMap": [ { "Key": 1, "Value": 1 } ] } } ``` -------------------------------- ### Initialize empty JSON mod file Source: https://okaetsu.github.io/PalSchema/docs/gettingstarted Create the base structure for a mod configuration file. ```json { } ``` -------------------------------- ### Define Ranch Suitability and Action Data Source: https://okaetsu.github.io/PalSchema/docs/guides/pals/addingranchsuitabilitynew Create a JSON file in the pals folder to define work suitability and ranch animation data for a specific Pal. ```json { "ColorfulBird": { "WorkSuitability_MonsterFarm": 1, "RanchActionData": { "ChargeMontage": "/Game/Pal/Animation/Character/Monster/ColorfulBird/AM_ColofulBird_FarSkill_ActionLoop.AM_ColofulBird_FarSkill_ActionLoop", "FunMontage": "/Game/Pal/Animation/Character/Monster/ColorfulBird/AM_ColofulBird_Damage.AM_ColofulBird_Damage", "ChargeFacialEye": "EPalFacialEyeType::Pain", "FunFacialEye": "EPalFacialEyeType::Smile", "SpawnSocketName": "tail_02" } } } ``` -------------------------------- ### Define Crafting Station JSON Source: https://okaetsu.github.io/PalSchema/docs/guides/buildings/craftingstation The configuration file defines the building's identity, physical properties, construction costs, and associated technology tree data. ```json { "TUTORIAL_NewCraftingStation": { "Name": "Tutorial Workbench", "Description": "This is the description that shows up in the Build Wheel.", "BlueprintClassName": "BP_NewCraftingStation", "BlueprintClassSoft": "/Game/PSTutorial/MyNewCraftingStation/BP_NewCraftingStation.BP_NewCraftingStation_C", "IconTexture": "/Game/Pal/Texture/BuildObject/PNG/T_icon_buildObject_WorkBench.T_icon_buildObject_WorkBench", "Hp": 2000, "Defense": 2, "MaterialType": "Wood", "MaterialSubType": "Wood", "bBelongToBaseCamp": true, "DeteriorationDamage": 0.2, "BuildingData": { "TypeA": "Product", "TypeB": "Prod_Craft", "Rank": 5, "RequiredBuildWorkAmount": 1.0, "Material1_Id": "Wood", "Material1_Count": 1 }, "Assignments": [ { "WorkSuitability": "Handcraft", "WorkSuitabilityRank": 1, "bPlayerWorkable": true, "bBaseCampWorkerWorkable": true, "WorkType": "CommonTemp", "WorkActionType": "CommonWork", "WorkerMaxNum": 0, "AffectSanityValue": -0.15, "AffectFullStomachValue": 1.0 } ], "Technology": { "UnlockBuildObjects": [ "TUTORIAL_NewCraftingStation" ], "IconName": "WorkBench", "IsBossTechnology": false, "Name": "Tutorial Workbench", "Description": "This is the description that shows in the Technology tab.", "LevelCap": 2, "Cost": 1 } } } ``` -------------------------------- ### Define Ranch Suitability in Blueprint JSON Source: https://okaetsu.github.io/PalSchema/docs/guides/pals/addingranchsuitability Configures the ActionComponent and StaticCharacterParameterComponent for a Pal to enable ranch item spawning. Use the full asset path with a _C suffix for class properties to avoid in-game crashes. ```json { "/Game/Pal/Blueprint/Character/Monster/PalActorBP/ColorfulBird/BP_ColorfulBird.BP_ColorfulBird_C": { "ActionComponent": { "ActionMap": [ { "Key": "EPalActionType::SpawnItem", "Value": "/Game/TocotocoRanch/BP_TocoToco_SpawnItem.BP_TocoToco_SpawnItem_C" } ] }, "StaticCharacterParameterComponent": { "SpawnItem": { "FieldLotteryNameByRank": [ { "Key": 1, "Value": { "Key": "CharacterSpawnItem_Tocotoco_1" } }, { "Key": 2, "Value": { "Key": "CharacterSpawnItem_Tocotoco_2" } }, { "Key": 3, "Value": { "Key": "CharacterSpawnItem_Tocotoco_3" } }, { "Key": 4, "Value": { "Key": "CharacterSpawnItem_Tocotoco_4" } }, { "Key": 5, "Value": { "Key": "CharacterSpawnItem_Tocotoco_5" } } ] } } } } ``` -------------------------------- ### Define localization entries in JSON Source: https://okaetsu.github.io/PalSchema/docs/guides/translations/intro Create a JSON file within the language-specific folder to override game text entries. The key must match the game's data table name, and the nested key must include the required prefix. ```json { "DT_PalNameText": { "PAL_NAME_PinkCat": "Not Cattiva" } } ``` -------------------------------- ### Apply bulk changes with multiple filters Source: https://okaetsu.github.io/PalSchema/docs/guides/rawtables/wildcard Demonstrates using multiple filter conditions to target specific rows for modification. ```json { "DT_MapObjectMasterDataTable": { "*": { "$Filters": [ { "FieldName": "MaterialType", "Operation": "Equal", "Values": ["Stone", "Wood"] }, { "FieldName": "Hp", "Operation": "LessThan", "Value": 10000 } ], "Hp": 10000 } } } ``` -------------------------------- ### Define Pal Spawn Items in JSON Source: https://okaetsu.github.io/PalSchema/docs/guides/pals/addingranchsuitabilitynew Create a bp_tocotoco.json file to map star levels to specific item lottery entries. ```json { "BP_ColorfulBird_C": { "StaticCharacterParameterComponent": { "SpawnItem": { "FieldLotteryNameByRank": [ { "Key": 1, "Value": { "Key": "CharacterSpawnItem_Tocotoco_1" } }, { "Key": 2, "Value": { "Key": "CharacterSpawnItem_Tocotoco_2" } }, { "Key": 3, "Value": { "Key": "CharacterSpawnItem_Tocotoco_3" } }, { "Key": 4, "Value": { "Key": "CharacterSpawnItem_Tocotoco_4" } }, { "Key": 5, "Value": { "Key": "CharacterSpawnItem_Tocotoco_5" } } ] } } } } ``` -------------------------------- ### Default config.json structure Source: https://okaetsu.github.io/PalSchema/docs/configuration The default configuration file generated by Pal Schema containing basic settings for language and logging. ```json { "languageOverride": "", "enableAutoReload": false, "enableDebugLogging": false } ``` -------------------------------- ### Define a Custom Item and Recipe Source: https://okaetsu.github.io/PalSchema/docs/guides/buildings/craftingstation JSON configuration for a legendary sword item, specifying its rank, crafting material requirements, and the required crafting station ID. ```json { "Tutorial_Sword_5": { "Name": "Legendary Sword", "Description": " for close-range combat. The blade is extremely sharp! Mightier than a pen, for sure. Requires to craft.", "SneakAttackRate": 1.0, "AttackValue": 1000, "ID": "Tutorial_Sword_5", "IconTexture": "/Game/Others/InventoryItemIcon/Texture/T_itemicon_Weapon_Sword.T_itemicon_Weapon_Sword", "Type": "Weapon", "TypeA": "Weapon", "TypeB": "WeaponMelee", "Rarity": 4, "Rank": 5, "Price": 10440, "MaxStackCount": 1, "SortID": 140, "bNotConsumed": true, "actorClass": "/Game/Pal/Blueprint/Weapon/BP_Sword.BP_Sword_C", "Weight": 10.0, "Durability": 2500.0, "Recipe": { "Product_Count": 1, "WorkAmount": 500.0, "Material1_Count": 5, "Material1_Id": "Stone" } } } ``` -------------------------------- ### JSON Array of Numbers Source: https://okaetsu.github.io/PalSchema/docs/gettingstarted Demonstrates a simple array containing a list of integer values. ```json { "numbers": [1, 2, 3, 4] } ``` -------------------------------- ### Define New Enum Values Source: https://okaetsu.github.io/PalSchema/docs/guides/enums/newenums Create a JSON file within the enums directory to register new values for a specific enum. Ensure the values do not include the namespace prefix. ```json { "EPalTribeID": [ "PurpleCat", "KarateDog" ] } ``` -------------------------------- ### Configure DT_PalMonsterParameter for Ranch Suitability Source: https://okaetsu.github.io/PalSchema/docs/guides/pals/addingranchsuitability Enable Ranch work suitability in monster_parameter.json by setting WorkSuitability_MonsterFarm to 1 for the specific Pal ID. ```json { "DT_PalMonsterParameter": { "ColorfulBird": { "WorkSuitability_MonsterFarm": 1 } } } ``` -------------------------------- ### Configure TargetTypesA for Crafting Station Source: https://okaetsu.github.io/PalSchema/docs/guides/buildings/craftingstation Paste this value into the TargetTypesA property of the PalMapObjectItemConverterParameterComponent. ```text (Weapon,Armor,Consume,Ammo,Material,SpecialWeapon,Glider) ``` -------------------------------- ### Reference an imported image in JSON Source: https://okaetsu.github.io/PalSchema/docs/guides/resources/importingimages Use the $resource/modname/filename syntax within a TSoftObjectPtr field to link an imported image file. ```json { "DT_PalCharacterIconDataTable": { "ChickenPal": { "Icon": "$resource/mymod/myimage" } } } ``` -------------------------------- ### Configure Blueprint Component Override Source: https://okaetsu.github.io/PalSchema/docs/guides/blueprints/components Define the component property overrides in a JSON file to modify Pal behavior. ```json { "BP_Garm_C": { "CharacterMovement": { "JumpZVelocity": 3200.0 } } } ``` -------------------------------- ### Configure TargetTypesB for Crafting Station Source: https://okaetsu.github.io/PalSchema/docs/guides/buildings/craftingstation Paste this value into the TargetTypesB property of the PalMapObjectItemConverterParameterComponent. ```text (ArmorBody,ArmorHead,SPWeaponCaptureBall,ConsumeBullet,WeaponMelee,WeaponBow,ConsumeOther,MaterialProccessing,Shield,Glider,Essential_UnlockPlayerFuture,WeaponHandgun,WeaponThrowObject,WeaponCrossbow,Essential_AdditionalInventory) ``` -------------------------------- ### Apply bulk changes with wildcards Source: https://okaetsu.github.io/PalSchema/docs/guides/rawtables/wildcard Uses the '*' wildcard to set a property value across all rows in a data table. ```json { "DT_PalMonsterParameter": { "*": { "WorkSuitability_EmitFlame": 5 } } } ``` -------------------------------- ### Target a data table in JSON Source: https://okaetsu.github.io/PalSchema/docs/gettingstarted Define the data table key to target within the mod configuration. ```json { "DT_PalMonsterParameter": { } } ``` -------------------------------- ### Define Drop Probabilities in lottery_probability.json Source: https://okaetsu.github.io/PalSchema/docs/guides/pals/addingranchsuitabilitynew Configure the drop probability for the fields defined in the lottery table. The FieldName must match the entries in lottery.json. ```json { "DT_FieldLotteryNameDataTable": { "CharacterSpawnItem_Tocotoco_1": { "ItemSlot1_ProbabilityPercent": 100.0 }, "CharacterSpawnItem_Tocotoco_2": { "ItemSlot1_ProbabilityPercent": 100.0 }, "CharacterSpawnItem_Tocotoco_3": { "ItemSlot1_ProbabilityPercent": 100.0 }, "CharacterSpawnItem_Tocotoco_4": { "ItemSlot1_ProbabilityPercent": 100.0 }, "CharacterSpawnItem_Tocotoco_5": { "ItemSlot1_ProbabilityPercent": 100.0 } } } ``` -------------------------------- ### Representing Object Properties in FModel Source: https://okaetsu.github.io/PalSchema/docs/types/objectproperty Shows the raw JSON structure of an Object property as exported by FModel, containing ObjectName and ObjectPath fields. ```json "ChargeMontage": { "ObjectName": "AnimMontage'AM_Alpaca_FarSkill_ActionLoop'", "ObjectPath": "Pal/Content/Pal/Animation/Character/Monster/Alpaca/AM_Alpaca_FarSkill_ActionLoop.0" } ``` -------------------------------- ### Define Bow Item in PalSchema Source: https://okaetsu.github.io/PalSchema/docs/guides/items/creatingabow Use this JSON structure to define the weapon's stats, crafting recipe, and actor class reference within the PalSchema mod folder. ```json { "MOD_Bow_Meteor": { "Name": "Meteor Bow", "Description": "My first weapon!", "Type": "Weapon", "IconTexture": "/Game/Others/InventoryItemIcon/Texture/T_itemicon_Weapon_Bow_Fire.T_itemicon_Weapon_Bow_Fire", "TypeA": "Weapon", "TypeB": "WeaponBow", "Rank": 1, "Rarity": 0, "Price": 5000, "MaxStackCount": 1, "Weight": 5.0, "MagazineSize": 1, "AttackValue": 250, "SneakAttackRate": 1.0, "Durability": 1000.0, "actorClass": "/Game/Pal/Blueprint/MyNewWeaponMod/Blueprint/BP_BowMeteor.BP_BowMeteor", "Recipe": { "Product_Count": 1, "WorkAmount": 500.0, "Material1_Count": 1, "Material1_Id": "Stone", "Material2_Count": 1, "Material2_Id": "Wood" } } } ``` -------------------------------- ### Configure Infinite Sprint Stamina Blueprint Source: https://okaetsu.github.io/PalSchema/docs/guides/blueprints/intro Defines the blueprint modification to set SprintSP to 0.0, effectively disabling stamina consumption while sprinting. The asset name must include the _C suffix to be recognized by Pal Schema. ```json { "BP_PalGameSetting_C": { "SprintSP": 0.0 } } ``` -------------------------------- ### Reference Custom Enums in Pal Definitions Source: https://okaetsu.github.io/PalSchema/docs/guides/enums/newenums Use the newly defined enum values in your pal configuration files by including the full namespace and value. ```json { "PurpleCat": { "Tribe": "EPalTribeID::PurpleCat" }, "KarateDog": { "Tribe": "EPalTribeID::KarateDog" } } ``` -------------------------------- ### Configure DT_FieldLotteryNameDataTable for Drop Probabilities Source: https://okaetsu.github.io/PalSchema/docs/guides/pals/addingranchsuitability Set drop probabilities in lottery_probability.json using the FieldName defined in the lottery table. ```json { "DT_FieldLotteryNameDataTable": { "CharacterSpawnItem_Tocotoco_1": { "ItemSlot1_ProbabilityPercent": 100.0 }, "CharacterSpawnItem_Tocotoco_2": { "ItemSlot1_ProbabilityPercent": 100.0 }, "CharacterSpawnItem_Tocotoco_3": { "ItemSlot1_ProbabilityPercent": 100.0 }, "CharacterSpawnItem_Tocotoco_4": { "ItemSlot1_ProbabilityPercent": 100.0 }, "CharacterSpawnItem_Tocotoco_5": { "ItemSlot1_ProbabilityPercent": 100.0 } } } ``` -------------------------------- ### Replace Array Property Source: https://okaetsu.github.io/PalSchema/docs/types/arrayproperty Overwrites the entire existing array with the provided list of items. ```json "Village_Shop_1": { "productDataArray": [ { "StaticItemId": "Pal_crystal_S", "ProductType": "EPalItemShopProductType::Normal", "OverridePrice": 0, "ProductNum": 1, "Stock": 0 } ] } ``` -------------------------------- ### Basic JSON Object Structure Source: https://okaetsu.github.io/PalSchema/docs/gettingstarted A standard JSON object containing key-value pairs with string, number, and boolean types. ```json { "person": { "name": "Carl", "age": 30, "hasPets": true } } ``` -------------------------------- ### FModel SoftObject Representation Source: https://okaetsu.github.io/PalSchema/docs/types/softobjectptr The raw JSON structure of a SoftObject property as it appears in FModel, containing AssetPathName and SubPathString fields. ```json "Icon": { "AssetPathName": "/Game/Pal/Texture/PalIcon/Normal/T_Anubis_icon_normal.T_Anubis_icon_normal", "SubPathString": "" } ``` -------------------------------- ### FModel SoftClass Property Representation Source: https://okaetsu.github.io/PalSchema/docs/types/softclassptr The raw JSON structure of a SoftClass property as exported by FModel, containing AssetPathName and SubPathString fields. ```json "BPClass": { "AssetPathName": "/Game/Pal/Blueprint/Character/Monster/PalActorBP/Anubis/BP_Anubis.BP_Anubis_C", "SubPathString": "" } ``` -------------------------------- ### Define Entry ID Source: https://okaetsu.github.io/PalSchema/docs/guides/rawtables/intro The initial step to target a specific Datatable entry for modification. Ensure the ID matches the case-sensitive string found in FModel. ```json "SheepBall000": { ``` -------------------------------- ### FModel FText Representation Source: https://okaetsu.github.io/PalSchema/docs/types/ftext The verbose JSON structure used by FModel to represent an FText entry. ```json "ITEM_NAME_Accessory_NormalResist_1": { "TextData": { "Namespace": "DT_ItemNameText_Common", "Key": "ITEM_NAME_Accessory_NormalResist_1_TextData", "SourceString": "Ring of Neutral Resistance", "LocalizedString": "Ring of Neutral Resistance" } } ``` -------------------------------- ### Specify Enum Values Source: https://okaetsu.github.io/PalSchema/docs/types/enumproperty Enum values can be defined using either the full qualified name or the shorthand identifier. ```json "Tribe": "EPalTribeID::PinkCat" ``` ```json "Tribe": "PinkCat" ``` -------------------------------- ### Append to Array Property Source: https://okaetsu.github.io/PalSchema/docs/types/arrayproperty Appends items to an existing array by wrapping them in an object with an 'Items' property. ```json "Village_Shop_1": { "productDataArray": { "Items": [ { "StaticItemId": "Pal_crystal_S", "ProductType": "EPalItemShopProductType::Normal", "OverridePrice": 0, "ProductNum": 1, "Stock": 0 } ] } } ``` -------------------------------- ### PalSchema FText Representation Source: https://okaetsu.github.io/PalSchema/docs/types/ftext The simplified key-value pair format used in PalSchema for FText entries. ```json "ITEM_NAME_Accessory_NormalResist_1": "Ring of Neutral Resistance" ``` -------------------------------- ### Target a row in a data table Source: https://okaetsu.github.io/PalSchema/docs/gettingstarted Specify the internal identifier for the row to be modified. ```json { "DT_PalMonsterParameter": { "Kitsunebi": { } } } ``` -------------------------------- ### PalSchema SoftObject Representation Source: https://okaetsu.github.io/PalSchema/docs/types/softobjectptr The simplified string-based representation of a SoftObject property used within PalSchema. ```json { "DT_PalCharacterIconDataTable": { "Anubis": { "Icon": "/Game/Pal/Texture/PalIcon/Normal/T_Anubis_icon_normal.T_Anubis_icon_normal" } } } ``` -------------------------------- ### Define a Struct Property in PalSchema Source: https://okaetsu.github.io/PalSchema/docs/types/structproperty Represents a struct as a JSON object containing various property types like FName, Enum, and Numeric. ```json { "StaticItemId": "Blueprint_Head003_1", "ProductType": "EPalItemShopProductType::Normal", "OverridePrice": 0, "ProductNum": 1, "Stock": 0 } ``` -------------------------------- ### PalSchema SoftClass Property Definition Source: https://okaetsu.github.io/PalSchema/docs/types/softclassptr The simplified string-based representation of a SoftClass property used within PalSchema. ```json { "DT_PalBPClass": { "Anubis": { "BPClass": "/Game/Pal/Blueprint/Character/Monster/PalActorBP/Anubis/BP_Anubis.BP_Anubis_C" } } } ``` -------------------------------- ### Define Ranch Drops in lottery.json Source: https://okaetsu.github.io/PalSchema/docs/guides/pals/addingranchsuitabilitynew Add custom drop entries to the DT_ItemLotteryDataTable. Ensure row names are unique to avoid overwriting vanilla game data. ```json { "DT_ItemLotteryDataTable": { "TocotocoRanch_001": { "FieldName": "CharacterSpawnItem_Tocotoco_1", "SlotNo": 1, "WeightInSlot": 1.0, "StaticItemId": "Gunpowder2", "MinNum": 1, "MaxNum": 1, "NumUnit": 1, "TreasureBoxGrade": "EPalMapObjectTreasureGradeType::Grade1" }, "TocotocoRanch_002": { "FieldName": "CharacterSpawnItem_Tocotoco_2", "SlotNo": 1, "WeightInSlot": 1.0, "StaticItemId": "Gunpowder2", "MinNum": 1, "MaxNum": 2, "NumUnit": 1, "TreasureBoxGrade": "EPalMapObjectTreasureGradeType::Grade1" }, "TocotocoRanch_003": { "FieldName": "CharacterSpawnItem_Tocotoco_3", "SlotNo": 1, "WeightInSlot": 1.0, "StaticItemId": "Gunpowder2", "MinNum": 1, "MaxNum": 3, "NumUnit": 1, "TreasureBoxGrade": "EPalMapObjectTreasureGradeType::Grade1" }, "TocotocoRanch_004": { "FieldName": "CharacterSpawnItem_Tocotoco_4", "SlotNo": 1, "WeightInSlot": 1.0, "StaticItemId": "Gunpowder2", "MinNum": 1, "MaxNum": 4, "NumUnit": 1, "TreasureBoxGrade": "EPalMapObjectTreasureGradeType::Grade1" }, "TocotocoRanch_005": { "FieldName": "CharacterSpawnItem_Tocotoco_5", "SlotNo": 1, "WeightInSlot": 1.0, "StaticItemId": "Gunpowder2", "MinNum": 1, "MaxNum": 5, "NumUnit": 1, "TreasureBoxGrade": "EPalMapObjectTreasureGradeType::Grade1" } } } ``` -------------------------------- ### Define Datatable Modification Source: https://okaetsu.github.io/PalSchema/docs/guides/rawtables/intro A complete JSON structure defining the target entry and the specific fields to be updated or added. ```json "SheepBall000": { "ItemId3": "Horn", "Rate3": 0.3, "min3": 1, "Max3": 2 } ``` -------------------------------- ### Apply bulk changes with a single filter Source: https://okaetsu.github.io/PalSchema/docs/guides/rawtables/wildcard Modifies rows that match a specific condition using the $Filters array. ```json { "DT_PalMonsterParameter": { "*": { "$Filters": [ { "FieldName": "ElementType1", "Operation": "Equal", "Value": "Fire" } ], "WorkSuitability_EmitFlame": 1 } } } ``` -------------------------------- ### Modify property values Source: https://okaetsu.github.io/PalSchema/docs/gettingstarted Apply a specific value to a property within the targeted row. ```json { "DT_PalMonsterParameter": { "Kitsunebi": { "WorkSuitability_EmitFlame": 3 } } } ``` -------------------------------- ### Delete Datatable Row Source: https://okaetsu.github.io/PalSchema/docs/guides/rawtables/intro To remove an existing row from a table, set its value to null. ```json null ``` === COMPLETE CONTENT === This response contains all available snippets from this library. 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