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reference error codes

cheaterbob edited this page Oct 12, 2026 · 4 revisions

Validation and error-code catalog

This searchable catalog is generated from literal validation calls in the runtime, editor tools, and repository validators. Use your browser search for an exact code shown by the Mods panel or authoring tool.

Regenerate it with Tools/Documentation/Generate-ValidationCatalog.ps1. Codes assembled dynamically at runtime may not appear here; the displayed message and source remain authoritative.

Severity

  • Error: the document, operation, or pack cannot proceed safely.
  • Warning: content may load with a fallback or requires author attention.
  • Info: state or platform information that does not itself invalidate content.

adapter.*

Code Severity Message prefix Source
adapter.core-missing Warning Core Assets/Scripts/Assembly-CSharp/CoreContentAdapter.cs

asset-patch.*

Code Severity Message prefix Source
asset-patch.asset-path Error Replacement must reference a safe relative PNG path: Assets/Scripts/Modding/AssetPatchDefinition.cs
asset-patch.content-root Warning Content root does not exist or escapes its pack. Assets/Scripts/Modding/AssetPatchDefinition.cs
asset-patch.definition-size Error Content JSON must be between 1 byte and 1 MiB. Assets/Scripts/Modding/AssetPatchDefinition.cs
asset-patch.id Error Patch ID must use the defining pack namespace and a patch/ path. Assets/Scripts/Modding/AssetPatchDefinition.cs
asset-patch.namespace Error Patch ID namespace must match its defining pack: Assets/Scripts/Modding/AssetSlotRegistry.cs
asset-patch.null Error Asset patch resolved to null. Assets/Scripts/Modding/AssetPatchDefinition.cs
asset-patch.override Warning Pack ' Assets/Scripts/Modding/AssetSlotRegistry.cs
asset-patch.pack Error Defining pack is not loaded: Assets/Scripts/Modding/RuntimeSpritePatchLoader.cs
asset-patch.replacements Error At least one replacement is required. Assets/Scripts/Modding/AssetPatchDefinition.cs
asset-patch.runtime-type Error PNG replacement requires a Sprite slot: Assets/Scripts/Modding/RuntimeSpritePatchLoader.cs
asset-patch.schema-version Error Unsupported schemaVersion Assets/Scripts/Modding/AssetPatchDefinition.cs
asset-patch.slot Error Replacement key is not a safe slot path: Assets/Scripts/Modding/AssetPatchDefinition.cs
asset-patch.target Error Patch targets an unknown public asset slot: Assets/Scripts/Modding/AssetSlotRegistry.cs, Assets/Scripts/Modding/RuntimeSpritePatchLoader.cs
asset-patch.target-id Error Patch target is not a valid public ID. Assets/Scripts/Modding/AssetPatchDefinition.cs
asset-patch.type Error Replacement does not match slot asset type Assets/Scripts/Modding/AssetSlotRegistry.cs
asset-patch.type-name Error Definition type must be 'assetPatch'. Assets/Scripts/Modding/AssetPatchDefinition.cs

asset-slot.*

Code Severity Message prefix Source
asset-slot.baseline Error Asset slot requires a baseline asset: Assets/Scripts/Modding/AssetSlotRegistry.cs
asset-slot.duplicate Error Asset slot is already registered: Assets/Scripts/Modding/AssetSlotRegistry.cs
asset-slot.enemy-animation-sprite Error Core enemy animation sprite was not loaded for public slot Assets/Scripts/Assembly-CSharp/CoreAssetSlotBinder.cs
asset-slot.enemy-renderer Error Core enemy renderer was not found for public slot Assets/Scripts/Assembly-CSharp/CoreAssetSlotBinder.cs
asset-slot.namespace Error Asset slot and owner namespaces must match their defining pack: Assets/Scripts/Modding/AssetSlotRegistry.cs
asset-slot.null Error Cannot register a null asset slot. Assets/Scripts/Modding/AssetSlotRegistry.cs

bootstrap.*

Code Severity Message prefix Source
bootstrap.catalog-missing Error Packaged Core content catalog could not be loaded. Assets/Scripts/Modding/ModLoaderBootstrap.cs
bootstrap.core-missing Error Packaged Core manifest could not be loaded. Assets/Scripts/Modding/ModLoaderBootstrap.cs
bootstrap.external-disabled Info External mod discovery is unavailable on this platform. Assets/Scripts/Modding/ModLoaderBootstrap.cs

bundle.*

Code Severity Message prefix Source
bundle.asset Error Every entry must be a unique prefab asset below Assets/. Assets/Editor/Modding/CaptivityUnityBundlePackager.cs
bundle.asset-null Error The prefab list contains an empty entry. Assets/Editor/Modding/CaptivityUnityBundlePackager.cs
bundle.assets Error Assign at least one prefab to the authoring profile. Assets/Editor/Modding/CaptivityUnityBundlePackager.cs
bundle.build Error Unity failed to build the Assets/Editor/Modding/CaptivityUnityBundlePackager.cs
bundle.descriptor Error Prefab root requires CapmodPrefabDescriptor: Assets/Editor/Modding/CaptivityUnityBundlePackager.cs
bundle.generated-metadata Error Remove assetBundles from the source manifest; the packager generates it. Assets/Editor/Modding/CaptivityUnityBundlePackager.cs
bundle.platform-module Error Unity support for Assets/Editor/Modding/CaptivityUnityBundlePackager.cs
bundle.platforms Error Select at least one bundle platform. Assets/Editor/Modding/CaptivityUnityBundlePackager.cs
bundle.prefab-id Error Prefab IDs must be unique and use Assets/Editor/Modding/CaptivityUnityBundlePackager.cs
bundle.script Error The first prefab slice only permits CapmodPrefabDescriptor; unsupported script: Assets/Editor/Modding/CaptivityUnityBundlePackager.cs

catalog.*

Code Severity Message prefix Source
catalog.cache-write Error Catalog cache path is missing. Assets/Scripts/Modding/ModCatalog.cs
catalog.category Error Core adapter category must be Enemy, Stage, Clothing, Item, or Challenge: Assets/Scripts/Modding/CoreContentCatalog.cs
catalog.duplicate-id Error Duplicate Core content ID: Assets/Scripts/Modding/CoreContentCatalog.cs
catalog.duplicate-legacy-selector Error Duplicate Assets/Scripts/Modding/CoreContentCatalog.cs
catalog.empty Error Core content catalog JSON is empty. Assets/Scripts/Modding/CoreContentCatalog.cs
catalog.entries Error The Core content catalog requires an entries array. Assets/Scripts/Modding/CoreContentCatalog.cs
catalog.id Error Every entry must have a valid ID in the 'core' namespace. Assets/Scripts/Modding/CoreContentCatalog.cs
catalog.legacy-id Error Legacy IDs must be non-negative: Assets/Scripts/Modding/CoreContentCatalog.cs
catalog.legacy-name Error Legacy names cannot have leading or trailing whitespace: Assets/Scripts/Modding/CoreContentCatalog.cs
catalog.legacy-selector Error Every Core entry must declare exactly one of legacyId or legacyName: Assets/Scripts/Modding/CoreContentCatalog.cs
catalog.null Error Core content catalog resolved to null. Assets/Scripts/Modding/CoreContentCatalog.cs
catalog.schema-version Error Unsupported schemaVersion Assets/Scripts/Modding/CoreContentCatalog.cs

challenge.*

Code Severity Message prefix Source
challenge.enemy-missing Error Unknown challenge enemy: Assets/Scripts/Modding/ModLoaderBootstrap.cs
challenge.extends-missing Error Unknown inherited challenge: Assets/Scripts/Modding/ModLoaderBootstrap.cs
challenge.id-collision Error External challenge runtime ID collision for Assets/Scripts/Modding/ModLoaderBootstrap.cs
challenge.item-missing Error Unknown challenge item: Assets/Scripts/Modding/ModLoaderBootstrap.cs
challenge.null Error Challenge definition resolved to null. Assets/Scripts/Modding/ClothingDefinition.cs
challenge.reward-content-missing Error Unknown content reward: Assets/Scripts/Modding/ModLoaderBootstrap.cs
challenge.reward-item-missing Error Unknown challenge item reward: Assets/Scripts/Modding/ModLoaderBootstrap.cs
challenge.reward-missing Error Unknown challenge reward: Assets/Scripts/Modding/ModLoaderBootstrap.cs
challenge.reward-not-bound Error Challenge reward is not a bound Assets/Scripts/Assembly-CSharp/ManagerChallenge.cs
challenge.reward-weapon-missing Error Unknown challenge weapon reward: Assets/Scripts/Modding/ModLoaderBootstrap.cs
challenge.stage-missing Error Unknown challenge stage: Assets/Scripts/Modding/ModLoaderBootstrap.cs
challenge.step-enemy-missing Error Unknown challenge step enemy: Assets/Scripts/Modding/ModLoaderBootstrap.cs
challenge.step-item-missing Error Unknown challenge step item: Assets/Scripts/Modding/ModLoaderBootstrap.cs

clothing.*

Code Severity Message prefix Source
clothing.effects.bounty Error bountyMultiplier must be between 0 and 3. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.effects.damage-taken Error damageTakenMultiplier must be between 0.05 and 2. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.effects.escape-power Error escapePowerMultiplier must be between 0.1 and 3. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.effects.stat Error statModifiers contains an unsupported stat or value: Assets/Scripts/Modding/ClothingDefinition.cs
clothing.effects.stat-count Error statModifiers supports at most 8 entries. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.extends-missing Error Clothing extends unknown Core clothing: Assets/Scripts/Modding/ModLoaderBootstrap.cs
clothing.null Error Clothing definition resolved to null. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.physics.mode Error physics.mode must be sway. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.physics.range Error Clothing sway values are outside supported bounds. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual Error visual is required. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.atlas Error atlas must be a safe pack-relative PNG path. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.attachment Error attachments must target a published clothing piece slot. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.attachment-bone Error Unknown player bone: Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.attachment-range Error Attachment offsets, pivot, rotation, or sortingOffset are outside supported bounds. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.body-variant Error Body variants need a safe name and 1 through 32 sprite overrides. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.body-variant-sprite Error Body variants may replace existing non-icon piece slots with safe PNG paths: Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.original-attachment Error Every original clothing piece requires an attachment definition: Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.original-attachment-bone Error Every original clothing piece must name its player bone: Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.original-attachment-slot Error Original attachment definitions must match a supplied piece sprite: Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.original-icon Error Fully original clothing requires an icon sprite. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.original-piece-count Error Fully original clothing supports an icon and at most 32 pieces. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.pixels-per-unit Error pixelsPerUnit must be greater than 0 and at most 1024. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.region-name Error Region is not a published V1 clothing slot: Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.region-rect Error Region rectangle must have a non-negative origin and positive size: Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.regions Error At least one atlas region is required. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.sprite-name Error Sprite is not a published V1 clothing slot: Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.sprite-path Error Sprite paths must be safe pack-relative PNG paths. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.sprites Error At least one sprite mapping is required. Assets/Scripts/Modding/ClothingDefinition.cs
clothing.visual.type Error visual.type must be coreClothingAtlas, coreClothingSprites, originalClothingSprites, or originalClothingAtlas. Assets/Scripts/Modding/ClothingDefinition.cs

content.*

Code Severity Message prefix Source
content.definition-limit Error Pack contains more than Assets/Scripts/Modding/ModContentDiscovery.cs
content.definition-size Error Content JSON must be between 1 byte and 1 MiB. Assets/Scripts/Modding/ModContentDiscovery.cs
content.root Warning Content root does not exist or escapes its pack. Assets/Scripts/Modding/ModContentDiscovery.cs
content.type Error Unsupported or missing content definition type: Assets/Scripts/Modding/ModContentDiscovery.cs

core-challenge.*

Code Severity Message prefix Source
core-challenge.catalog-missing Error Core challenge is absent from the legacy adapter catalog: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-challenge.definition-missing Error Core challenge has no packaged definition: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-challenge.legacy-id Error Core challenge legacyId does not match the adapter catalog: Assets/Scripts/Modding/ModLoaderBootstrap.cs

core-clothing.*

Code Severity Message prefix Source
core-clothing.catalog-missing Error Core clothing is absent from the legacy adapter catalog: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-clothing.definition-missing Error Core clothing has no packaged definition: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-clothing.icon-missing Error Migrated Core clothing icon is not loadable: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-clothing.legacy-id Error Core clothing legacyId does not match the adapter catalog: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-clothing.sprite-missing Error Migrated Core clothing piece is not loadable: Assets/Scripts/Modding/ModLoaderBootstrap.cs

core-content.*

Code Severity Message prefix Source
core-content.type Error Unsupported packaged Core definition type: Assets/Scripts/Modding/ModContentDiscovery.cs

core-enemy.*

Code Severity Message prefix Source
core-enemy.animation-ref-missing Error Unknown normalized Core enemy animation: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-enemy.animation-ref-owner Error Animation Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-enemy.catalog-missing Error Core enemy is absent from the legacy adapter catalog: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-enemy.duplicate Error Duplicate packaged Core enemy definition: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-enemy.legacy-duplicate Error Duplicate Core enemy legacyId: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-enemy.legacy-id Error Core enemy legacyId does not match the adapter catalog: Assets/Scripts/Modding/ModLoaderBootstrap.cs

core-item.*

Code Severity Message prefix Source
core-item.catalog-missing Error Core item is absent from the legacy adapter catalog: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-item.duplicate Error Duplicate packaged Core item definition: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-item.legacy-name Error Core item legacyName does not match the adapter catalog: Assets/Scripts/Modding/ModLoaderBootstrap.cs

core-stage.*

Code Severity Message prefix Source
core-stage.catalog-missing Error Core stage is absent from the legacy adapter catalog: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-stage.duplicate Error Duplicate packaged Core stage definition: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-stage.legacy-duplicate Error Duplicate Core stage legacyId: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-stage.legacy-id Error Core stage legacyId does not match the adapter catalog: Assets/Scripts/Modding/ModLoaderBootstrap.cs

core-weapon.*

Code Severity Message prefix Source
core-weapon.catalog-missing Error Core weapon is absent from the legacy adapter catalog: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-weapon.duplicate Error Duplicate packaged Core weapon definition: Assets/Scripts/Modding/ModLoaderBootstrap.cs
core-weapon.legacy-name Error Core weapon legacyName does not match the adapter catalog: Assets/Scripts/Modding/ModLoaderBootstrap.cs

dependency.*

Code Severity Message prefix Source
dependency.conflict Warning Disabled pack ' Assets/Scripts/Modding/ModDependencyResolver.cs
dependency.cycle Error Pack ' Assets/Scripts/Modding/ModDependencyResolver.cs
dependency.optional-disabled Info Optional dependency ' Assets/Scripts/Modding/ModDependencyResolver.cs
dependency.optional-missing Info Optional dependency ' Assets/Scripts/Modding/ModDependencyResolver.cs
dependency.optional-version Warning Optional dependency ' Assets/Scripts/Modding/ModDependencyResolver.cs

difficulty.*

Code Severity Message prefix Source
difficulty.core-missing Error Packaged Core difficulty is missing: Assets/Scripts/Modding/DifficultyDefinition.cs
difficulty.duplicate-id Error Duplicate difficulty ID: Assets/Scripts/Modding/DifficultyDefinition.cs
difficulty.duplicate-name Error Difficulty displayName must be unique: Assets/Scripts/Modding/DifficultyDefinition.cs

discovery.*

Code Severity Message prefix Source
discovery.no-directory Info No external Mods directory was found. Assets/Scripts/Modding/ModDiscovery.cs
discovery.no-manifest Warning Mod directory has no manifest.json. Assets/Scripts/Modding/ModDiscovery.cs
discovery.pack-limit Error Mods directory contains more than Assets/Scripts/Modding/ModDiscovery.cs

dragonbones.*

Code Severity Message prefix Source
dragonbones.armature Error The DragonBones file contains no armature. Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.bone-duplicate Error Duplicate bone name: Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.bone-missing Error Required bone was removed or renamed: Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.clip-duration Error Animation has no positive frame duration: Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.clip-missing Error Required animation was removed or renamed: Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.clip-unmapped Warning Animation is not recorded in the sidecar and will not be imported: Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.frame-rate Error Armature frameRate must be from 1 through 240. Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.import.document Error Converted output is not a named enemyAnimation or playerAnimation. Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.import.duplicate Error More than one converted animation targets Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.import.empty Error No matching animations were converted from the edited armature. Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.import.target Error No existing mod animation has ID Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.interpolation-approximation Warning DragonBones curve and tweenEasing values are not imported by runtime v1. Imported keys use the normalized animation interpolation rules and may not match the edited motion exactly. Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.layer-metadata Warning One or more display slots lost their Captivity sorting metadata. Animation motion can import, but keep layer changes in the enemy JSON or Unity VFX editor. Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.rotation-direction Warning DragonBones clockwise rotation directives are not preserved by runtime v1. Review rotations that cross 180 degrees after import. Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.sidecar Error The sidecar type is not supported. Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.sidecar-data Error The round-trip sidecar is missing its rig or source documents. Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.sidecar-set Error The round-trip sidecar is missing a rig set. Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.slot-missing Warning Bone has no display slot; motion imports but its sprite may be absent in DragonBones: Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.target-duplicate Error The loose mod contains duplicate animation ID Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.timeline-bone Error Animation Assets/Editor/Modding/DragonBonesAnimationBridge.cs
dragonbones.z-order-ignored Warning DragonBones zOrder timelines are not imported by runtime v1. Keep draw-order changes in normalized sortingOrder tracks and review the paired preview. Assets/Editor/Modding/DragonBonesAnimationBridge.cs

enemy.*

Code Severity Message prefix Source
enemy.ai.attack-range-gap Error preferredRange cannot exceed every attack's initiateRange or the enemy can stop outside attack range. Assets/Scripts/Modding/EnemyAttackAuthoring.cs
enemy.ai.retreat-range Error retreatRange cannot be greater than preferredRange. Assets/Scripts/Modding/EnemyAiAuthoring.cs
enemy.ai.type Error Original enemy AI type must be groundChase, flyingChase, or holdPosition. Assets/Scripts/Modding/EnemyAiAuthoring.cs
enemy.animation-ref-duplicate Error Animation clip is defined inline and by reference: Assets/Scripts/Modding/ModLoaderBootstrap.cs
enemy.animation-ref-missing Error Unknown normalized enemy animation: Assets/Scripts/Modding/ModLoaderBootstrap.cs
enemy.animation-ref-owner Error Normalized animation Assets/Scripts/Modding/ModLoaderBootstrap.cs
enemy.animation-refs.id Error animationRefs values must be enemy-animation content IDs. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation-refs.limit Error animationRefs supports at most 64 clips. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation-refs.name Error animationRefs keys must be semantic clip names. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.attack-hit-fields Error attackHit does not accept amount or impulse fields. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.base-clips Error Original animation sets require idle and move clips. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.camera-shake Error cameraShake amount must be between 0 and 1. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.camera-shake-fields Error cameraShake contains fields belonging to another event type. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.clip Error Clips need a semantic name, bounded duration, and 1..256 frames. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.clips Error At most 32 inline and referenced clips are supported. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.cue-amount Error cue amount must be finite and between -100000 and 100000. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.cue-fields Error cue accepts only cue, index, and amount metadata. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.cue-index Error cue index must be between 0 and 255. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.cue-name Error cue requires a semantic cue name of at most 80 characters. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.effect-bone Error spriteEffect bone must reference an enemy bone. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.effect-fields Error spriteEffect contains fields belonging to another event type. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.effect-region Error spriteEffect region must reference an atlas region. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.effect-sorting Error spriteEffect sortingOrder must be between -10000 and 10000. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.event-after-attack Error Animation event at Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.event-clip Error Enemy animation events are allowed only on clips referenced by an attack or finisher. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.event-loop Error Enemy gameplay events are not allowed on looping clips. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.event-time Error Enemy animation event times must be ordered and fall within the clip duration. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.event-type Error Unsupported enemy animation event type: Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.events Error Animation clips support at most 64 timed events. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.frame Error Frame times must be ordered within the clip and include bone poses. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.impulse Error impulse requires a finite x or y value between -1000 and 1000. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.impulse-amount Error impulse uses x and y rather than amount. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.impulse-fields Error impulse contains fields belonging to another event type. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.pose-bone Error Animation references an unknown bone: Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.pose-region Error Animation references an unknown atlas region: Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.required Error Original enemies require inline animation clips or animationRefs. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.sound-fields Error sound contains fields belonging to another event type. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.sound-file Error sound requires a safe pack-relative WAV or OGG file. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.animation.sound-volume Error sound volume must be between 0 and 1. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.animation Error Original attacks require an animation clip name. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.animation-missing Error Attack references an unknown animation clip: Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.entry Error Attack entries cannot be null. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.grab-finisher Error Grab attacks require the playable starter grab/finisher option. Assets/Editor/Modding/NewEnemyWizardWindow.cs, Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.hit-time Error hitTimeSeconds cannot exceed durationSeconds. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.hit-timing Error Original attacks require hitTimeSeconds or an attackHit event in their animation clip. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.id Error Attack IDs must be unique lowercase semantic names. Assets/Editor/Modding/NewEnemyWizardWindow.cs, Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.index Error Inherited attack indexes must be unique values from 0 through 31. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.projectile-region Error Projectile attacks require projectileRegion to reference an atlas region. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.required Error Original enemies require at least one attack. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.stage-events Error multiStage attacks require exactly one ordered attackHit animation event per stage. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.stage-type Error Each attack stage must use melee, hitscan, projectile, area, or grab. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.stages Error Multi-stage attacks require 2 through 16 hit stages. Assets/Editor/Modding/NewEnemyWizardWindow.cs, Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.type Error The starter wizard supports melee, hitscan, projectile, area, grab, and multi-stage attacks. Assets/Editor/Modding/NewEnemyWizardWindow.cs, Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.unexpected-stages Error Only multiStage attacks may define stages. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.attacks.weight-total Error At least one attack must have a selection weight greater than zero. Assets/Scripts/Modding/EnemyAttackAuthoring.cs
enemy.behavior.finisher-animation Error downedFinisher animation must be a semantic clip name. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-draft Error The starter finisher requires the DragonBones project and paired-player draft options. Assets/Editor/Modding/NewEnemyWizardWindow.cs
enemy.behavior.finisher-original Error downedFinisher is currently supported only by fully original enemies. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-participant-animation Error Participant animation must be a semantic clip name. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-participant-animation-id Error participantAnimations references an unknown participant: Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-participant-animation-missing Error Participant Assets/Scripts/Modding/ModLoaderBootstrap.cs
enemy.behavior.finisher-participant-animation-name Error Participant phase animations must be semantic clip names. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-participant-approach Error Participant approachRange cannot be smaller than joinRange. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-participant-enemy Error Each participant enemy must be an enemy content ID. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-participant-facing Error Participant facing must be preserve, left, or right. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-participant-id Error Participant IDs must be unique semantic names and cannot be 'owner'. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-participant-missing Error Finisher participant references an unavailable original enemy: Assets/Scripts/Modding/ModLoaderBootstrap.cs
enemy.behavior.finisher-participant-original Error Finisher participants currently require an originalSkeletonAtlas enemy: Assets/Scripts/Modding/ModLoaderBootstrap.cs
enemy.behavior.finisher-participant-phases Error phaseBoundary participants require a phased finisher. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-participant-policy Error Participant joinPolicy must be startOnly or phaseBoundary. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-participant-required Error Required participants must use joinPolicy startOnly. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-participants Error downedFinisher supports at most 3 secondary NPC participants. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-phase-animation Error Each finisher phase requires an enemy animation clip name. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-phase-animation-missing Error Finisher phase references an unknown enemy animation clip: Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-phase-duration Error Each finisher phase durationSeconds must be 0.1..60. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-phase-id Error Finisher phase IDs must be unique semantic names. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-phase-total Error Combined finisher phase duration cannot exceed 300 seconds. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-phases Error downedFinisher phases must contain 2..8 entries. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-player-animation Error playerAnimation requires a bounded duration and 1..256 frames. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-player-animation-ref Error playerAnimationRef must be a player-animation content ID. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-player-animation-source Error Use playerAnimation or playerAnimationRef, not both. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-player-bone Error playerAnimation references an unsupported player bone: Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-player-event-amount Error playerAnimation event amount must be greater than 0 and within the limit for its event type. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-player-event-fields Error playerAnimation finisher events cannot define fields belonging to enemy-side events. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-player-event-time Error playerAnimation event times must be ordered and fall within the clip duration. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-player-event-type Error Supported playerAnimation event types are pleasure, scaledPleasure, libido, strengthDamage, struggleDamage, and healthDamage. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-player-events Error playerAnimation supports at most 64 timed events. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-player-frame Error playerAnimation frame times must be ordered within the clip and include bone poses. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-player-region Error playerAnimation cannot replace player sprite regions. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-status-description Error Finisher status descriptions support at most 256 characters. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-status-empty Error Finisher status Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-status-key Error Unsupported finisher status: Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.finisher-status-title Error Finisher status titles must contain 1..64 characters. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.module Error Behavior modules must have unique types. Assets/Editor/Modding/NewEnemyWizardWindow.cs, Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.module-type Error Unsupported behavior module: Assets/Editor/Modding/NewEnemyWizardWindow.cs, Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.modules Error At most 8 behavior modules are supported. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.on-hit-clothing-id Error onHitEquipClothing clothing must be a clothing content ID. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.spawn-on-death-count Error Spawn-on-death count must be 1 through 32. Assets/Editor/Modding/NewEnemyWizardWindow.cs, Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.spawn-on-death-enemy Error Spawn-on-death requires a full enemy content ID. Assets/Editor/Modding/NewEnemyWizardWindow.cs, Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.speed-pulse-overlap Error Pulse duration must be shorter than its interval. Assets/Editor/Modding/NewEnemyWizardWindow.cs, Assets/Scripts/Modding/EnemyDefinition.cs
enemy.behavior.vision-range Error Vision range must be between 0.1 and 10000. Assets/Editor/Modding/NewEnemyWizardWindow.cs
enemy.drop-missing Error Enemy references an unknown drop item: Assets/Scripts/Modding/ModLoaderBootstrap.cs
enemy.drops.duplicate Error Drop item IDs must be unique. Assets/Editor/Modding/NewEnemyWizardWindow.cs
enemy.drops.item Error Invalid drop item ID: Assets/Editor/Modding/NewEnemyWizardWindow.cs, Assets/Scripts/Modding/EnemyDefinition.cs
enemy.extends-missing Error Enemy extends an unknown Core enemy: Assets/Scripts/Modding/ModLoaderBootstrap.cs
enemy.finisher-clothing-missing Error Enemy finisher references unknown clothing: Assets/Scripts/Modding/ModLoaderBootstrap.cs
enemy.null Error Enemy definition resolved to null. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.on-hit-clothing-missing Error Enemy references unknown on-hit clothing: Assets/Scripts/Modding/ModLoaderBootstrap.cs
enemy.player-animation-ref-missing Error Unknown normalized player animation: Assets/Scripts/Modding/ModLoaderBootstrap.cs
enemy.spawn-on-death-missing Error Enemy references an unknown spawnOnDeath enemy: Assets/Scripts/Modding/ModLoaderBootstrap.cs
enemy.spawn.original-inherit Error Original enemies cannot inherit Core template spawners; reference their ID from a stage spawner instead. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.stats.bounty Error Bounty cannot be negative. Assets/Editor/Modding/NewEnemyWizardWindow.cs, Assets/Scripts/Modding/EnemyDefinition.cs
enemy.stats.speed-acceleration Error Acceleration must be between 0.01 and 1000. Assets/Editor/Modding/NewEnemyWizardWindow.cs
enemy.stats.speed-max Error Maximum speed must be between 0.01 and 1000. Assets/Editor/Modding/NewEnemyWizardWindow.cs
enemy.stats.traction Error Traction must be between 0 and 1. Assets/Editor/Modding/NewEnemyWizardWindow.cs
enemy.visual Error Original enemies require a visual definition. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.atlas Error atlas must be a safe pack-relative PNG path. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.bone-cycle Error Skeleton parent hierarchy contains a cycle at Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.bone-id Error Bone IDs must be unique semantic names. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.bone-parent Error Bone references an invalid parent: Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.bone-region Error Bone references an unknown atlas region: Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.bone-transform Error Bone transforms must be finite and pivots must be 0..1. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.bones Error Original skeletons require 1..64 bones. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.hips Error Original skeletons require a hips bone. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.hit-zone-bone Error Hit zones require one unique existing bone. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.hit-zone-damage Error damageMultiplier must be low, normal, critical, or block. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.hit-zone-shape Error Hit-zone shape must be box or circle. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.hit-zones Error Original skeletons require 1..64 hit zones. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.pixels-per-unit Error pixelsPerUnit must be greater than 0 and at most 1024. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.region-name Error Region name is not a safe semantic path: Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.region-rect Error Region rectangle must have a non-negative origin and positive size: Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.regions Error At least one atlas region is required. Assets/Scripts/Modding/EnemyDefinition.cs
enemy.visual.type Error visual.type must be ' Assets/Scripts/Modding/EnemyDefinition.cs

enemy-animation.*

Code Severity Message prefix Source
enemy-animation.bone-missing Error Animation Assets/Scripts/Modding/NormalizedEnemyAnimationDefinition.cs
enemy-animation.duplicate-id Error Duplicate enemy animation ID: Assets/Scripts/Modding/NormalizedEnemyAnimationDefinition.cs
enemy-animation.effect-bone-missing Error Animation Assets/Scripts/Modding/NormalizedEnemyAnimationDefinition.cs
enemy-animation.reference-bone Error Sprite effect references a missing rig bone: Assets/Scripts/Modding/EnemyAnimationReferenceValidator.cs
enemy-animation.reference-document Error No enemy animation document was supplied. Assets/Scripts/Modding/EnemyAnimationReferenceValidator.cs
enemy-animation.reference-effect Error Effect trigger references an unknown effect: Assets/Scripts/Modding/EnemyAnimationReferenceValidator.cs
enemy-animation.reference-region Error Sprite key references a missing atlas region: Assets/Scripts/Modding/EnemyAnimationReferenceValidator.cs
enemy-animation.region-missing Error Animation Assets/Scripts/Modding/NormalizedEnemyAnimationDefinition.cs
enemy-animation.sample-limit Warning Animation Assets/Scripts/Modding/NormalizedEnemyAnimationDefinition.cs
enemy-animation.sprite-file Error Animation sprite assets must be PNG files. Assets/Scripts/Modding/NormalizedEnemyAnimationDefinition.cs

integrity.*

Code Severity Message prefix Source
integrity.preserved Info Preserved locally modified copy at Assets/Scripts/Modding/ModInstallIntegrity.cs

local.*

Code Severity Message prefix Source
local.archive-retained Warning Mod installed, but the source archive remains in Mods: Assets/Scripts/Modding/LocalCapmodInstaller.cs

manifest.*

Code Severity Message prefix Source
manifest.api-version Error Unsupported modApiVersion Assets/Scripts/Modding/ModManifestParser.cs
manifest.bundle Error assetBundles cannot contain null entries. Assets/Scripts/Modding/ModManifestParser.cs
manifest.bundle-count Error assetBundles may contain at most one payload per supported platform. Assets/Scripts/Modding/ModManifestParser.cs
manifest.bundle-path Error Bundle paths must be unique .bundle files below Assets/Scripts/Modding/ModManifestParser.cs
manifest.bundle-platform Error Bundle platforms must be unique: windows, android, or webgl. Assets/Scripts/Modding/ModManifestParser.cs
manifest.bundle-sha256 Error Bundle SHA-256 must contain exactly 64 hexadecimal characters. Assets/Scripts/Modding/ModManifestParser.cs
manifest.bundle-size Error Bundle size is outside the supported range. Assets/Scripts/Modding/ModManifestParser.cs
manifest.conflicts-core Error External packs cannot conflict with required Core. Assets/Scripts/Modding/ModManifestParser.cs
manifest.content-root-path Error Content root must be a safe relative path: Assets/Scripts/Modding/ModManifestParser.cs
manifest.content-roots Error At least one content root is required. Assets/Scripts/Modding/ModManifestParser.cs
manifest.core-id Error The packaged Core manifest must use ID 'core'. Assets/Scripts/Modding/ModManifestParser.cs
manifest.display-name Error displayName is required. Assets/Scripts/Modding/ModManifestParser.cs
manifest.duplicate-content-root Error Content root is declared more than once: Assets/Scripts/Modding/ModManifestParser.cs
manifest.duplicate-dependency Error Dependency ' Assets/Scripts/Modding/ModManifestParser.cs
manifest.empty Error Manifest JSON is empty. Assets/Scripts/Modding/ModManifestParser.cs
manifest.id Error Pack ID is invalid. Assets/Scripts/Modding/ModManifestParser.cs
manifest.null Error Manifest resolved to null. Assets/Scripts/Modding/ModManifestParser.cs
manifest.overrides Error overrides entries must be unique public content or asset-slot IDs: Assets/Scripts/Modding/ModManifestParser.cs
manifest.preview-count Error previewImages may contain at most 8 PNG files. Assets/Scripts/Modding/ModManifestParser.cs
manifest.preview-path Error previewImages entries must be unique safe relative PNG paths: Assets/Scripts/Modding/ModManifestParser.cs
manifest.priority Error priority must be between -100000 and 100000. Assets/Scripts/Modding/ModManifestParser.cs
manifest.reserved-id Error External packs cannot use the reserved ID 'core'. Assets/Scripts/Modding/ModManifestParser.cs
manifest.schema-version Error Unsupported schemaVersion Assets/Scripts/Modding/ModManifestParser.cs
manifest.self-dependency Error A pack cannot depend on itself. Assets/Scripts/Modding/ModManifestParser.cs
manifest.version Error Version is not valid semantic versioning. Assets/Scripts/Modding/ModManifestParser.cs

plan.*

Code Severity Message prefix Source
plan.size Error Dependency batch exceeds 16 packs or the platform download limit. Assets/Scripts/Assembly-CSharp/CoreContentAdapter.cs

player-animation.*

Code Severity Message prefix Source
player-animation.duplicate-id Error Duplicate player animation ID: Assets/Scripts/Modding/NormalizedPlayerAnimationDefinition.cs
player-animation.presentation-experimental Warning Normalized sprite, color, sorting, and particle presentation is experimental and is now applied by the runtime finisher importer. Assets/Scripts/Modding/NormalizedPlayerAnimationDefinition.cs
player-animation.sample-limit Warning Animation Assets/Scripts/Modding/NormalizedPlayerAnimationDefinition.cs

recovery.*

Code Severity Message prefix Source
recovery.restored Warning Recovered the previous version after an interrupted update: Assets/Scripts/Modding/ModCatalog.cs

registry.*

Code Severity Message prefix Source
registry.bind-missing Error Cannot bind an unregistered content ID: Assets/Scripts/Modding/ContentRegistry.cs
registry.bind-null Error Cannot bind a null runtime asset: Assets/Scripts/Modding/ContentRegistry.cs
registry.duplicate Error Content ID is already registered: Assets/Scripts/Modding/ContentRegistry.cs
registry.namespace Error Content ID namespace must match its defining pack: Assets/Scripts/Modding/ContentRegistry.cs
registry.null Error Cannot register a null content entry. Assets/Scripts/Modding/ContentRegistry.cs

rule.*

Code Severity Message prefix Source
rule.starter-missing Error Unknown starter weapon: Assets/Scripts/Modding/ModLoaderBootstrap.cs
rule.weapon-missing Error Unknown progression weapon: Assets/Scripts/Modding/ModLoaderBootstrap.cs

stage.*

Code Severity Message prefix Source
stage.audio-decode Error Could not decode Assets/Scripts/Assembly-CSharp/ExternalStageFactory.cs
stage.audio-file Error Stage Assets/Scripts/Modding/ModContentDiscovery.cs
stage.audio-load Error Could not load Assets/Scripts/Assembly-CSharp/ExternalStageFactory.cs
stage.audio.empty Error audio must replace at least one stage audio slot. Assets/Scripts/Modding/StageDefinition.cs
stage.camera.bounds Error Camera bounds require finite min/max coordinates with max greater than min. Assets/Scripts/Modding/StageDefinition.cs
stage.enemy-missing Error Stage references an unknown enemy: Assets/Scripts/Modding/ModLoaderBootstrap.cs
stage.extends-missing Error Stage extends an unknown Core stage: Assets/Scripts/Modding/ModLoaderBootstrap.cs
stage.interaction-challenge-missing Error Stage interaction references an unknown required challenge: Assets/Scripts/Modding/ModLoaderBootstrap.cs
stage.interaction-give-item-missing Error Stage interaction references an unknown reward item: Assets/Scripts/Modding/ModLoaderBootstrap.cs
stage.interaction-required-item-missing Error Stage interaction references an unknown required item: Assets/Scripts/Modding/ModLoaderBootstrap.cs
stage.layout Error layout is required. Assets/Scripts/Modding/StageDefinition.cs
stage.layout.hide-inherited-visuals Error hideInheritedVisuals is only available for tiledJson layouts. Assets/Scripts/Modding/StageDefinition.cs
stage.layout.path Error Tiled layout path must be a safe pack-relative .json file. Assets/Scripts/Modding/StageDefinition.cs
stage.layout.pixels-per-unit Error pixelsPerUnit must be between 1 and 512. Assets/Scripts/Modding/StageDefinition.cs
stage.layout.player-spawn Error tiledJson layouts define player-spawn in the Tiled map. Assets/Scripts/Modding/StageDefinition.cs
stage.layout.preserve-inherited-stage-objects Error preserveInheritedStageObjects is only available for tiledJson layouts. Assets/Scripts/Modding/StageDefinition.cs
stage.layout.reuse-inherited-spawners Error reuseInheritedSpawners is only available for tiledJson compatibility ports. Assets/Scripts/Modding/StageDefinition.cs
stage.layout.spawner-missing Error Tiled map has no enemy-spawner point named Assets/Scripts/Modding/ModContentDiscovery.cs
stage.layout.spawner-unused Error Tiled enemy-spawner point has no matching stage spawner: Assets/Scripts/Modding/ModContentDiscovery.cs
stage.layout.type Error layout.type must be 'coreStageLayout' or 'tiledJson'. Assets/Scripts/Modding/StageDefinition.cs
stage.null Error Stage definition resolved to null. Assets/Scripts/Modding/StageDefinition.cs
stage.pickup-missing Error Stage pickup references an unknown item: Assets/Scripts/Modding/ModLoaderBootstrap.cs
stage.spawner.closed-door-missing Error Spawner references an unknown required-closed Tiled door: Assets/Scripts/Modding/ModLoaderBootstrap.cs
stage.spawner.delay-jitter Error delayJitterSeconds cannot exceed delaySeconds. Assets/Scripts/Modding/StageDefinition.cs
stage.spawner.door-conflict Error Spawner cannot require the same door to be both open and closed: Assets/Scripts/Modding/StageDefinition.cs
stage.spawner.duplicate-enemy Error Spawner contains a duplicate enemy ID: Assets/Scripts/Modding/StageDefinition.cs
stage.spawner.enemies Error Each spawner requires between 1 and 64 enemy IDs. Assets/Scripts/Modding/StageDefinition.cs
stage.spawner.enemy-id Error Spawner enemy references must use enemy/ content IDs: Assets/Scripts/Modding/StageDefinition.cs
stage.spawner.id Error Spawner IDs must be unique lowercase path segments: Assets/Scripts/Modding/StageDefinition.cs
stage.spawner.initial-delay-jitter Error initialDelayJitterSeconds cannot exceed initialDelaySeconds. Assets/Scripts/Modding/StageDefinition.cs
stage.spawner.minimum-wave Error minimumWave must be between 0 and 10000. Assets/Scripts/Modding/StageDefinition.cs
stage.spawner.null Error Spawner entries cannot be null. Assets/Scripts/Modding/StageDefinition.cs
stage.spawner.open-door-missing Error Spawner references an unknown required-open Tiled door: Assets/Scripts/Modding/ModLoaderBootstrap.cs
stage.spawners Error A stage requires between 1 and 256 spawners. Assets/Scripts/Modding/StageDefinition.cs
stage.test-tools.enabled Error testTools must be omitted unless enabled is true. Assets/Scripts/Modding/StageDefinition.cs
stage.test-tools.enemy Error testTools.enemy must be an enemy content ID. Assets/Scripts/Modding/StageDefinition.cs
stage.waves.first-wave-enemy-count Error firstWaveEnemyCount must be between 1 and 1000. Assets/Scripts/Modding/StageDefinition.cs
stage.weapon-case-missing Error Stage weapon case references an unknown weapon: Assets/Scripts/Modding/ModLoaderBootstrap.cs

stage-script.*

Code Severity Message prefix Source
stage-script.duplicate-id Error Duplicate stage script ID: Assets/Scripts/Modding/ModLoaderBootstrap.cs
stage-script.stage-missing Error Stage script targets an unknown external stage: Assets/Scripts/Modding/ModLoaderBootstrap.cs
stage-script.volume-missing Error Stage script references an unknown script-trigger rectangle: Assets/Scripts/Modding/ModLoaderBootstrap.cs

tiled.*

Code Severity Message prefix Source
tiled.altar-shape Error altar objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.audio-file Error Audio must be a pack-local WAV or OGG between 1 byte and 64 MiB: Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.audio-mixer-group Error mixerGroup must be Ambience or SFX. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.audio-values Error volume must be 0..1 and distance must satisfy 0.1 <= minDistance <= maxDistance <= 10000. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.core-art-id Error Unknown public Core map-art ID: Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.core-art-shape Error core-art objects must be non-empty rectangles with finite rotation. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.core-art-sorting-layer Error core-art sortingLayer must be Background, Decoration, or Platform. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.core-art-sorting-order Error core-art sortingOrder must be between -10000 and 10000. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.core-prop-asset Error core-prop requires a core:stage-prop/... asset ID. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.core-prop-shape Error core-prop objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.core-stage-object-kind Error coreObjectKind must be object, door, interaction, actor, item, pose, or light. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.core-stage-object-shape Error core-stage-object adapters must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.core-stage-object-source Error core-stage-object requires a bounded relative sourcePath inside its inherited Core stage. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.decoration-adaptive-threshold Error Decoration adaptiveModeThreshold must be between 0 and 1. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.decoration-gid Error Decoration ' Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.decoration-opacity Error Decoration opacity must be between 0 and 1. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.decoration-shape Error Decoration objects must be visible, non-empty tile objects with finite rotation. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.decoration-sorting-layer Error Decoration sortingLayer must be Sky, Background, Decoration, or Platform. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.decoration-sorting-order Error Decoration sortingOrder must be between -10000 and 10000. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.door-price Error door price must be between 0 and 1,000,000. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.door-properties Error door item and sprite identifiers may not exceed 128 characters. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.door-proximity Error proximityRadius must be greater than 0 and at most 100. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.door-shape Error door objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.door-switch-shape Error door-switch objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.door-switch-targets Error door-switch requires a comma-separated targetDoors property. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.door-switch-visual Error onVisualFile and offVisualFile must both be pack-local PNGs with visualPixelsPerUnit from 1 to 1024. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.door-type Error doorType must be standard, jacky, or roller. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.door-visual Error Standard and Jacky doors require an open/closed PNG pair; roller doors use one visualFile PNG. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.file Error Tiled JSON is missing or outside its pack: Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.file-size Error Tiled JSON must be between 1 byte and 16 MiB. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.freeform-light-shape Error freeform-light must be a point. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.freeform-light-values Error freeform-light has invalid color, shape, intensity, or sorting layers. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.global-light-shape Error global-light must be a point. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.global-light-values Error global-light has invalid color, intensity, falloff, or sorting layers. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.image-layer-file Error Image layers require a relative pack-local PNG. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.image-layer-values Error Image-layer offsets must be finite; opacity must be 0..1 and parallax factors must be 0..2. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-chain-cycle Error Interaction chains must not contain cycles (at Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-challenges Error requiredChallenges must contain at most 100 challenge content IDs. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-door-action Error doorAction must be open, close, or toggle. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-effect Error interaction requires at least one supported action. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-enemy-count Error minEnemies/maxEnemies must be 0..10000 and maxEnemies must be zero or at least minEnemies. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-give-item Error giveItem must be an item content ID with giveItemAmount 1..10000, or both must be empty/zero. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-health Error restoreHealth must be between 0 and 10000. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-light-action Error lightAction must be on, off, toggle, or activate. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-message Error interaction message may contain at most 512 characters. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-money Error giveMoney must be between -1000000 and 1000000. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-physics Error knockback components must be -1000..1000 and ragdollSeconds must be 0..60. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-portable-visual Error visualFile and activatedVisualFile must both be pack-local PNGs with valid visual settings. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-price Error price must be 0 through 1000000 and is only supported for use interactions. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-required-interactions Error requiredInteractions may contain at most 100 interaction IDs. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-required-item Error requiredItem must be an item content ID on a use interaction; consumeRequiredItem requires it. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-required-money Error requiredMoney must be between 0 and 1000000. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-shape Error use interactions must be points; touch and shoot interactions must be non-empty rectangles. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-spawn Error spawnCount must be 1..1000 when targetSpawners is set, or 0 when it is empty. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-timing Error activationsRequired must be 1..10000 and delaySeconds must be 0..3600. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-trigger Error interaction trigger must be use, touch, or shoot. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-visual Error visualArt must be a public Core map-art ID and visualScale must be 0.1..20. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.interaction-wave Error minWave/maxWave must be non-negative and maxWave must be zero or at least minWave. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.keypad-code Error keypad code must contain 1 through 16 digits. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.keypad-shape Error keypad objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.keypad-targets Error keypad requires a comma-separated targetDoors property. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.light-flicker Error light-bulb flicker must be between 0 and 1. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.light-portable-visual Error Portable light visuals require paired pack-local PNGs and valid sprite, color, and radius settings. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.light-shape Error light-bulb objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.moving-platform-art Error Unknown public Core map-art ID: Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.moving-platform-offset Error moveX/moveY must define a finite non-zero destination within 100000 pixels. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.moving-platform-shape Error moving-platform objects must be non-empty rectangles. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.moving-platform-timing Error travelSeconds must be 0.1..3600 and pauseSeconds must be 0..3600. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.nav-node-connection Error nav-node connectionType must be move or climb. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.nav-node-shape Error nav-node objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.note-font-size Error note fontSize must be between 8 and 100. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.note-shape Error note objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.note-text Error note text must contain 1 through 4096 characters. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.null Error Tiled map resolved to null. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.object-coordinate Error Gameplay object coordinates must be finite and bounded. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.particle-color Error particle color must use #RRGGBB or #RRGGBBAA. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.particle-shape Error particle-emitter objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.particle-values Error particle values are outside their supported bounds. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.pickup-amount Error pickup amount must be between 1 and 10000. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.pickup-item Error pickup requires an item property containing an item content ID. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.pickup-shape Error pickup objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.platform-shape Error Platform objects must be non-empty rectangles. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.point-light-shape Error point-light must be a point. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.point-light-values Error point-light has invalid cone, pulse, or rendering settings. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.proximity-light-file Error proximity-light requires a pack-local PNG no larger than 16 MiB. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.proximity-light-shape Error proximity-light must be a point. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.proximity-light-values Error proximity-light has invalid visual, detection, or shape settings. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.room-entry-room Error room-entry requires a room property. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.room-entry-shape Error room-entry objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.room-shape Error room objects must be non-empty rectangles. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.room-transition-destination Error room-transition requires a destination room-entry ID. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.room-transition-shape Error room-transition objects must be non-empty rectangles. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.script-trigger-shape Error script-trigger objects must be non-empty rectangles. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.scripted-actor-enemy Error scripted-actor requires an enemy content ID. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.scripted-actor-shape Error scripted-actor objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.stage-item-file Error stage-item requires a pack-local PNG no larger than 16 MiB. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.stage-item-shape Error stage-item objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.stage-item-text Error stage-item requires a displayName and bounded onPickupSignal. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.stage-item-values Error stage-item visual, collider, weight, or value properties are outside their supported bounds. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.stage-marker-shape Error stage-marker objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.template-cycle Error Tiled object-template cycle detected: Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.template-file Error Tiled object template is missing or outside its pack: Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.template-limit Error Tiled map exceeds the object-template expansion limit. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.template-object Error Tiled template has no object definition: Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.template-path Error Tiled object templates must be relative pack-local .tx files. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.template-size Error Tiled object templates must be between 1 byte and 1 MiB. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.tile-diagonal-flip Warning Diagonal tile flips are experimental and currently render without the diagonal transform. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.tile-gid Error Tile layer ' Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.tile-layer-data Error Visible tile layers require at most 1,000,000 cells in an uncompressed numeric data array matching width times height. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.tile-layer-values Error Tile layer offsets and opacity must be finite and opacity must be between 0 and 1. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.tileset-animation Error Animated tiles require 2..256 valid in-tileset frames with durations of 16..60000 ms. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.tileset-border Error Sprite borders must be non-negative and fit inside the tileset tile dimensions. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.tileset-dimensions Error Tilesets require positive tile/image dimensions, tilecount, and columns. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.tileset-gid Error Tileset firstgid values must be positive and strictly increasing. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.tileset-image Error Tileset images must be relative PNG paths inside the pack. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.tileset-image-size Error Tileset tile grid does not fit inside its declared image dimensions. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.tileset-object-alignment Error Tileset objectalignment is not a supported Tiled alignment. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.tileset-source Error External tilesets require a relative pack-local .json or .tsj source. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.vendor-visual Error visualFile must be a pack-local PNG no larger than 16 MiB, with visualPixelsPerUnit from 1 to 1024. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.weapon-case-shape Error weapon-case objects must be points. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.weapon-case-size Error weapon-case caseSize must be 1, 2, or 3. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.weapon-case-visual Error visualFile and brokenVisualFile must both be pack-local PNGs with visualPixelsPerUnit from 1 to 1024. Assets/Scripts/Modding/TiledLevelDefinition.cs
tiled.weapon-case-weapon Error weapon-case requires a weapon property containing an item/weapon/ content ID. Assets/Scripts/Modding/TiledLevelDefinition.cs

ui.*

Code Severity Message prefix Source
ui.mods-canvas-missing Error Cannot open the Mods screen because the title buttons have no Canvas. Assets/Scripts/Assembly-CSharp/CoreContentAdapter.cs

usable.*

Code Severity Message prefix Source
usable.extends-missing Error Usable extends an unknown Core item: Assets/Scripts/Modding/ModLoaderBootstrap.cs
usable.null Error Usable definition resolved to null. Assets/Scripts/Modding/UsableDefinition.cs
usable.visual Error visual is required. Assets/Scripts/Modding/UsableDefinition.cs
usable.visual.collider Error colliderWidth and colliderHeight must be greater than 0 and at most 16. Assets/Scripts/Modding/UsableDefinition.cs
usable.visual.pivot Error pivotX and pivotY must be between 0 and 1. Assets/Scripts/Modding/UsableDefinition.cs
usable.visual.pixels-per-unit Error pixelsPerUnit must be greater than 0 and at most 1024. Assets/Scripts/Modding/UsableDefinition.cs
usable.visual.sorting-order Error sortingOrder must be between -1000 and 1000. Assets/Scripts/Modding/UsableDefinition.cs
usable.visual.type Error visual type must be 'coreUsableSprites' or 'originalUsableSprites'. Assets/Scripts/Modding/UsableDefinition.cs

weapon.*

Code Severity Message prefix Source
weapon.alternate.beam Error A beam alternate fire requires behavior.beam. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.alternate.burst-interval Error alternateFire.burstIntervalSeconds is required when burstCount is greater than one. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.alternate.melee Error A melee alternate fire requires behavior.melee. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.alternate.mode Error alternateFire.mode must be hitscan, projectile, melee, or beam. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.alternate.projectile Error A projectile alternate fire requires behavior.projectile. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.ammunition.duration Error effectDurationSeconds is required when damageOverTime is used. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.ammunition.slow-duration Error slowDurationSeconds is required when slowMultiplier is below one. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.ammunition.type Error ammunition.type must be standard, fmj, hollow-point, incendiary, toxic, freeze, or custom. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.animations.asset-path Error Animation sprites must use safe pack-relative PNG paths. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.animations.clip-count Error animations.clips supports at most idle, equip, fire, alternate, charge, and reload. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.animations.clip-name Error Animation clip names must be idle, equip, fire, alternate, charge, or reload. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.animations.frame Error Animation frames require a duration from 0.01 through 10 seconds and at least one sprite. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.animations.frames Error Each animation clip requires 1 through 120 frames. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.animations.original-state Error Fully original weapons use timed sprite clips and cannot reference inherited Animator states or speed multipliers. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.animations.slot Error Animation sprites must target a visible published prefab slot: Assets/Scripts/Modding/WeaponDefinition.cs
weapon.animations.state Error Animation state names must contain 1 to 80 characters and no path separators. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.beam.color Error beam.color must use #RRGGBB or #RRGGBBAA. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.beam.input Error beam.input must be primary or alternate. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.behavior.burst-interval Error burstIntervalSeconds is required when burstCount is greater than one. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.behavior.casing-on Error casingOn must be shoot, reload, or both. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.behavior.tracer-color Error tracerColor must use #RRGGBB or #RRGGBBAA. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.charge.charging-color Error charge.chargingColor must use #RRGGBB or #RRGGBBAA. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.charge.damage-range Error minimumDamageMultiplier cannot exceed maximumDamageMultiplier. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.charge.ready-color Error charge.readyColor must use #RRGGBB or #RRGGBBAA. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.extends-missing Error Weapon extends an unknown Core item: Assets/Scripts/Modding/ModLoaderBootstrap.cs
weapon.melee.input Error melee.input must be primary or alternate. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.null Error Weapon definition resolved to null. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.projectile.mode Error projectile.mode must be hitscan or physical. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.projectile.sprite Error A physical projectile requires a PNG sprite. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.stats.ammo-pair Error ammoMax and magazineSize must be overridden together. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.stats.magazine-size Error magazineSize cannot exceed ammoMax. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.stats.original-reload-type Error Fully original weapons currently support the event-free Magazine reload type. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.stats.original-required Error A fully original weapon requires a complete stats object. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.throwable.explode-on-impact Error throwable.explodeOnImpact requires a positive explosionRadius. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.throwable.explosion-color Error throwable.explosionColor must use #RRGGBB or #RRGGBBAA. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.throwable.explosion-damage Error A throwable explosionRadius requires a positive explosionDamageMultiplier. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.throwable.explosion-style Error throwable.explosionStyle must be burst or fire. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.throwable.ignite Error throwable igniteDurationSeconds requires igniteDamagePerTick and igniteTicksPerSecond. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.throwable.primary-conflict Error throwable cannot be combined with projectile, melee, charge, or beam primary behavior. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual Error visual is required. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual.asset-path Error Weapon sprites must use safe pack-relative PNG paths: Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual.body Error A fully original weapon requires the body sprite. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual.bundle-prefab Error bundlePrefab must be a prefab/... ID owned by the defining pack. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual.hidden-slot Error hiddenSlots must name visible published prefab slots: Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual.original-fields Error Rig, collider, pivot, and muzzle fields are only valid for originalWeaponSprites. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual.part Error Each parts key must name a visible sprite from visual.sprites. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual.part-sorting-order Error part sortingOrder must be between -100 and 100. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual.parts Error parts is only valid for originalWeaponSprites. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual.pixels-per-unit Error pixelsPerUnit must be greater than 0 and at most 1024. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual.slot Error Sprite slot is not published by the selected Core weapon template: Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual.sorting-order Error sortingOrder must be between -100 and 100. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual.sprites Error At least one weapon sprite is required. Assets/Scripts/Modding/WeaponDefinition.cs
weapon.visual.type Error visual.type must be coreWeaponSprites or originalWeaponSprites. Assets/Scripts/Modding/WeaponDefinition.cs

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