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Players loader

Folder: RuneSchema/mods/<ModName>/players/

Player selectors, rules, attributes, appearance, effects, and presentation.

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Player rules select by name, GUID, or wildcard and apply supported attributes, appearance, effects, archetypes, map icons, and nameplates.

[
  {
    "Id": "all-players",
    "PlayerName": "*",
    "Scale": 1.0,
    "Nameplate": {"Definition":"ActivityBadge","ShowSelf":true}
  }
]

Use GUID selectors when names are not unique. Keep appearance rows and cooked assets installed on every client. Test respawn because player pawns and components can be recreated.

Simple rules

Carry capacity uses CarryWeightMultiplier (relative to the pawn's captured baseline) or MaxCarryWeight (an absolute capacity), not both in one rule. These change maximum capacity, not the weight of individual inventory items. If several matching rules set capacity, the last successfully applied rule wins; multipliers do not stack. For example, a later player profile with 1.4 overrides an earlier inventory mod with 3.0. Remove the competing field or change load order deliberately; a restart does not change that precedence.

Carry diagnostics include the captured baseline, requested capacity and value read back after the native attribute notification. Conflicting matching rules produce a deduplicated [PLAYERS][CARRY-OVERRIDE] warning. A rejected or overwritten native value is not reported as successfully applied.

  • Player rules may select by player name, GUID, or wildcard.
  • Use GUID selectors when player names are not unique.
  • Appearance rows and cooked presentation assets must be installed on every client; test respawn because player objects can be recreated.

FAQ

FAQ-PLAYERS-001 — How do I target every player?

Use the wildcard player selector, for example "PlayerName": "*".

FAQ-PLAYERS-002 — Should I target a player by name or GUID?

Use a GUID when names may not be unique. Name and wildcard selectors are useful when that distinction is acceptable.

FAQ-PLAYERS-003 — Why should I test player rules after respawn?

Player pawns and components can be recreated, so a rule that looks correct on initial spawn also needs a respawn test.


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