References Links for Data Parser Schema
Characters and Jobs[edit | edit source]
Backstory[edit | edit source]
A Backstory record defines the template used to procedurally generate a new player character. It sets the starting job, traits, tags, and localization IDs. BlockCondition entries with Type: AddCharacter reference a Backstory by its group ID.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
BackstoryId |
INTEGER | Auto |
Auto-assigned ID for this Backstory record. |
Group |
INTEGER | required |
The group ID used by |
NewGame |
INTEGER | 0 |
TODO: Describe |
Implant |
INTEGER | 0 |
TODO: Describe |
Implant1 |
INTEGER | 0 |
TODO: Describe |
Implant2 |
INTEGER | 0 |
TODO: Describe |
Implant3 |
INTEGER | 0 |
TODO: Describe |
NewGameGender |
INTEGER | 0 |
TODO: Describe |
Cosmetic |
INTEGER | required |
TODO: Describe |
JobTypeId |
INTEGER | required |
The job class assigned to the generated character. |
ContactLink1 |
INTEGER | 0 |
TODO: Describe |
ContactLink2 |
INTEGER | 0 |
TODO: Describe |
Weight |
INTEGER | "1" |
Selection weight when multiple backstories exist in the same group. |
BackstoryTrait |
TEXT | required |
A special backstory trait tag applied to the character. |
Trait1A |
TEXT | "" |
First trait option in slot 1. |
Trait1B |
TEXT | "" |
Second trait option in slot 1. |
Trait1C |
TEXT | "" |
Third trait option in slot 1. |
Trait1D |
TEXT | "" |
TODO: Describe |
Trait2A |
TEXT | "" |
TODO: Describe |
Trait2B |
TEXT | "" |
TODO: Describe |
Trait2C |
TEXT | "" |
TODO: Describe |
Trait2D |
TEXT | "" |
TODO: Describe |
Trait2E |
TEXT | "" |
TODO: Describe |
CharLink |
TEXT | "" |
The story ID assigned to the generated character for dialog interpolation. |
Icon |
TEXT | "" |
TODO: Describe |
FactionTag |
TEXT | "" |
TODO: Describe |
BlockGroup |
TEXT | "" |
TODO: Describe |
Tag1 |
TEXT | "" |
First tag applied to the generated character. |
Tag2 |
TEXT | "" |
Second tag applied to the generated character. |
Tag3 |
TEXT | "" |
Third tag applied to the generated character. |
Tag4 |
TEXT | "" |
Fourth tag applied to the generated character. |
TagID |
TEXT | "" |
TODO: Describe |
CodeName |
TEXT | "" |
The character's code name written to the localization JSON. |
Title |
TEXT | "" |
The character's title written to the localization JSON. |
Desc |
TEXT | "" |
The backstory description written to the localization JSON. |
GivenName |
TEXT | "" |
The character's given name written to the localization JSON. |
Surname |
TEXT | "" |
The character's surname written to the localization JSON. |
Value Mappings
JobTypeId[edit | edit source]
The job class assigned to the character generated from this backstory.
| Authored Value | SQL Value | Meaning |
|---|---|---|
CyberKnight |
1 | |
Warmachine |
2 | |
Cybersword |
3 | |
Assassin |
4 | |
AgentEX |
5 | |
Assault |
6 | |
Soldier |
7 | |
DronePilot |
8 | |
Hunder |
9 | |
CombatMedic |
10 | |
Sniper |
11 | |
Vanguard |
12 | |
Hacker |
13 | |
Gunslinger |
14 | |
Scourge |
15 | |
Face |
17 |
CharacterLevel[edit | edit source]
CharacterLevel defines the XP thresholds and reward grants for each character level. Each row corresponds to one level tier and specifies how much XP is required and what skill points, job points, talent points, and level type the character receives.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
XP |
INTEGER | 0 |
Total XP required to reach this level. |
Level |
INTEGER | 0 |
The level number. |
Skill |
INTEGER | 0 |
Skill points granted at this level. |
Job |
INTEGER | 0 |
Job points granted at this level. |
Talent |
INTEGER | 0 |
Talent points granted at this level. |
Type |
INTEGER | 0 |
The level type, controlling which reward track this level falls into. |
Job[edit | edit source]
A Job defines a playable character class. Each job determines what weapons, armor, implants, and talents a character can use, as well as their combat role and proc-gen characteristics. Jobs can optionally support pet companions with their own weapon and armor slots.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
JobId |
INTEGER | required |
Hand-authored primary key for this job. |
Type |
INTEGER | 0 |
The job type category. |
CharType |
INTEGER | 0 |
The character entity type used for this job. |
PetOwner |
INTEGER | 0 |
The pet owner type for this job's companion. |
PetChar |
INTEGER | 0 |
The pet character type for this job's companion. |
ReqCyber |
INTEGER | 0 |
A cybernetic implant class required to unlock this job. |
Quad1 |
INTEGER | 0 |
First cybernetic quad available to this job. |
Quad2 |
INTEGER | 0 |
Second cybernetic quad. |
Quad3 |
INTEGER | 0 |
Third cybernetic quad. |
Frame1 |
INTEGER | 0 |
First quad frame option. |
Frame2 |
INTEGER | 0 |
Second quad frame option. |
Frame3 |
INTEGER | 0 |
Third quad frame option. |
Enabled |
INTEGER | 0 |
If set, this job is available in the game. |
Medical |
INTEGER | 0 |
Number of medical items this job can carry. |
Demo |
INTEGER | 0 |
Number of demolition items this job can carry. |
Tech |
INTEGER | 0 |
Number of tech items this job can carry. |
Drug |
INTEGER | 0 |
Number of drug items this job can carry. |
AnyItem |
INTEGER | 0 |
Number of any-type items this job can carry. |
Node1 |
INTEGER | 0 |
First default job node unlocked at character creation. |
Node2 |
INTEGER | 0 |
Second default job node. |
Node3 |
INTEGER | 0 |
Third default job node. |
Node4 |
INTEGER | 0 |
Fourth default job node. |
PetWeapon |
INTEGER | 0 |
Pet weapon blueprint class for this job's companion. |
PetArmor |
INTEGER | 0 |
Pet armor blueprint class. |
PetSlot1 |
INTEGER | 0 |
Pet implant class for slot 1. |
PetSlot2 |
INTEGER | 0 |
Pet implant class for slot 2. |
PetSlot3 |
INTEGER | 0 |
Pet implant class for slot 3. |
Sort |
INTEGER | 0 |
Sort order in the job selection UI. |
TagMatch |
TEXT | "" |
Tag filter for proc-gen job assignment. |
Icon |
TEXT | "" |
Asset path for this job's icon. |
Name |
TEXT | "" |
The job's display name. Gender-split into |
Desc |
TEXT | "" |
The job's description. Gender-split into |
JobNode[edit | edit source]
A JobNode defines a single node in a job's talent tree. Nodes can unlock talents, grant implant slots, provide stat bonuses, or enable special abilities. Each node has display position, prerequisites, and a credit cost to purchase.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
JobNodeId |
INTEGER | required |
Hand-authored primary key for this job node. |
Version |
INTEGER | 0 |
The job tree version this node belongs to. |
Job |
INTEGER | 0 |
The JobId this node belongs to. |
Col |
INTEGER | 0 |
Display column position in the talent tree UI. |
Row |
INTEGER | 0 |
Display row position in the talent tree UI. |
Req1 |
INTEGER | 0 |
A prerequisite JobNodeId that must be purchased first. |
Req2 |
INTEGER | 0 |
Second prerequisite node. |
Req3 |
INTEGER | 0 |
Third prerequisite node. |
SubTree |
INTEGER | 0 |
The sub-tree this node belongs to within the job tree. |
SubQuad |
INTEGER | 0 |
The quad sub-section this node belongs to. |
ImplantClass |
INTEGER | 0 |
The implant class slot unlocked by this node. |
ImplantLevel |
INTEGER | 0 |
The implant level unlocked. |
Locked |
INTEGER | 0 |
If set, this node is locked by default. |
MatrixEffect |
INTEGER | 0 |
A MatrixEffect applied by this node. |
NodeEffect |
INTEGER | 0 |
An Effect applied by this node. |
Talent |
INTEGER | 0 |
The primary talent granted by this node. |
TriggerTalent |
INTEGER | 0 |
A talent triggered by a specific condition. |
TriggerType |
INTEGER | 0 |
The trigger type that activates the trigger talent. |
TriggerEffect |
INTEGER | 0 |
An effect applied when the trigger fires. |
Adjustment |
INTEGER | 0 |
An adjustment ID modifying the node's talent. |
MaxUses |
INTEGER | 0 |
Maximum uses per turn for this node's talent. |
Charges |
INTEGER | 0 |
Maximum charges for this node's talent. |
Recharge |
INTEGER | 0 |
Turns required to recharge the talent. |
Range |
INTEGER | 0 |
Talent range in tiles. |
AoE |
INTEGER | 0 |
Talent area of effect radius. |
Duration |
INTEGER | 0 |
Duration of talent effects in turns. |
Healing |
INTEGER | 0 |
Healing provided by this node's talent. |
Damage |
INTEGER | 0 |
Damage dealt by this node's talent. |
Count |
INTEGER | 0 |
Count parameter for multi-target talents. |
AP |
INTEGER | 0 |
Action point cost of this node's talent. |
CarryClass |
INTEGER | 0 |
An item carry class unlocked by this node. |
Limit |
INTEGER | 0 |
Talent use limit. |
Rule |
INTEGER | 0 |
A rule ID associated with this node. |
Cost |
INTEGER | 0 |
Credit cost to purchase this node. |
Icon |
TEXT | "" |
Asset path for this node's icon. |
Name |
TEXT | "" |
The node's display name. |
Desc |
TEXT | "" |
The node's description. |
Implant[edit | edit source]
An Implant is a cybernetic enhancement installed in a character. Implants provide stat bonuses, grant special abilities, or unlock new talents. Each implant occupies a specific slot and may conflict with other implants. Some implants are disabled (deactivated) and require unlocking.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
ImplantTypeId |
INTEGER | required |
Hand-authored primary key for this implant. |
Class |
INTEGER | 0 |
The implant class controlling which slots it can fill. |
Level |
INTEGER | 0 |
The implant level controlling its power tier. |
Slot |
INTEGER | 0 |
The implant slot this implant occupies. |
Conflict |
INTEGER | 0 |
An implant ID that cannot be equipped simultaneously with this implant. |
Stress |
INTEGER | 0 |
Stress applied to the character when this implant is installed. |
DVMult |
INTEGER | 0 |
DV (damage vulnerability) multiplier applied. |
DVScore |
INTEGER | 0 |
DV score contribution. |
Deactivated |
INTEGER | 0 |
If set, this implant starts deactivated and must be reactivated. |
Effect |
INTEGER | 0 |
An effect applied while this implant is active. |
TraitGroup |
INTEGER | 0 |
A trait group applied when this implant is installed. |
MatrixEffect |
INTEGER | 0 |
A MatrixEffect applied while this implant is active. |
TriggerType |
INTEGER | 0 |
The trigger type that activates this implant's effect. |
Trigger |
INTEGER | 0 |
The effect triggered when the trigger condition is met. |
Wound |
INTEGER | 0 |
A wound trait applied when this implant is damaged. |
Armor |
INTEGER | 0 |
An armor restriction imposed by this implant. |
InstallTime |
INTEGER | 0 |
Turns required to install this implant. |
Backstory |
INTEGER | 0 |
A backstory group associated with characters that have this implant. |
InstallJob |
INTEGER | 0 |
The job required to install this implant. |
Talent |
INTEGER | 0 |
A talent granted by this implant. |
Service |
INTEGER | 0 |
The ContactService that installs or sells this implant. |
Rarity |
INTEGER | 0 |
The rarity tier of this implant. |
PowerLevel |
INTEGER | 0 |
The power level of this implant. |
Cost |
INTEGER | 0 |
Credit cost. |
Faction |
INTEGER | 0 |
The faction this implant is associated with. |
Icon |
TEXT | "" |
Asset path for this implant's icon. |
Name |
TEXT | "" |
The implant's display name. |
Value Mappings
Rarity[edit | edit source]
The rarity tier of this implant.
| Authored Value | SQL Value | Meaning |
|---|---|---|
Common |
1 | Common — lowest tier |
Rare |
2 | Rare — second tier |
Epic |
3 | Epic — third tier |
Legendary |
4 | Legendary — highest tier |
Talent[edit | edit source]
A Talent defines an active or passive ability available to characters through their job node tree. Talents can deal damage, apply effects, consume action points, spawn tokens, and interact with weapons, drones, and other game systems.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
TalentId |
INTEGER | required |
Hand-authored primary key for this talent. |
Type |
INTEGER | 0 |
The talent type ID grouping related talent variants. |
AltAdjust |
INTEGER | 0 |
An alternate adjustment ID applied to this talent. |
AltOverride |
INTEGER | 0 |
If set, overrides the alternate behavior. |
Level |
INTEGER | 0 |
The upgrade level of this talent. |
Cost |
INTEGER | 0 |
The level-up credit cost for this talent. |
IsCyber |
INTEGER | 0 |
If set, this talent requires a cybernetic implant to use. |
ReqCyber |
INTEGER | 0 |
The specific cybernetic class required. |
IsFace |
INTEGER | 0 |
If set, this is a face (social) talent. |
MatrixOnly |
INTEGER | 0 |
If set, this talent only functions in Matrix combat. |
IsActive |
INTEGER | 0 |
If set, this is an active talent that must be triggered by the player. |
Trigger |
INTEGER | 0 |
The game event that triggers this passive talent. |
Range |
INTEGER | 0 |
Effective range in tiles. |
AoE |
INTEGER | 0 |
Area of effect radius in tiles. |
Action |
INTEGER | 0 |
The action ID performed by this talent. |
PetProxy |
INTEGER | 0 |
If set to 1, this allows this talent to use the location of any pet as its center point for range |
AP |
INTEGER | 0 |
Action point cost to activate this talent. |
Stress |
INTEGER | 0 |
Stress applied when this talent is used. |
Weapon |
INTEGER | 0 |
A weapon ID required or used by this talent. |
WeaponMode |
INTEGER | 0 |
The weapon firing mode used by this talent. |
TargetEffect |
INTEGER | 0 |
An effect applied to the target. |
TargetDuration |
INTEGER | 0 |
Duration of the target effect in turns. |
SelfEffect |
INTEGER | 0 |
An effect applied to the user. |
SelfDuration |
INTEGER | 0 |
Duration of the self effect. |
MatrixEffect |
INTEGER | 0 |
A MatrixEffect applied by this talent. |
MatrixDuration |
INTEGER | 0 |
Duration of the MatrixEffect. |
Token |
INTEGER | 0 |
The type of token created by this talent. |
TokenCount |
INTEGER | 0 |
Number of tokens created. |
TokenDuration |
INTEGER | 0 |
Duration of created tokens. |
Volume |
INTEGER | 0 |
Audio volume level for this talent's sounds. |
PureDamage |
INTEGER | 0 |
Pure (untyped) damage dealt. |
PhysicalDamage |
INTEGER | 0 |
Physical damage dealt. |
BallisticDamage |
INTEGER | 0 |
Ballistic damage dealt. |
DroneDamage |
INTEGER | 0 |
Damage dealt to drones. |
DroneRule |
INTEGER | 0 |
A drone behavior rule applied by this talent where 1 is only drones, -1 is all biological targets and 0 is anyone |
PreReq |
INTEGER | 0 |
A prerequisite talent that must be learned first. |
ExtraAsset |
INTEGER | 0 |
An additional asset ID used by this talent. |
AlternateCharge |
INTEGER | 0 |
An alternate charge cost for this talent. |
Filter |
INTEGER | 0 |
A filter type applied to target selection. |
AltRule |
INTEGER | 0 |
An alternate rule type. |
Animation |
INTEGER | 0 |
The animation key played when this talent is used. |
KeepSelected |
INTEGER | 0 |
If set, the talent keeps the target selected after firing. |
Counter |
INTEGER | 0 |
A counter ID incremented when this talent is used. |
TeamMaxUses |
INTEGER | 0 |
Maximum uses per turn shared across the whole team. |
MaxUses |
INTEGER | 0 |
Maximum uses per turn for this character. |
Charges |
INTEGER | 0 |
Maximum charge count. |
Recharge |
INTEGER | 0 |
Turns required to recharge. |
TargetType |
TEXT | "" |
The target selection type for this talent. |
Vfx |
TEXT | "" |
Visual effect asset for the talent activation. |
SelfVfx |
TEXT | "" |
Visual effect asset applied to the user. |
TokenVfx |
TEXT | "" |
Visual effect asset for spawned tokens. |
Icon |
TEXT | "" |
Asset path for this talent's icon. |
StringKey |
TEXT | "" |
A localization key reference for additional text lookup. |
EventSFX |
TEXT | "" |
Sound effect asset for the talent event. |
GroupSFX |
TEXT | "" |
Sound effect asset for the talent group. |
TypeSFX |
TEXT | "" |
Sound effect asset for the talent type. |
Name |
TEXT | "" |
The talent's display name. |
Trait[edit | edit source]
A Trait is a persistent modifier attached to a character that affects their stats, abilities, or story eligibility. Traits exist in upgrade chains of up to four levels sharing a TraitGroup. Level 1 is the root (ProcGenRoot) and levels 2–4 are upgrades (ProcGenLevel).
{
"Trait": [
{ "Class": "ProcGenRoot", "Level": 1, "Effect": 8118, "Score": 1, "TagMatch": "Trait_ReinforcedSpine", "Name": "Reinforced Spine", "Desc": "..." },
{ "Group": 3096, "Class": "ProcGenLevel", "Level": 2, "Effect": 8119, "Score": 2, "Name": "Reinforced Spine II", "Desc": "..." }
]
}
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
TraitId |
INTEGER | Auto |
Auto-assigned ID for this Trait record. The Level 1 root TraitId becomes the TraitGroup for levels 2–4. |
Group |
INTEGER | 0 |
The upgrade chain this trait belongs to. All four levels share the same TraitGroup. Defaults to TraitId if omitted. |
Class |
INTEGER | required |
The category of this trait. |
Effect |
INTEGER | 0 |
The EffectTypeId applied when this trait is active. |
MatrixEffect |
INTEGER | 0 |
The MatrixEffectTypeId applied when this trait is active in the Matrix. |
Level |
INTEGER | 0 |
The upgrade level of this trait within its chain (1–4). |
HealTime |
INTEGER | 0 |
Turns required to heal this trait if it is a wound. |
HealCost |
INTEGER | 0 |
Credit cost to heal this trait. |
Score |
INTEGER | 0 |
Numeric score used for weighted selection and power level calculations. |
TagMatch |
TEXT | "" |
A tag required on a character for this trait to be eligible during proc-gen. |
Name |
TEXT | "" |
Display name written to the localization JSON. |
Desc |
TEXT | "" |
Description written to the localization JSON. |
Value Mappings
Class[edit | edit source]
The category of this trait, controlling how it is assigned and displayed.
| Authored Value | SQL Value | Meaning |
|---|---|---|
ProcGenRoot |
1 | Level 1 root of a proc-gen trait upgrade chain |
ProcGenLevel |
2 | Level 2, 3, or 4 upgrade in a proc-gen chain |
SpecialStory |
3 | A story-specific trait granted by a narrative event |
Wound |
4 | A wound trait that degrades a character's capabilities until healed |
Backstory |
5 | A trait granted by a character backstory record |
MutationTemp |
6 | A temporary mutation trait |
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