References Links for Data Parser Schema
Cosmetics and World[edit | edit source]
BankAccount[edit | edit source]
A BankAccount represents a financial account in the game world that can be discovered, hacked, or drained during missions. Accounts have a credit value, currency type, and power level that determines how well-protected they are.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
BankAccountId |
INTEGER | required |
Hand-authored primary key for this account. |
Value |
INTEGER | 0 |
The credit value stored in this account. |
PowerLevel |
INTEGER | 0 |
The power level of this account's security. |
Currency |
INTEGER | 0 |
The currency type of this account. |
Type |
INTEGER | 0 |
The account type controlling its behavior and UI category. |
Group |
INTEGER | 0 |
A grouping ID for related accounts. |
Number |
TEXT | "" |
The account number string stored in SQL. |
Name |
TEXT | "" |
The account's display name. |
Desc |
TEXT | "" |
The account's description. |
Cosmetic[edit | edit source]
A Cosmetic record defines a wearable visual item — clothing, hair, accessories, tattoos — that can be applied to a character. Position, rotation, and scale values are provided separately for male and female character rigs. Blendshape values control mesh deformation sliders.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
CosmeticId |
INTEGER | Auto |
Auto-assigned or hand-authored ID for this Cosmetic record. |
Type |
INTEGER | 0 |
The cosmetic category (clothing, hair, accessory, etc.). |
Sort |
INTEGER | 0 |
Sort order within the cosmetic selection UI. |
SubType |
INTEGER | 0 |
Sub-category within the cosmetic type. |
Legacy |
INTEGER | 0 |
If set, marks this as a legacy cosmetic from an earlier version. |
Root |
INTEGER | 0 |
The root type this cosmetic is based on. |
Color |
INTEGER | 0 |
The root color group for this cosmetic. |
Enabled |
INTEGER | 0 |
Whether this cosmetic is available in the selection UI. |
Gender |
INTEGER | 0 |
If set, restricts this cosmetic to male or female characters only. |
Special |
INTEGER | 0 |
A special type flag for unique cosmetics. |
Avatar |
INTEGER | 0 |
The avatar type this cosmetic applies to. |
Revoke |
INTEGER | 0 |
A cosmetic type that is hidden when this cosmetic is equipped. |
Revoke2 |
INTEGER | 0 |
A second cosmetic type hidden when this cosmetic is equipped. |
Tints |
INTEGER | 0 |
The number of tint color options available for this cosmetic. |
FemalePositionX |
REAL | 0 |
X position offset on the female rig. |
FemalePositionY |
REAL | 0 |
Y position offset on the female rig. |
FemalePositionZ |
REAL | 0 |
Z position offset on the female rig. |
FemaleRotationX |
REAL | 0 |
X rotation on the female rig. |
FemaleRotationY |
REAL | 0 |
Y rotation on the female rig. |
FemaleRotationZ |
REAL | 0 |
Z rotation on the female rig. |
FemaleScaleX |
REAL | 0 |
X scale on the female rig. |
FemaleScaleY |
REAL | 0 |
Y scale on the female rig. |
FemaleScaleZ |
REAL | 0 |
Z scale on the female rig. |
MalePositionX |
REAL | 0 |
X position offset on the male rig. |
MalePositionY |
REAL | 0 |
Y position offset on the male rig. |
MalePositionZ |
REAL | 0 |
Z position offset on the male rig. |
MaleRotationX |
REAL | 0 |
X rotation on the male rig. |
MaleRotationY |
REAL | 0 |
Y rotation on the male rig. |
MaleRotationZ |
REAL | 0 |
Z rotation on the male rig. |
MaleScaleX |
REAL | 0 |
X scale on the male rig. |
MaleScaleY |
REAL | 0 |
Y scale on the male rig. |
MaleScaleZ |
REAL | 0 |
Z scale on the male rig. |
blendshape1 |
REAL | 0 |
Blendshape deformation value 1. |
blendshape2 |
REAL | 0 |
Blendshape deformation value 2. |
blendshape3 |
REAL | 0 |
Blendshape deformation value 3. |
blendshape4 |
REAL | 0 |
Blendshape deformation value 4. |
blendshape5 |
REAL | 0 |
Blendshape deformation value 5. |
blendshape6 |
REAL | 0 |
Blendshape deformation value 6. |
CompanionSFX |
TEXT | "" |
Sound effect asset played when this cosmetic is selected. |
Icon |
TEXT | "" |
Asset path for the cosmetic's UI icon. |
Icon2 |
TEXT | "" |
Asset path for a secondary UI icon. |
Resource |
TEXT | "" |
Asset path for the 3D resource used by this cosmetic. |
CosmeticAdjustment[edit | edit source]
A CosmeticAdjustment defines positional, rotational, and scale corrections applied when two specific cosmetics are worn together. Use this to fix clipping or alignment issues between layered cosmetics.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
Cosmetic1 |
INTEGER | 0 |
The first Cosmetic ID in the combination. |
Cosmetic2 |
INTEGER | 0 |
The second Cosmetic ID in the combination. |
Revoke |
INTEGER | 0 |
A cosmetic type to hide when this adjustment is active. |
PositionX |
REAL | 0 |
X position correction applied to Cosmetic2. |
PositionY |
REAL | 0 |
Y position correction. |
PositionZ |
REAL | 0 |
Z position correction. |
RotationX |
REAL | 0 |
X rotation correction. |
RotationY |
REAL | 0 |
Y rotation correction. |
RotationZ |
REAL | 0 |
Z rotation correction. |
ScaleX |
REAL | 0 |
X scale correction. |
ScaleY |
REAL | 0 |
Y scale correction. |
ScaleZ |
REAL | 0 |
Z scale correction. |
blendshape1 |
REAL | 0 |
Blendshape override 1. |
blendshape2 |
REAL | 0 |
Blendshape override 2. |
blendshape3 |
REAL | 0 |
Blendshape override 3. |
blendshape4 |
REAL | 0 |
Blendshape override 4. |
blendshape5 |
REAL | 0 |
Blendshape override 5. |
blendshape6 |
REAL | 0 |
Blendshape override 6. |
Note |
TEXT | "" |
Internal author note describing what this adjustment corrects. |
CosmeticColor[edit | edit source]
A CosmeticColor defines a single color swatch within a color option group. RGB values are 0–255 integers. Roughness is a 0.0–1.0 float controlling material surface roughness.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
CosmeticColorId |
INTEGER | Auto |
Auto-assigned ID for this color swatch. |
Group |
INTEGER | 0 |
The color option group this swatch belongs to. |
Red |
INTEGER | 0 |
Red channel value (0–255). |
Green |
INTEGER | 0 |
Green channel value (0–255). |
Blue |
INTEGER | 0 |
Blue channel value (0–255). |
Roughness |
REAL | 0 |
Material roughness (0.0 = mirror smooth, 1.0 = fully rough). |
CosmeticGroup[edit | edit source]
A CosmeticGroup defines a set of cosmetics that can be randomly selected together during procedural character generation. All items in the group share a GroupId inherited from the outer group object.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
GroupId |
INTEGER | required |
The group ID shared by all cosmetics in this set. Inherited automatically. |
Random |
INTEGER | 0 |
If set, selects randomly from this group's cosmetics during proc-gen. |
FieldType |
INTEGER | 0 |
The cosmetic slot type this group populates. |
Value2 |
INTEGER | 0 |
A secondary CosmeticId selected from this group. |
Value |
INTEGER | 0 |
The primary CosmeticId selected from this group. |
Faction[edit | edit source]
A Faction defines a political, corporate, or criminal organization in the game world. Factions are referenced by contacts, weapons, armor, and mission records. Characters can have tags that indicate faction membership or opposition.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
FactionId |
INTEGER | required |
Hand-authored numeric ID for this faction. Referenced throughout the game as an integer FK. |
Class |
INTEGER | 0 |
The faction's classification category. |
Parent |
INTEGER | 0 |
The parent FactionId this faction belongs to, for hierarchical faction structures. |
ProcGen |
INTEGER | 0 |
A selection weight used when proc-gen chooses a faction. |
Security |
INTEGER | 0 |
The FactionId of the security faction that enforces this faction's territory. |
Tag |
TEXT | "" |
The faction tag string applied to characters and content associated with this faction. |
Name |
TEXT | "" |
The faction's full display name. |
ShortName |
TEXT | "" |
The faction's abbreviated display name. |
ShortName2 |
TEXT | "" |
A second abbreviation, typically a 2–4 character code. |
Journal[edit | edit source]
A Journal entry appears in the in-game encyclopedia. Entries can be gated by PreState conditions and can trigger state changes when viewed. They may include an image or video asset and can optionally interpolate actor names into their text.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
JournalId |
INTEGER | Auto |
Auto-assigned ID for this Journal entry. Used as the localization key suffix. |
Class |
INTEGER | 0 |
The category this entry appears under in the journal UI. |
Group |
INTEGER | 0 |
A grouping ID for related journal entries. |
PreState1 |
TEXT | "" |
Game state read condition that must be true for this entry to be visible. |
PreState2 |
TEXT | "" |
Second game state read condition. |
NewState |
TEXT | "" |
A game state written when the player views this entry. |
Image |
TEXT | "" |
Asset path for an image displayed with this entry. |
Video |
TEXT | "" |
Asset path for a video displayed with this entry. |
Actor |
TEXT | "" |
An actor whose name is interpolated into the entry text. |
Interpolate |
TEXT | "" |
A GameStateLink reference for additional text interpolation. |
Title |
TEXT | "" |
The entry title written to the localization JSON. |
Caption |
TEXT | "" |
A short caption written to the localization JSON. |
Desc |
TEXT | "" |
The full entry description written to the localization JSON. |
Names[edit | edit source]
The Names table provides the pool of names used by the procedural generation system when creating characters and contacts. Names are categorized by type (given name, surname, codename, etc.) and by environment (sewers, cargo, tech, etc.).
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
Id |
INTEGER | Auto |
Auto-assigned ID for this name record. |
Name |
TEXT | required |
The name string used in generation. |
Type |
INTEGER | 0 |
The category of this name, controlling which generation contexts it appears in. |
DisplayName |
TEXT | "" |
TODO: Describe |
Value Mappings
Type[edit | edit source]
Controls which generation contexts this name is eligible for.
| Authored Value | SQL Value | Meaning |
|---|---|---|
NA |
0 | |
FemaleGiven |
1 | Female given name |
MaleGiven |
2 | Male given name |
Surname |
3 | Family name |
Codename |
4 | Street code name |
Dog |
5 | Pet dog name |
Cat |
6 | Pet cat name |
Enemy |
7 | Enemy unit name |
ProcGenA |
10 | General proc-gen first name pool |
ProcGenB |
11 | General proc-gen second name pool |
ProcGenA_Sewers |
12 | Sewer environment first name pool |
ProcGenA_Cargo |
13 | Cargo environment first name pool |
ProcGenA_Tech |
14 | Tech environment first name pool |
ProcGenA_Docks |
15 | |
ProcGenA_UnderCity |
16 | |
ProcGenA_Matrix |
17 | Matrix environment first name pool |
ProcGenA_Highway |
18 | |
ProcGenA_Ruins |
19 | |
ProcGenB_Steal |
20 | |
ProcGenB_Assassin |
21 | |
ProcGenB_Bodyguard |
22 | |
ProcGenA_RooftopRuin |
23 | |
ProcGenB_Prisoner |
24 | |
ProcGenA_Skyrise |
25 | Skyrise environment first name pool |
Drone |
100 | Drone unit name |
Turret |
101 | Turret unit name |
FlyingDrone |
102 | Flying drone unit name |
PetChassis[edit | edit source]
A PetChassis defines the base configuration for a combat pet — its class, health, weapon and armor slots, and cybernetic implant capacity. Pets are built on a chassis and can be equipped with weapons, armor, and implants within the chassis limits.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
PetChassisType |
INTEGER | required |
Hand-authored primary key for this chassis. |
Class |
INTEGER | 0 |
The chassis class, controlling the pet's combat role. |
Type |
INTEGER | 0 |
The pet entity type ID. |
PowerLevel |
INTEGER | 0 |
The power level of this chassis. |
AutoDeploy |
INTEGER | 0 |
If set, this pet is automatically deployed at mission start. |
BaseHP |
INTEGER | 0 |
The pet's starting hit points. |
Weapon1 |
INTEGER | 0 |
Weapon type allowed in slot 1. |
Weapon2 |
INTEGER | 0 |
Weapon type allowed in slot 2. |
Armor |
INTEGER | 0 |
Armor type allowed on this chassis. |
MaxSlots |
INTEGER | 0 |
Maximum number of cybernetic implant slots. |
CyberSlot1 |
INTEGER | 0 |
Implant class allowed in cybernetic slot 1. |
CyberSlot2 |
INTEGER | 0 |
Implant class allowed in cybernetic slot 2. |
CyberSlot3 |
INTEGER | 0 |
Implant class allowed in cybernetic slot 3. |
CyberSlot4 |
INTEGER | 0 |
Implant class allowed in cybernetic slot 4. |
CyberSlot5 |
INTEGER | 0 |
Implant class allowed in cybernetic slot 5. |
CyberSlot6 |
INTEGER | 0 |
Implant class allowed in cybernetic slot 6. |
Name |
TEXT | "" |
The chassis display name. |
PetPrebuilt[edit | edit source]
A PetPrebuilt defines a fully configured combat pet that can be purchased or acquired. It specifies the chassis, cosmetic, weapon, armor, and implant loadout, and the service through which it is sold.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
PetPrebuiltType |
INTEGER | required |
Hand-authored primary key for this prebuilt pet. |
Chassis |
INTEGER | 0 |
The PetChassis this pet is built on. |
Service |
INTEGER | 0 |
The ContactService that sells this prebuilt pet. |
Cost |
INTEGER | 0 |
Credit cost when purchased. |
PowerLevel |
INTEGER | 0 |
The power level of this prebuilt pet. |
Rarity |
INTEGER | 0 |
The rarity tier of this pet. |
Cosmetic |
INTEGER | 0 |
The cosmetic ID applied to this pet. |
Asset |
INTEGER | 0 |
The 3D asset ID for this pet. |
Job |
INTEGER | 0 |
The job type ID for this pet. |
Weapon |
INTEGER | 0 |
The weapon equipped on this pet. |
Armor |
INTEGER | 0 |
The armor equipped on this pet. |
CyberSlot1 |
INTEGER | 0 |
Implant in cybernetic slot 1. |
CyberSlot2 |
INTEGER | 0 |
Implant in cybernetic slot 2. |
CyberSlot3 |
INTEGER | 0 |
Implant in cybernetic slot 3. |
CyberSlot4 |
INTEGER | 0 |
Implant in cybernetic slot 4. |
CyberSlot5 |
INTEGER | 0 |
Implant in cybernetic slot 5. |
CyberSlot6 |
INTEGER | 0 |
Implant in cybernetic slot 6. |
Effect |
INTEGER | 0 |
An effect applied to this pet. |
Name |
TEXT | "" |
The prebuilt pet's display name. |
Value Mappings
Rarity[edit | edit source]
The rarity tier of this prebuilt pet.
| 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 |
Rule[edit | edit source]
The Rule table stores global configuration values used by the game engine. Each rule has a string group, a name, and an integer value. Rules are read by game systems at runtime for tuning and balance parameters.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
RuleId |
INTEGER | required |
Hand-authored primary key for this rule. |
Value |
INTEGER | 0 |
The integer value of this rule. |
GroupId |
TEXT | "" |
The group this rule belongs to, for organizational purposes. |
Name |
TEXT | "" |
The rule's internal name, stored in SQL. |
Desc |
TEXT | "" |
A description of what this rule controls, stored in SQL. |
SafehouseModule[edit | edit source]
A SafehouseModule defines a facility that can be built or upgraded at the player's safehouse. Modules provide services, storage, training, and other long-term benefits. Each module has build costs, infrastructure requirements, and capacity limits.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
ModuleTypeId |
INTEGER | required |
Hand-authored primary key for this module. |
Class |
INTEGER | 0 |
The module classification controlling its category and UI placement. |
SubMax |
INTEGER | 0 |
Maximum number of sub-modules that can be attached. |
Sub |
INTEGER | 0 |
If set, this module is a sub-module that attaches to a parent. |
BenchType |
INTEGER | 0 |
The workbench type this module provides. |
BenchCost |
INTEGER | 0 |
Credit cost per workbench use. |
Tick |
INTEGER | 0 |
Periodic tick behavior for this module. |
Upgrade |
INTEGER | 0 |
The upgrade level of this module. |
BenchCount |
INTEGER | 0 |
Number of workbench slots provided. |
BenchTurns |
INTEGER | 0 |
Turns required per workbench operation. |
Service |
INTEGER | 0 |
A ContactService provided by this module. |
AllowMultibuild |
INTEGER | 0 |
If set, multiple copies of this module can be built. |
AllowBuild |
INTEGER | 0 |
If set, this module can be built by the player. |
AllowDestroy |
INTEGER | 0 |
If set, this module can be demolished. |
MaxTasks |
INTEGER | 0 |
Maximum concurrent safehouse tasks this module supports. |
MaxChars |
INTEGER | 0 |
Maximum characters that can be assigned to this module. |
MaxCat |
INTEGER | 0 |
Maximum cats that can be housed. |
MaxDrone |
INTEGER | 0 |
Maximum drones that can be stored. |
MaxHund |
INTEGER | 0 |
Maximum hounds that can be housed. |
MaxBlueprint |
INTEGER | 0 |
Maximum blueprints that can be stored. |
MaxSetSize |
INTEGER | 0 |
Maximum set size for storage modules. |
CryoPump |
INTEGER | 0 |
If set, this module provides cryo-pump functionality. |
PowerGen |
INTEGER | 0 |
Power generation provided by this module. |
MatrixConnect |
INTEGER | 0 |
If set, this module provides a Matrix connection. |
TrainerLevel |
INTEGER | 0 |
The training level provided by this module. |
MaxTokens |
INTEGER | 0 |
Maximum tokens this module can store. |
TokenTurns |
INTEGER | 0 |
Turns required to generate one token. |
TokenLevel |
INTEGER | 0 |
The level of tokens generated. |
InjuryTime |
INTEGER | 0 |
Injury recovery time reduction provided. |
WoundRes |
INTEGER | 0 |
Wound resistance bonus provided. |
Pollution |
INTEGER | 0 |
Pollution generated by this module. |
HideInfastructure |
INTEGER | 0 |
If set, this module's infrastructure is hidden from enemies. |
Infra1 |
INTEGER | 0 |
Infrastructure requirement 1. |
Infra2 |
INTEGER | 0 |
Infrastructure requirement 2. |
Infra3 |
INTEGER | 0 |
Infrastructure requirement 3. |
Infra4 |
INTEGER | 0 |
Infrastructure requirement 4. |
PowerLevel |
INTEGER | 0 |
The power level of this module. |
Sort |
INTEGER | 0 |
Sort order in the build UI. |
Build |
INTEGER | 0 |
Turns required to build this module. |
Cost |
INTEGER | 0 |
Credit cost to build this module. |
Asset |
TEXT | "" |
Asset path for this module's 3D model. |
AssetNoBaking |
TEXT | "" |
Asset path for this module without light baking. |
Name |
TEXT | "" |
The module's display name. |
SecurityDeckCard[edit | edit source]
A SecurityDeckCard defines a card in a physical security deck that governs how security forces respond to intrusions in the tactical layer. Cards can spawn reinforcements, trigger alarms, apply effects, or modify the security state.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
SecurityDeckCardId |
INTEGER | required |
Hand-authored primary key for this security deck card. |
Deck |
INTEGER | 0 |
The SecurityDeck this card belongs to. |
Weight |
INTEGER | 0 |
Selection weight for this card. |
Type |
INTEGER | 0 |
The card type controlling its general behavior. |
PreReq |
INTEGER | 0 |
A prerequisite condition that must be met. |
ExclusiveReq |
INTEGER | 0 |
An exclusive requirement — only one card with this requirement fires per draw. |
Filter |
INTEGER | 0 |
A filter type applied to target selection. |
Event |
INTEGER | 0 |
The event ID triggered by this card. |
EventQty |
INTEGER | 0 |
The quantity parameter for the triggered event. |
Effect |
INTEGER | 0 |
An effect ID applied by this card. |
Duration |
INTEGER | 0 |
Duration of the applied effect in turns. |
Cooldown |
INTEGER | 0 |
Turns before this card can be drawn again. |
MinAlarm |
INTEGER | 0 |
Minimum alarm level for this card to be drawn. |
MaxAlarm |
INTEGER | 0 |
Maximum alarm level for this card to be drawn. |
MinTurn |
INTEGER | 0 |
Minimum room turn for this card to be drawn. |
MaxTurn |
INTEGER | 0 |
Maximum room turn for this card to be drawn. |
MinPower |
INTEGER | 0 |
Minimum power level for this card to be drawn. |
PreCheck |
TEXT | "" |
A game state read condition that must be true. |
PostCheck |
TEXT | "" |
A game state read condition checked after the card fires. |
PostRun |
TEXT | "" |
A game state write action executed when this card fires. |
Name |
TEXT | "" |
The card's display name. |
Desc |
TEXT | "" |
The card's description. |
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