Modding Data Parser Schema Cosmetics and World

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Modding Data Parser Schema Intro/Cosmetics and World

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.
Hand-authored primary key. Used as the WHERE key for UPDATE/DELETE.

Value INTEGER 0

The credit value stored in this account.
SQL column: AccountValue

PowerLevel INTEGER 0

The power level of this account's security.

Currency INTEGER 0

The currency type of this account.
SQL column: AccountCurrency

Type INTEGER 0

The account type controlling its behavior and UI category.
SQL column: AccountTypeId

Group INTEGER 0

A grouping ID for related accounts.
SQL column: AccountGroupId

Number TEXT ""

The account number string stored in SQL.
SQL column: AccountNumber

Name TEXT ""

The account's display name.
Written to localization JSON as Account.Name.{BankAccountId}.
JSON output only — not written to SQL.

Desc TEXT ""

The account's description.
Written to localization JSON as Account.Desc.{BankAccountId}.
JSON output only — not written to SQL.


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.
Auto-assigned from StartingId if omitted. Hand-author to reserve a specific ID. Used as the WHERE key for UPDATE/DELETE.

Type INTEGER 0

The cosmetic category (clothing, hair, accessory, etc.).
SQL column: CosmeticType

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.
SQL column: RootType

Color INTEGER 0

The root color group for this cosmetic.
SQL column: RootColor

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.
SQL column: GenderLock

Special INTEGER 0

A special type flag for unique cosmetics.
SQL column: SpecialType

Avatar INTEGER 0

The avatar type this cosmetic applies to.
SQL column: AvatarType

Revoke INTEGER 0

A cosmetic type that is hidden when this cosmetic is equipped.
SQL column: RevokeType

Revoke2 INTEGER 0

A second cosmetic type hidden when this cosmetic is equipped.
SQL column: RevokeType2

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.
SQL column: CosmeticId1

Cosmetic2 INTEGER 0

The second Cosmetic ID in the combination.
SQL column: CosmeticId2

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.
Auto-assigned from StartingId if omitted. Hand-author to reserve a specific ID. Used as the WHERE key for UPDATE/DELETE.

Group INTEGER 0

The color option group this swatch belongs to.
SQL column: OptionGroupId

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.
Inherited automatically from the parent group object. All Items in a group share the same value.

Random INTEGER 0

If set, selects randomly from this group's cosmetics during proc-gen.
SQL column: RandomGroup

FieldType INTEGER 0

The cosmetic slot type this group populates.
SQL column: CosmeticFieldType

Value2 INTEGER 0

A secondary CosmeticId selected from this group.
SQL column: CosmeticValue2

Value INTEGER 0

The primary CosmeticId selected from this group.
SQL column: CosmeticValue


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.
Hand-authored primary key. Used as the WHERE key for UPDATE/DELETE.

Class INTEGER 0

The faction's classification category.
SQL column: FactionClass

Parent INTEGER 0

The parent FactionId this faction belongs to, for hierarchical faction structures.
SQL column: ParentFactionId

ProcGen INTEGER 0

A selection weight used when proc-gen chooses a faction.
SQL column: ProcGenSelect

Security INTEGER 0

The FactionId of the security faction that enforces this faction's territory.
SQL column: SecurityFactionId

Tag TEXT ""

The faction tag string applied to characters and content associated with this faction.
Must start with one of: Faction_
SQL column: FactionTag

Name TEXT ""

The faction's full display name.
Written to localization JSON as Faction.Name.{FactionId}.
JSON output only — not written to SQL.

ShortName TEXT ""

The faction's abbreviated display name.
Written to localization JSON as Faction.ShortName.{FactionId}.
JSON output only — not written to SQL.

ShortName2 TEXT ""

A second abbreviation, typically a 2–4 character code.
Written to localization JSON as Faction.ShortName2.{FactionId}.
JSON output only — not written to SQL.


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.
Auto-assigned from StartingId if omitted. Hand-author to reserve a specific ID. Used as the WHERE key for UPDATE/DELETE.

Class INTEGER 0

The category this entry appears under in the journal UI.
SQL column: JournalClass

Group INTEGER 0

A grouping ID for related journal entries.
SQL column: JournalGroup

PreState1 TEXT ""

Game state read condition that must be true for this entry to be visible.
Must start with one of: HAS_ NOT_ EQL_ NEQ_ GTE_ LTE_

PreState2 TEXT ""

Second game state read condition.
Must start with one of: HAS_ NOT_ EQL_ NEQ_ GTE_ LTE_

NewState TEXT ""

A game state written when the player views this entry.

Image TEXT ""

Asset path for an image displayed with this entry.
SQL column: ImageAsset

Video TEXT ""

Asset path for a video displayed with this entry.
SQL column: VideoAsset

Actor TEXT ""

An actor whose name is interpolated into the entry text.
Must start with one of: NCT_ NCP_ NTG_ PCT_ PCP_ PTG_ PTX_ PLG_ NAR_ CUR_
SQL column: InterpolateActorId

Interpolate TEXT ""

A GameStateLink reference for additional text interpolation.
SQL column: InterpolateId

Title TEXT ""

The entry title written to the localization JSON.
Written to localization JSON as Journal.Title.{JournalId}.
JSON output only — not written to SQL.

Caption TEXT ""

A short caption written to the localization JSON.
Written to localization JSON as Journal.Caption.{JournalId}.
JSON output only — not written to SQL.

Desc TEXT ""

The full entry description written to the localization JSON.
Written to localization JSON as Journal.Desc.{JournalId}.
JSON output only — not written to SQL.


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.
Auto-assigned from StartingId if omitted. Hand-author to reserve a specific ID. Used as the WHERE key for UPDATE/DELETE.

Name TEXT required

The name string used in generation.

Type INTEGER 0

The category of this name, controlling which generation contexts it appears in.
See Value Mappings: Type.
SQL column: nameType

DisplayName TEXT ""

TODO: Describe DisplayName.
Written to localization JSON as Name.{Id}.
JSON output only — not written to SQL.

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.
Hand-authored primary key. Used as the WHERE key for UPDATE/DELETE.

Class INTEGER 0

The chassis class, controlling the pet's combat role.
SQL column: PetClass

Type INTEGER 0

The pet entity type ID.
SQL column: PetTypeId

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.
SQL column: WeaponType1

Weapon2 INTEGER 0

Weapon type allowed in slot 2.
SQL column: WeaponType2

Armor INTEGER 0

Armor type allowed on this chassis.
SQL column: ArmorType

MaxSlots INTEGER 0

Maximum number of cybernetic implant slots.
SQL column: MaxCyberSlots

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.
Written to localization JSON as PetChassis.Name.{PetChassisType}.
JSON output only — not written to SQL.


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.
Hand-authored primary key. Used as the WHERE key for UPDATE/DELETE.

Chassis INTEGER 0

The PetChassis this pet is built on.
SQL column: PetChassisId

Service INTEGER 0

The ContactService that sells this prebuilt pet.
SQL column: ServiceId

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.
See Value Mappings: Rarity.

Cosmetic INTEGER 0

The cosmetic ID applied to this pet.

Asset INTEGER 0

The 3D asset ID for this pet.
SQL column: Asset3DTypeId

Job INTEGER 0

The job type ID for this pet.
SQL column: JobTypeId

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.
SQL column: EffectTypeId

Name TEXT ""

The prebuilt pet's display name.
Written to localization JSON as PetPrebuilt.Name.{PetPrebuiltType}.
JSON output only — not written to SQL.

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.
Hand-authored primary key. Used as the WHERE key for UPDATE/DELETE.

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.
SQL column: ConfigName

Desc TEXT ""

A description of what this rule controls, stored in SQL.
SQL column: ConfigDesc


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.
Hand-authored primary key. Used as the WHERE key for UPDATE/DELETE.

Class INTEGER 0

The module classification controlling its category and UI placement.
SQL column: ModuleClassId

SubMax INTEGER 0

Maximum number of sub-modules that can be attached.
SQL column: SubModuleMax

Sub INTEGER 0

If set, this module is a sub-module that attaches to a parent.
SQL column: IsSubModule

BenchType INTEGER 0

The workbench type this module provides.
SQL column: ModuleBenchTypeId

BenchCost INTEGER 0

Credit cost per workbench use.
SQL column: ModuleBenchCost

Tick INTEGER 0

Periodic tick behavior for this module.
SQL column: ModuleTick

Upgrade INTEGER 0

The upgrade level of this module.
SQL column: UpgradeLevel

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.
SQL column: ServiceOptionId

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.
SQL column: MaxSafehouseTasks

MaxChars INTEGER 0

Maximum characters that can be assigned to this module.
SQL column: MaxCharacters

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.
SQL column: MaximumTokens

TokenTurns INTEGER 0

Turns required to generate one token.
SQL column: TurnsToGenerateToken

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.
SQL column: InfastructureReq1

Infra2 INTEGER 0

Infrastructure requirement 2.
SQL column: InfastructureReq2

Infra3 INTEGER 0

Infrastructure requirement 3.
SQL column: InfastructureReq3

Infra4 INTEGER 0

Infrastructure requirement 4.
SQL column: InfastructureReq4

PowerLevel INTEGER 0

The power level of this module.

Sort INTEGER 0

Sort order in the build UI.
SQL column: SortOrder

Build INTEGER 0

Turns required to build this module.
SQL column: BuildTurns

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.
Written to localization JSON as SafehouseModule.Name.{ModuleTypeId}.
JSON output only — not written to SQL.


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.
Hand-authored primary key. Used as the WHERE key for UPDATE/DELETE.

Deck INTEGER 0

The SecurityDeck this card belongs to.
SQL column: SecurityDeckId

Weight INTEGER 0

Selection weight for this card.
SQL column: CardWeight

Type INTEGER 0

The card type controlling its general behavior.
SQL column: CardTypeId

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.
SQL column: FilterTypeId

Event INTEGER 0

The event ID triggered by this card.
SQL column: CardEventId

EventQty INTEGER 0

The quantity parameter for the triggered event.
SQL column: CardEventQty

Effect INTEGER 0

An effect ID applied by this card.
SQL column: CardEffectId

Duration INTEGER 0

Duration of the applied effect in turns.
SQL column: CardEffectDuration

Cooldown INTEGER 0

Turns before this card can be drawn again.

MinAlarm INTEGER 0

Minimum alarm level for this card to be drawn.
SQL column: MinAlarmLevel

MaxAlarm INTEGER 0

Maximum alarm level for this card to be drawn.
SQL column: MaxAlarmLevel

MinTurn INTEGER 0

Minimum room turn for this card to be drawn.
SQL column: MinRoomTurn

MaxTurn INTEGER 0

Maximum room turn for this card to be drawn.
SQL column: MaxRoomTurn

MinPower INTEGER 0

Minimum power level for this card to be drawn.
SQL column: MinPowerLevel

PreCheck TEXT ""

A game state read condition that must be true.
Must start with one of: HAS_ NOT_ EQL_ NEQ_ GTE_ LTE_

PostCheck TEXT ""

A game state read condition checked after the card fires.
Must start with one of: HAS_ NOT_ EQL_ NEQ_ GTE_ LTE_

PostRun TEXT ""

A game state write action executed when this card fires.
Must start with one of: ADD_ DEL_ SET_ INC_

Name TEXT ""

The card's display name.
Written to localization JSON as SecurityCard.Name.{SecurityDeckCardId}.
JSON output only — not written to SQL.

Desc TEXT ""

The card's description.
Written to localization JSON as SecurityCard.Desc.{SecurityDeckCardId}.
JSON output only — not written to SQL.



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