References Links for Data Parser Schema
Enemies[edit | edit source]
MonsterGroup[edit | edit source]
A MonsterGroup defines a collection of monster slots that are instantiated together as an enemy encounter. Groups have a faction, a class, and a randomization flag that controls whether the composition is fixed or varied.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
MonsterGroupId |
INTEGER | required |
Hand-authored primary key for this monster group. |
Type |
INTEGER | 0 |
The monster group type controlling its spawn behavior. |
Faction |
INTEGER | 0 |
The faction this group belongs to. |
Class |
INTEGER | 0 |
The faction class of this group. |
Starting |
INTEGER | 0 |
If set, this group is present at mission start. |
Randomize |
INTEGER | 0 |
If set, the group composition is randomized within its member slots. |
Value Mappings
Rarity[edit | edit source]
TODO: Confirm if Rarity is used on MonsterGroup or is a data artifact.
| 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 |
MonsterGroupMember[edit | edit source]
A MonsterGroupMember defines one slot in a MonsterGroup — specifying what type of monster fills that slot, at what power and security level range, and how the slot interacts with other members.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
MonsterGroupMemberId |
INTEGER | required |
Hand-authored primary key for this group member. |
Group |
INTEGER | 0 |
The MonsterGroupId this member belongs to. |
Type |
INTEGER | 0 |
The MonsterTypeId assigned to this slot. |
Slot |
INTEGER | 0 |
The slot index within the group. |
Faction |
INTEGER | 0 |
Faction restriction for this slot. |
MinPower |
INTEGER | 0 |
Minimum power level for this member. |
MaxPower |
INTEGER | 0 |
Maximum power level for this member. |
MinSec |
INTEGER | 0 |
Minimum security level for this member. |
MaxSec |
INTEGER | 0 |
Maximum security level for this member. |
Exclusive |
INTEGER | 0 |
If set, only one member with this exclusive flag fires per group draw. |
Weight |
INTEGER | 0 |
Selection weight for this member. |
MonsterTalent[edit | edit source]
A MonsterTalent defines a special ability available to monster units. Monster talents are assigned to monsters via their talent group and are filtered by power level, faction, and alert level. They can deal damage, apply effects, spawn tokens, and trigger summons.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
MonsterTalentId |
INTEGER | required |
Hand-authored primary key for this monster talent. |
Group |
INTEGER | 0 |
The talent group this ability belongs to. |
MinPower |
INTEGER | 0 |
Minimum power level at which this talent appears. |
MaxPower |
INTEGER | 0 |
Maximum power level at which this talent appears. |
Faction |
INTEGER | 0 |
The faction this talent is associated with. |
Weight |
INTEGER | 0 |
Selection weight when multiple talents compete. |
Type |
INTEGER | 0 |
The monster talent type controlling its specific behavior. |
AiMode |
INTEGER | 0 |
The AI use mode — when the AI will choose to use this talent. |
AiPriority |
INTEGER | 0 |
Priority level for AI selection. |
AiValidation |
INTEGER | 0 |
AI validation rule controlling use eligibility. |
MinAlert |
INTEGER | 0 |
Minimum alert level required for this talent to be used. |
AP |
INTEGER | 0 |
Action point cost to use this talent. |
Charges |
INTEGER | 0 |
Maximum charges available. |
Recharge |
INTEGER | 0 |
Turns required to recharge. |
Range |
INTEGER | 0 |
Effective range in tiles. |
AoE |
INTEGER | 0 |
Area of effect radius. |
PureDamage |
INTEGER | 0 |
Pure (untyped) damage dealt. |
PhysicalDamage |
INTEGER | 0 |
Physical damage dealt. |
BallisticDamage |
INTEGER | 0 |
Ballistic damage dealt. |
Volume |
INTEGER | 0 |
Audio volume level. |
ExtraAsset |
INTEGER | 0 |
An additional asset used by this talent. |
Filter |
INTEGER | 0 |
Target filter type. |
Counter |
INTEGER | 0 |
A counter incremented when this talent fires. |
Token |
INTEGER | 0 |
Token type spawned by this talent. |
TokenCount |
INTEGER | 0 |
Number of tokens spawned. |
TokenDuration |
INTEGER | 0 |
Duration of spawned tokens. |
TokenCancel |
INTEGER | 0 |
If set, existing tokens of this type are cancelled when this fires. |
Summon |
INTEGER | 0 |
A monster type summoned by this talent. |
TargetEffect |
INTEGER | 0 |
An effect applied to the target. |
TargetDuration |
INTEGER | 0 |
Duration of the target effect. |
Vfx |
TEXT | "" |
Visual effect asset. |
TokenVfx |
TEXT | "" |
Visual effect for spawned tokens. |
Icon |
TEXT | "" |
Asset path for this talent's icon. |
EventSFX |
TEXT | "" |
Sound effect asset. |
GroupSFX |
TEXT | "" |
Group sound effect asset. |
TypeSFX |
TEXT | "" |
Type sound effect asset. |
Name |
TEXT | "" |
The talent's display name. |
MonsterType[edit | edit source]
A MonsterType defines an enemy unit that appears in tactical missions. Each monster has combat stats, AI behavior parameters, weapon and armor assignments, talent groups, and movement rules. Monsters can also be designated as contacts or map objectives.
Fields
| Field | Type | Default | Notes |
|---|---|---|---|
MonsterTypeId |
INTEGER | required |
Hand-authored primary key for this monster type. |
PowerGroup |
INTEGER | 0 |
The power group this monster belongs to for scaling. |
PowerLevel |
INTEGER | 0 |
The power level of this monster. |
TalentGroup |
INTEGER | 0 |
The MonsterTalent group assigned to this monster. |
MaxTalents |
INTEGER | 0 |
Maximum number of talents this monster can have. |
Animation |
INTEGER | 0 |
The animation layer used by this monster. |
Entity |
INTEGER | 0 |
The entity type ID for this monster. |
Agent |
INTEGER | 0 |
The AI agent type controlling this monster's behavior. |
Class |
INTEGER | 0 |
The monster class controlling its combat role. |
Outfit |
INTEGER | 0 |
The outfit ID applied to this monster's appearance. |
Detail |
INTEGER | 0 |
The detail group controlling appearance variations. |
Effect |
INTEGER | 0 |
A persistent effect active on this monster. |
Weapon |
INTEGER | 0 |
The weapon type equipped by this monster. |
Armor |
INTEGER | 0 |
The armor type equipped by this monster. |
Evasion |
INTEGER | 0 |
Base evasion chance. |
CritRate |
INTEGER | 0 |
Base critical hit rate. |
ShotLimit |
INTEGER | 0 |
Maximum number of shots per turn. |
Sight |
INTEGER | 0 |
Sight range in tiles. |
Detect |
INTEGER | 0 |
Detection range in tiles. |
FOV |
INTEGER | 0 |
Field of view angle in degrees. |
Flank |
INTEGER | 0 |
Flank allowance — how far this monster extends its flanking reach. |
EyeKit |
INTEGER | 0 |
If set, this monster has enhanced detection capabilities. |
HP |
INTEGER | 0 |
Starting hit points. |
MP |
INTEGER | 0 |
Movement points per turn. |
AP |
INTEGER | 0 |
Action points per turn. |
Init |
INTEGER | 0 |
Initiative bonus. |
StartI |
INTEGER | 0 |
Starting initiative value. |
MoveRule |
INTEGER | 0 |
A special movement rule applied to this monster. |
SpecialRule |
INTEGER | 0 |
A special behavior rule applied to this monster. |
Patrol |
REAL | 0 |
Movement speed while patrolling (tiles per second). |
Chase |
REAL | 0 |
Movement speed while chasing a target. |
Aggro |
REAL | 0 |
Movement speed when aggroed. |
Contact |
TEXT | "" |
If set, this monster can be treated as a contact in certain story contexts. |
Objective |
TEXT | "" |
If set, this monster is a mission objective target. |
DisplayName |
TEXT | "" |
The monster's display name as shown in the combat UI. |
Name |
TEXT | "" |
The monster's internal name used in story references. |
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