Modding Data Parser Schema Equipment and Combat

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Modding Data Parser Schema Intro/Equipment and Combat

Equipment and Combat[edit | edit source]

Armor[edit | edit source]

An Armor record defines a wearable armor item that provides protection and may carry capacity or movement penalties. Armor is split into ballistic and physical protection types that degrade separately as armor points are consumed.

Fields

Field Type Default Notes
ArmorId INTEGER required

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

Rarity INTEGER 0

The rarity tier of this armor.
See Value Mappings: Rarity.

Service INTEGER 0

The ContactService ID that sells this armor.
SQL column: ServiceOptionId

Effect INTEGER 0

An effect applied while this armor is equipped.
SQL column: ArmorEffectId

Faction INTEGER 0

The faction this armor is associated with.
SQL column: FactionId

Class INTEGER 0

The armor class, determining which job types can equip it.
SQL column: ArmorClass

PowerLevel INTEGER 0

The power level of this armor.

Carry INTEGER 0

Item carry capacity granted by this armor.
SQL column: CarryCapacity

Move INTEGER 0

Movement rate modifier applied while wearing this armor.
SQL column: MovementRate

BallisticArmor INTEGER 0

Maximum ballistic armor points.

BallisticArmorDegraded INTEGER 0

Ballistic armor points after degradation.

PhysicalArmor INTEGER 0

Maximum physical armor points.

PhysicalArmorDegraded INTEGER 0

Physical armor points after degradation.

Init INTEGER 0

Initiative penalty applied while wearing this armor.
SQL column: InitPenalty

MaxAP INTEGER 0

Maximum armor points before this armor is destroyed.
SQL column: MaxArmorPoints

Cost INTEGER 0

Credit cost when purchased.

Asset INTEGER 0

Reference to the 3D asset for this armor.
SQL column: Asset3DTypeId

Name TEXT ""

The armor's display name.
Written to localization JSON as ArmorName.{ArmorId}.
JSON output only — not written to SQL.

Value Mappings

Rarity[edit | edit source]

The rarity tier of this armor.

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

Blueprint[edit | edit source]

A Blueprint defines a craftable item or upgrade that can be researched and produced at the safehouse. Blueprints have a class, rarity, and cost, and produce a specific output item or module when crafted.

Fields

Field Type Default Notes
BlueprintId INTEGER required

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

Class INTEGER 0

The blueprint class controlling its crafting category.
SQL column: BlueprintClassId

Faction INTEGER 0

The faction this blueprint is associated with.

Rarity INTEGER 0

The rarity tier of this blueprint.

PowerLevel INTEGER 0

The power level of this blueprint.

Cost INTEGER 0

Credit cost to acquire this blueprint.

Service INTEGER 0

The ContactService that sells this blueprint.
SQL column: ServiceOptionId

Lootable INTEGER 0

If set, this blueprint can be found as loot during missions.

MaxUses INTEGER 0

Maximum number of times this blueprint can be used before it is consumed.

TurnsUsed INTEGER 0

Number of turns required to craft from this blueprint.

Output INTEGER 0

The item or module produced when this blueprint is crafted.
SQL column: OutputId

Qty INTEGER 0

The quantity of the output item produced per craft.
SQL column: OutputQty


Effect[edit | edit source]

An Effect defines a status effect that can be applied to characters in the tactical layer. Effects can modify attributes, combat stats, movement, visibility, armor, and many other parameters. They are applied by weapons, talents, implants, and mission events.

Fields

Field Type Default Notes
EffectId INTEGER required

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

Class INTEGER 0

The classification of this effect.
SQL column: EffectClassification

ClearType INTEGER 0

Controls when this effect is cleared.
SQL column: EffectClearType

PurgeType INTEGER 0

Controls when this effect is purged.
SQL column: EffectPurgeType

Group INTEGER 0

A grouping ID for related effects.
SQL column: EffectGroupId

Owner INTEGER 0

The owner type that applied this effect.
SQL column: EffectOwner

HealType INTEGER 0

The healing type associated with this effect.
SQL column: EffectHealType

Heals INTEGER 0

Hit points healed per turn while this effect is active.

Duration INTEGER 0

Number of turns this effect lasts.

Instant INTEGER 0

If set, this effect is applied and resolved immediately.

AttStrong INTEGER 0

Strength attribute modification.

AttFast INTEGER 0

Speed attribute modification.

AttWill INTEGER 0

Willpower attribute modification.

AttTech INTEGER 0

Tech attribute modification.

MaxHitPoints INTEGER 0

Maximum hit points modification.

MinLoyalty INTEGER 0

Minimum loyalty floor applied while this effect is active.

WoundRes INTEGER 0

Wound resistance modification.

StressRes INTEGER 0

Stress resistance modification.

DeathSave INTEGER 0

Death save chance modification.

DumpShockRes INTEGER 0

Dump shock resistance modification.

FiringArc INTEGER 0

Firing arc modification in degrees.

MeleeAttack INTEGER 0

Melee attack bonus.

RangedAttack INTEGER 0

Ranged attack bonus.

AccuracyRifle INTEGER 0

Rifle accuracy modification.

AccuracyPistol INTEGER 0

Pistol accuracy modification.

AccuracyAssault INTEGER 0

Assault weapon accuracy modification.

AccuracyCloseCombat INTEGER 0

Close combat accuracy modification.

AccuracyDrone INTEGER 0

Drone accuracy modification.

StealthAccuracy INTEGER 0

Stealth attack accuracy modification.

OptimalRange INTEGER 0

Optimal range modification.

CritRate INTEGER 0

Critical hit rate modification.

CritRateStealth INTEGER 0

Stealth critical hit rate modification.

CritRateStreak INTEGER 0

Critical rate streak bonus.

CritMultiStealth INTEGER 0

Stealth critical multiplier modification.

CritMultiBase INTEGER 0

Base critical multiplier modification.

CritVulnerable INTEGER 0

If set, the target is critically vulnerable.

PureDamageBallistic INTEGER 0

Pure ballistic damage modification.

PureDamageMelee INTEGER 0

Pure melee damage modification.

PhysicalDamage INTEGER 0

Physical damage modification.

BallisticDamage INTEGER 0

Ballistic damage modification.

FullAutoDamage INTEGER 0

Full-auto damage modification.

DroneDamage INTEGER 0

Drone damage modification.

PhysicalArmor INTEGER 0

Physical armor modification.

BallisticArmor INTEGER 0

Ballistic armor modification.

PureArmor INTEGER 0

Pure armor (untyped) modification.

ArmorCrit INTEGER 0

Armor critical hit chance modification.

DmgReduction INTEGER 0

Damage reduction percentage.

Evasion INTEGER 0

Evasion chance modification.

CoverBonus INTEGER 0

Cover defense bonus modification.

SightRange INTEGER 0

Sight range modification in tiles.

AttackDetect INTEGER 0

Attack detection range reduction.
SQL column: AttackDetectRangeReduction

DetectReduce INTEGER 0

General detection range reduction.
SQL column: DetectRangeReduction

RecoilBonus INTEGER 0

Recoil reduction bonus.

RecoilRate INTEGER 0

Recoil rate modification.

MoveSpeed INTEGER 0

Movement speed modification.

MoveDebuff INTEGER 0

Movement speed debuff applied to the target.
SQL column: MoveSpeedDebuff

MoveMitigate INTEGER 0

Reduces movement speed debuffs on the target.
SQL column: MoveSpeedMitigate

SpecialCode INTEGER 0

A special behavior code.

SpecialValue INTEGER 0

The value parameter for the special behavior.

SpecialMerge INTEGER 0

Controls how this effect merges with existing effects.

PathRevealed INTEGER 0

If set, this unit's path is revealed to enemies.

CommsOut INTEGER 0

If set, this unit's comms are disrupted.

DroneJammed INTEGER 0

If set, this unit's drone systems are jammed.

HitStreak INTEGER 0

Hit streak counter modification.

Invulnerable INTEGER 0

If set, this unit cannot take damage.

Invisible INTEGER 0

If set, this unit is invisible to enemies.

Silent INTEGER 0

If set, this unit makes no noise when moving.

SafeArmor INTEGER 0

If set, this unit's armor cannot be degraded.

OverwatchBreak INTEGER 0

If set, this effect breaks overwatch when the unit acts.

Stunned INTEGER 0

If set, this unit is stunned and loses its next action.

Immobilized INTEGER 0

If set, this unit cannot move.

InitBonus INTEGER 0

Initiative bonus modification.

ActionPoints INTEGER 0

Action points modification.

ActionPointsPet INTEGER 0

Pet action points modification.

MovePoints INTEGER 0

Move points modification.

XpBonus INTEGER 0

Experience points bonus modification.

LevePoints INTEGER 0

Level points modification.

TalentLimit INTEGER 0

Talent limit modification.

Legwork INTEGER 0

Legwork contribution modification.

IconAsset TEXT ""

Asset path for the effect's UI icon.

VFX TEXT ""

Asset path for the effect's visual effect.

Name TEXT ""

The effect's display name.
Written to localization JSON as Effect.Name.{EffectId}.
JSON output only — not written to SQL.


Item[edit | edit source]

An Item defines a consumable or equippable item that characters can carry. Items can provide effects, serve as leverage in negotiations, or be required for mission objectives. Each item belongs to a class that determines how many can be carried.

Fields

Field Type Default Notes
ItemTypeId INTEGER required

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

Class INTEGER 0

The item class, controlling carry slot and UI category.
SQL column: ItemClass

Asset INTEGER 0

Reference to the 3D asset for this item.
SQL column: Asset3DTypeId

Service INTEGER 0

The ContactService that sells this item.
SQL column: ServiceOptionId

Faction INTEGER 0

The faction this item is associated with.
SQL column: FactionId

Leverage INTEGER 0

The leverage class of this item if used in negotiations.
SQL column: LeverageClass

Rarity INTEGER 0

The rarity tier of this item.
See Value Mappings: Rarity.

PowerLevel INTEGER 0

The power level of this item.

Cost INTEGER 0

Credit cost when purchased.

Talent INTEGER 0

A talent granted or triggered by this item.
SQL column: TalentId

Name TEXT ""

The item's display name.
Written to localization JSON as Item.Name.{ItemTypeId}.
JSON output only — not written to SQL.

Desc TEXT ""

The item's description.
Written to localization JSON as Item.Desc.{ItemTypeId}.
JSON output only — not written to SQL.

Value Mappings

Rarity[edit | edit source]

The rarity tier of this item.

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

Weapon[edit | edit source]

A Weapon defines a ranged or melee weapon that can be equipped by characters. Each weapon supports up to two firing modes (Mode 1 and Mode 2), with separate damage, accuracy, range, and action point values per mode. A mode with ModeType set to -1 is disabled.

Fields

Field Type Default Notes
WeaponId INTEGER required

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

Rarity INTEGER 0

The rarity tier of this weapon.
See Value Mappings: Rarity.

Locked INTEGER 0

If 1, the weapon is locked and cannot be equipped without unlocking.

Service INTEGER 0

The ContactService ID that sells this weapon. Set to -1 if not sold through a contact.
SQL column: ServiceOptionId

Faction INTEGER 0

The faction this weapon is associated with.
SQL column: FactionId

Class INTEGER 0

The weapon class, determining which job types can equip it.
SQL column: WeaponClass

Asset INTEGER 0

Reference to the Weapon3DAsset record for this weapon's 3D model.
SQL column: Asset3DTypeId

ShotVFXCount INTEGER 0

Number of visual effect instances spawned per shot.

MuzzleVFX TEXT ""

Asset path for the muzzle flash visual effect.

ShotVFX TEXT ""

Asset path for the projectile or shot visual effect.

HitVFX TEXT ""

Asset path for the hit impact visual effect.

PowerLevel INTEGER 0

The power level of this weapon, used for scaling and procurement gating.

PrecisionRule INTEGER 0

A precision modifier rule applied to shots from this weapon.

SpecialRule INTEGER 0

A special behavior rule applied to this weapon.

Effect INTEGER 0

An Effect record applied on hit.
SQL column: WeaponEffect

Cost INTEGER 0

Credit cost when purchased through a service.

CritMultiBase INTEGER 0

Critical hit damage multiplier for standard shots.

CritMultiStealth INTEGER 0

Critical hit damage multiplier when attacking from stealth.

ShotVolume INTEGER 0

Audio volume level for shot sounds.

FAShots INTEGER 0

Number of shots in a full-auto burst, if applicable.

Reload INTEGER 0

Action points cost to reload.
SQL column: ReloadActionPoints

ClipMax INTEGER 0

Maximum number of clips the character can carry.
SQL column: ReloadClipMax

ClipSize INTEGER 0

Number of shots per clip.
SQL column: ReloadSize

MaxRange INTEGER 0

Maximum effective range in tiles.

ModeType1 INTEGER 0

Firing mode type for mode 1.

AmmoUsed1 INTEGER 0

Ammo consumed per shot in mode 1.

Accuracy1 INTEGER 0

Base accuracy percentage for mode 1.

AngleFire1 INTEGER 0

Firing angle for mode 1, in degrees.

PureDamage1 INTEGER 0

Untyped damage dealt by mode 1 — not reduced by any armor.

PhysicalDamage1 INTEGER 0

Physical damage dealt by mode 1, reduced by physical armor.

BallisticDamage1 INTEGER 0

Ballistic damage dealt by mode 1, reduced by ballistic armor.

ActionPoints1 INTEGER 0

Action point cost to fire mode 1.

RecoilRate1 INTEGER 0

Recoil applied per shot in mode 1, reducing accuracy on follow-up shots.

ArmorCritRate1 INTEGER 0

Chance to score a critical hit against armor in mode 1.

OptimalRangeA1 INTEGER 0

Inner bound of the optimal range band for mode 1. Full accuracy within this range.

OptimalRangeB1 INTEGER 0

Outer bound of the optimal range band for mode 1.

ModeType2 INTEGER 0

Firing mode type for mode 2. Set to -1 to disable.

AmmoUsed2 INTEGER 0

Ammo consumed per shot in mode 2.

Accuracy2 INTEGER 0

Base accuracy for mode 2.

AngleFire2 INTEGER 0

Firing angle for mode 2.

PureDamage2 INTEGER 0

Untyped damage for mode 2.

PhysicalDamage2 INTEGER 0

Physical damage for mode 2.

BallisticDamage2 INTEGER 0

Ballistic damage for mode 2.

ActionPoints2 INTEGER 0

Action point cost for mode 2.

RecoilRate2 INTEGER 0

Recoil per shot in mode 2.

ArmorCritRate2 INTEGER 0

Armor crit chance for mode 2.

OptimalRangeA2 INTEGER 0

Inner optimal range for mode 2.

OptimalRangeB2 INTEGER 0

Outer optimal range for mode 2.

GunTypeSFX TEXT ""

Audio type identifier used to select the correct sound set (e.g. Pistol, Rifle, SMG).

Name TEXT ""

The weapon's display name.
Written to localization JSON as WeaponName.{WeaponId}.
JSON output only — not written to SQL.

Value Mappings

Rarity[edit | edit source]

The rarity tier of this weapon.

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

Weapon3DAsset[edit | edit source]

A Weapon3DAsset defines the 3D positioning, rotation, and scale data for a weapon model on both male and female character rigs, as well as dual-wield and attachment point positions. Referenced by Weapon records via Asset3DTypeId.

Fields

Field Type Default Notes
WeaponModelId INTEGER required

Hand-authored ID for this 3D asset record.
Hand-authored primary key. Used as the WHERE key for UPDATE/DELETE.

Animation INTEGER 0

The animation layer this weapon uses.
SQL column: AnimationLayer

Paired INTEGER 0

If set, this weapon is part of a paired dual-wield configuration.

ModType INTEGER 0

The weapon mod type this asset represents.

FemX REAL 0

X position offset on the female rig.

FemY REAL 0

Y position offset on the female rig.

FemZ REAL 0

Z position offset on the female rig.

FemRotX REAL 0

X rotation on the female rig.

FemRotY REAL 0

Y rotation on the female rig.

FemRotZ REAL 0

Z rotation on the female rig.

MaleX REAL 0

X position offset on the male rig.

MaleY REAL 0

Y position offset on the male rig.

MaleZ REAL 0

Z position offset on the male rig.

MaleRotX REAL 0

X rotation on the male rig.

MaleRotY REAL 0

Y rotation on the male rig.

MaleRotZ REAL 0

Z rotation on the male rig.

DualFemX REAL 0

X position when dual-wielded on the female rig.

DualFemY REAL 0

Y position when dual-wielded on the female rig.

DualFemZ REAL 0

Z position when dual-wielded on the female rig.

DualFemRotX REAL 0

TODO: Describe DualFemRotX.

DualFemRotY REAL 0

TODO: Describe DualFemRotY.

DualFemRotZ REAL 0

TODO: Describe DualFemRotZ.

DualMaleX REAL 0

X position when dual-wielded on the male rig.

DualMaleY REAL 0

Y position when dual-wielded on the male rig.

DualMaleZ REAL 0

Z position when dual-wielded on the male rig.

DualMaleRotX REAL 0

TODO: Describe DualMaleRotX.

DualMaleRotY REAL 0

TODO: Describe DualMaleRotY.

DualMaleRotZ REAL 0

TODO: Describe DualMaleRotZ.

TopRailX REAL 0

X position of the top rail attachment point.

TopRailY REAL 0

Y position of the top rail attachment point.

TopRailZ REAL 0

Z position of the top rail attachment point.

BarrelX REAL 0

X position of the barrel attachment point.

BarrelY REAL 0

Y position of the barrel attachment point.

BarrelZ REAL 0

Z position of the barrel attachment point.

UnderBarrelX REAL 0

X position of the under-barrel attachment point.

UnderBarrelY REAL 0

Y position of the under-barrel attachment point.

UnderBarrelZ REAL 0

Z position of the under-barrel attachment point.

ShotPace REAL 0

The delay in seconds between shots in a burst.

Thumbnail TEXT ""

Asset path for the weapon's thumbnail image.

Resource TEXT ""

Asset path for the weapon's 3D model resource.


WeaponClassMod[edit | edit source]

A WeaponClassMod defines the mod slot configuration for a weapon class — which mod class types can be installed in each of the weapon's up to six slots. Referenced by weapon records via WeaponClass.

Fields

Field Type Default Notes
WeaponClassId INTEGER required

Hand-authored primary key for this weapon class mod configuration.
Hand-authored primary key. Used as the WHERE key for UPDATE/DELETE.

Heavy INTEGER 0

If set, this is a heavy weapon class.
SQL column: WeaponClassHeavy

Slot1 INTEGER 0

Mod class allowed in slot 1.
SQL column: Slot1ModClassId

Slot2 INTEGER 0

Mod class allowed in slot 2.
SQL column: Slot2ModClassId

Slot3 INTEGER 0

Mod class allowed in slot 3.
SQL column: Slot3ModClassId

Slot4 INTEGER 0

Mod class allowed in slot 4.
SQL column: Slot4ModClassId

Slot5 INTEGER 0

Mod class allowed in slot 5.
SQL column: Slot5ModClassId

Slot6 INTEGER 0

Mod class allowed in slot 6.
SQL column: Slot6ModClassId

CName TEXT ""

The weapon class display name stored directly in SQL.
SQL column: WeaponClassName

CDesc TEXT ""

The weapon class description stored directly in SQL.
SQL column: WeaponClassDesc


WeaponMod[edit | edit source]

A WeaponMod defines an attachable modification that alters a weapon's stats. Mods slot into specific positions on a weapon (defined by the weapon's WeaponClassMod record). Each mod can modify accuracy, damage, range, reload, and other stats.

Fields

Field Type Default Notes
WeaponModId INTEGER required

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

Rarity INTEGER 0

The rarity tier of this mod.
See Value Mappings: Rarity.

Service INTEGER 0

The ContactService ID that sells this mod.
SQL column: ServiceOptionId

Faction INTEGER 0

The faction this mod is associated with.
SQL column: FactionId

Class INTEGER 0

The mod class, determining which weapon slots it can fill.
SQL column: ModClassId

Slot INTEGER 0

The slot position this mod occupies on the weapon.
SQL column: ModSlot

PowerLevel INTEGER 0

The power level of this mod.

Cost INTEGER 0

Credit cost when purchased.

FiringMode1 INTEGER 0

Firing mode override applied by this mod in slot 1.

FiringMode2 INTEGER 0

Firing mode override applied by this mod in slot 2.

FiringMode3 INTEGER 0

Firing mode override applied by this mod in slot 3.

FiringMode4 INTEGER 0

Firing mode override applied by this mod in slot 4.

Asset INTEGER 0

Reference to the Weapon3DAsset for this mod's 3D model.
SQL column: Asset3DTypeId

CritMultiBase INTEGER 0

Critical hit multiplier modification.

CritMultiStealth INTEGER 0

Stealth critical hit multiplier modification.

ShotVolume INTEGER 0

Audio volume modification.

FAShots INTEGER 0

Full-auto shot count modification.

SpecialRule INTEGER 0

Special rule applied by this mod.

Exclusions INTEGER 0

Bitmask of mod classes that cannot be equipped simultaneously with this mod.

Reload INTEGER 0

Reload action points modification.
SQL column: ReloadActionPoints

ClipMax INTEGER 0

Clip carry capacity modification.
SQL column: ReloadClipMax

ClipSize INTEGER 0

Clip size modification.
SQL column: ReloadSize

AccuracyMod INTEGER 0

Accuracy stat modification.

AngleFireMod INTEGER 0

Firing angle modification.

PureDamageMod INTEGER 0

Pure damage modification.

PhysicalDamageMod INTEGER 0

Physical damage modification.

BallisticDamageMod INTEGER 0

Ballistic damage modification.

ActionPointsMod INTEGER 0

Action points cost modification.

RecoilRateMod INTEGER 0

Recoil rate modification.

ArmorCritRateMod INTEGER 0

Armor critical rate modification.

MaxRangeMod INTEGER 0

Maximum range modification.

OptimalRangeAMod INTEGER 0

Inner optimal range modification.

OptimalRangeBMod INTEGER 0

Outer optimal range modification.

GunTypeSFX TEXT ""

Audio type identifier for this mod's sound set.

Name TEXT ""

The mod's display name.
Written to localization JSON as WeaponModName.{WeaponModId}.
JSON output only — not written to SQL.

Value Mappings

Rarity[edit | edit source]

The rarity tier of this weapon mod.

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


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