References Links for Data Parser Schema
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. |
Rarity |
INTEGER | 0 |
The rarity tier of this armor. |
Service |
INTEGER | 0 |
The ContactService ID that sells this armor. |
Effect |
INTEGER | 0 |
An effect applied while this armor is equipped. |
Faction |
INTEGER | 0 |
The faction this armor is associated with. |
Class |
INTEGER | 0 |
The armor class, determining which job types can equip it. |
PowerLevel |
INTEGER | 0 |
The power level of this armor. |
Carry |
INTEGER | 0 |
Item carry capacity granted by this armor. |
Move |
INTEGER | 0 |
Movement rate modifier applied while wearing this armor. |
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. |
MaxAP |
INTEGER | 0 |
Maximum armor points before this armor is destroyed. |
Cost |
INTEGER | 0 |
Credit cost when purchased. |
Asset |
INTEGER | 0 |
Reference to the 3D asset for this armor. |
Name |
TEXT | "" |
The armor's display name. |
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. |
Class |
INTEGER | 0 |
The blueprint class controlling its crafting category. |
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. |
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. |
Qty |
INTEGER | 0 |
The quantity of the output item produced per craft. |
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. |
Class |
INTEGER | 0 |
The classification of this effect. |
ClearType |
INTEGER | 0 |
Controls when this effect is cleared. |
PurgeType |
INTEGER | 0 |
Controls when this effect is purged. |
Group |
INTEGER | 0 |
A grouping ID for related effects. |
Owner |
INTEGER | 0 |
The owner type that applied this effect. |
HealType |
INTEGER | 0 |
The healing type associated with this effect. |
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. |
DetectReduce |
INTEGER | 0 |
General detection range reduction. |
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. |
MoveMitigate |
INTEGER | 0 |
Reduces movement speed debuffs on the target. |
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. |
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. |
Class |
INTEGER | 0 |
The item class, controlling carry slot and UI category. |
Asset |
INTEGER | 0 |
Reference to the 3D asset for this item. |
Service |
INTEGER | 0 |
The ContactService that sells this item. |
Faction |
INTEGER | 0 |
The faction this item is associated with. |
Leverage |
INTEGER | 0 |
The leverage class of this item if used in negotiations. |
Rarity |
INTEGER | 0 |
The rarity tier of this item. |
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. |
Name |
TEXT | "" |
The item's display name. |
Desc |
TEXT | "" |
The item's description. |
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. |
Rarity |
INTEGER | 0 |
The rarity tier of this weapon. |
Locked |
INTEGER | 0 |
If |
Service |
INTEGER | 0 |
The ContactService ID that sells this weapon. Set to |
Faction |
INTEGER | 0 |
The faction this weapon is associated with. |
Class |
INTEGER | 0 |
The weapon class, determining which job types can equip it. |
Asset |
INTEGER | 0 |
Reference to the Weapon3DAsset record for this weapon's 3D model. |
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. |
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. |
ClipMax |
INTEGER | 0 |
Maximum number of clips the character can carry. |
ClipSize |
INTEGER | 0 |
Number of shots per clip. |
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 |
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. |
Name |
TEXT | "" |
The weapon's display name. |
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. |
Animation |
INTEGER | 0 |
The animation layer this weapon uses. |
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 |
DualFemRotY |
REAL | 0 |
TODO: Describe |
DualFemRotZ |
REAL | 0 |
TODO: Describe |
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 |
DualMaleRotY |
REAL | 0 |
TODO: Describe |
DualMaleRotZ |
REAL | 0 |
TODO: Describe |
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. |
Heavy |
INTEGER | 0 |
If set, this is a heavy weapon class. |
Slot1 |
INTEGER | 0 |
Mod class allowed in slot 1. |
Slot2 |
INTEGER | 0 |
Mod class allowed in slot 2. |
Slot3 |
INTEGER | 0 |
Mod class allowed in slot 3. |
Slot4 |
INTEGER | 0 |
Mod class allowed in slot 4. |
Slot5 |
INTEGER | 0 |
Mod class allowed in slot 5. |
Slot6 |
INTEGER | 0 |
Mod class allowed in slot 6. |
CName |
TEXT | "" |
The weapon class display name stored directly in SQL. |
CDesc |
TEXT | "" |
The weapon class description stored directly in SQL. |
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. |
Rarity |
INTEGER | 0 |
The rarity tier of this mod. |
Service |
INTEGER | 0 |
The ContactService ID that sells this mod. |
Faction |
INTEGER | 0 |
The faction this mod is associated with. |
Class |
INTEGER | 0 |
The mod class, determining which weapon slots it can fill. |
Slot |
INTEGER | 0 |
The slot position this mod occupies on the weapon. |
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. |
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. |
ClipMax |
INTEGER | 0 |
Clip carry capacity modification. |
ClipSize |
INTEGER | 0 |
Clip size modification. |
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. |
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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