Game Constants
GameSystemTable ยท 448 constantsDifficulty scaling
Two separate axes over the five tiers (Easy → Downfall): Combat difficulty scales monster health & damage (up to x2 on Downfall) plus respawns 600–1200 min, while Management difficulty scales material costs x0.34–x1.66 and mood - see the full comparison table.
Raw
GameSystemTable constants (448 rows). Dev comments (translated from
Korean - hover for the original) document what each FloatValues index ([0],
[1], โฆ) means. Values shown as extracted.| Key | FloatValues | StringValues | Dev comment |
|---|---|---|---|
| GAMESYSTEM_ | 0.0167 | - | [0]: Tick unit - 1/60 |
| GAMESYSTEM_ | 60 | - | [0]: Minimum update tick (e.g. bleed) - 60/60 |
| GAMESYSTEM_ | 8 | - | [0]: If the start time is 8:00, the campaign begins at 8:00. |
| GAMESYSTEM_ | 45 | - | [0]: Ticks per minute - 45/60 NOTE: When this value is 45, a day equals 64,800 ticks -> 1,082 seconds of real time, so at 1x speed a game day is about 18 real-world minutes. |
| GAMESYSTEM_ | 60 | - | [0]: Minutes per hour - 2700/60 |
| GAMESYSTEM_ | 24 | - | [0]: Hours per day |
| GAMESYSTEM_ | 6, 20 | - | [0] ~ [1]: The time range (start to end) that morning occupies within a day. |
| GAMESYSTEM_ | 300, 300 | - | [0]: Max map X size [1]: Max map Y size |
| GAMESYSTEM_ | 4 | - | [0]: Max player unit party size |
| GAMESYSTEM_ | 0, 1, 3.5, 7 | - | Time.deltaTime * [GameSpeedEnum[Current Speed Enum]] |
| GAMESYSTEM_ | 0 | - | Default starting funds when creating a new campaign |
| GAMESYSTEM_ | 4 | - | Default starting max population when creating a new campaign |
| GAMESYSTEM_ | 0.04 | - | [0]: Speed correction value |
| GAMESYSTEM_ | 25 | - | [0]: Max radius of the settlement area with no initial creep |
| GAMESYSTEM_ | 300 | - | [0]: Max room size |
| GAMESYSTEM_ | 3 | - | [0]: Difference in vision range between day and night |
| GAMESYSTEM_ | 360, 720 | - | Range of minute intervals for how long weather lasts |
| GAMESYSTEM_ | 4320 | - | Depletion recovery cycle (minute interval) |
| GAMESYSTEM_ | 36 | - | [0]: Max inventory size |
| GAMESYSTEM_ | 7 | - | [0]: Max equipment size |
| GAMESYSTEM_ | 1, 1.25, 1.5 | - | {0} ~ Heavy ~ {1} ~ Very Heavy ~ {2} ~ Cannot Carry |
| GAMESYSTEM_ | 20, 40, 80 | - | If Stamina % is 0 to under {0}: Stamina_Very Exhausted {0} to under {1}: Stamina_Exhausted {1} to under {2}: Stamina_No Effect {2} to 100 or below: Stamina_Energetic |
| GAMESYSTEM_ | 20, 40 | - | If Hunger % is 0 to under {0}: Hunger_Very Hungry {0} to under {1}: Hunger_Hungry {1} to 100 or below: Hunger_Satisfied <- this one doesn't seem to exist |
| GAMESYSTEM_ | 20, 40, 80 | - | If Stress % is 0 to under {0}: Effect_Stress_Happy {0} to under {1}: No related effect {1} to (2) or below: Effect_Stress_High {2} to 100: Effect_Stress_Severe |
| GAMESYSTEM_ | 40 | - | The percentage value of how much Stamina must recover before regaining consciousness, when in an 'Unconscious' state due to stamina-related causes such as Deadly or the final Stamina penalty. |
| GAMESYSTEM_ | 40 | - | The percentage value of how much Hunger must recover before regaining consciousness, when in an 'Unconscious' state due to hunger-related causes such as being hungry. |
| GAMESYSTEM_ | 50 | - | Default tick value spent per unit of sleep: {0}. This variable exists to handle exception conditions for waking during sleep (e.g. Stamina above a certain threshold, or Very Hungry). |
| GAMESYSTEM_ | 50 | - | Default tick value spent per unit of unconscious sleep: {0}. |
| GAMESYSTEM_ | 100 | - | The percentage threshold used to judge that enough sleep has been had. Once asleep, the unit won't wake until Stamina has recovered to this value. Note that it will not wake even if another shared task comes up in the meantime (it can still be woken by force-switching to control mode). |
| GAMESYSTEM_ | 100 | - | The percentage value that determines how long a unit sleeps for when in Sleep Priority mode. |
| GAMESYSTEM_ | 50 | - | When in deep sleep from severe exhaustion, wakes up once this percentage or higher is reached |
| GAMESYSTEM_ | 100 | - | Number of ticks until sleep-related Affecter effects (sleeping on floor, sleeping in bed) trigger |
| GAMESYSTEM_ | 135 | - | {0} seconds the corresponding Mood lasts after sleeping on the floor PS: At 1x speed, 1 in-game hour = 45 real seconds. |
| GAMESYSTEM_ | 1080 | - | {0} seconds the corresponding Mood lasts after sleeping in a bed |
| GAMESYSTEM_ | 2160 | - | {0} seconds the corresponding Mood lasts after sleeping in a room |
| GAMESYSTEM_ | 300 | - | Default number of ticks {0} spent when eating food |
| GAMESYSTEM_ | 40 | - | The percentage value of how much Hunger must recover before regaining consciousness, when in an 'Unconscious' state due to hunger-related causes such as being hungry. |
| GAMESYSTEM_ | 2160 | - | {0} seconds the corresponding Mood lasts after eating food in a room |
| GAMESYSTEM_ | 4 | - | {0} ticks the corresponding effect lasts at the temple, depending on quality |
| GAMESYSTEM_ | 1800 | - | Default number of ticks {0} spent while playing |
| GAMESYSTEM_ | 120, 300 | - | Wait ticks when starting the Idle state. Picks a random value between {0} and {1} to act. PS: Means that when entering the Idle BT from doing something else, it waits this many ticks before starting. The previous task is unknown. |
| GAMESYSTEM_ | 300, 600 | - | Wait tick duration while in the Idle state. Picks a random value between {0} and {1} to act. PS: In other words, this is the tick interval applied when 'repeating' Idle. |
| GAMESYSTEM_ | 100 | - | Pre-input ticks (previously 12) |
| GAMESYSTEM_ | 0 | - | Stress reset on mental breakdown |
| GAMESYSTEM_ | 2 | - | Effect duration granted on mental breakdown |
| GAMESYSTEM_ | 12 | - | Aftereffect duration granted on mental breakdown |
| GAMESYSTEM_ | 12 | - | Time interval range at which time-based autosave runs at the base |
| GAMESYSTEM_ | 4 | - | Area {0} covered by creep from large thornvines |
| GAMESYSTEM_ | 2 | - | Area {0} covered by creep from small thornvines |
| GAMESYSTEM_ | 0.08 | - | Spawn probability {0} for large thornvines vs. small thornvines |
| GAMESYSTEM_ | 9 | - | Renders the creep area at the base out to a distance of {0} from the creep |
| GAMESYSTEM_ | 1 | - | Fuel duration per Durability unit. Means how many in-game minutes of fuel each 1 point of Durability provides. |
| GAMESYSTEM_ | 1 | - | Maximum quantity of fuel items a building can hold |
| GAMESYSTEM_ | 0 | UNIT_GiantStoneGolem | Order of enemies that must be cleared for the region clear: Stage 1, Stage 2, etc. If NULL, there is no boss, so clearing does not trigger an unlock. |
| GAMESYSTEM_ | 0, 1, 2, 3, 4, 5 | - | Phase unit [n]: phase of floor n |
| GAMESYSTEM_ | 10 | - | Current last floor of the Abyss |
| GAMESYSTEM_ | 1440, 1440, 1440 | - | Dungeon-stay duration penalty (minute interval) [n]: interval of n minutes Warning!!! Only 3 values may be entered. Adding more causes an error, as it would try to assign something like D5. |
| GAMESYSTEM_ | 1200, 900, 600, 600, 600 | - | Dungeon unit respawn interval (minutes) by combat difficulty. CombatDifficulty enum order: Easy, Normal, Hard, VeryHard, Downfall. Based on the original 600 minutes: Easy +100%, Normal +50%, Hard and above +0%. |
| GAMESYSTEM_ | 480, 960 | - | Dungeon monster patrol interval (minutes) |
| GAMESYSTEM_ | 0 | - | [0]: Tutorial seed |
| GAMESYSTEM_ | 5, 5, 5, 5, 5, 5 | - | Main dungeon max floor - for checking the 'Yearning to Explore (Into the Depths)' event |
| GAMESYSTEM_ | 1 | - | Event variable for checking the current build's max region. Once the last floor of that region is reached, the 'Yearning to Explore (Into the Depths)' event no longer appears. |
| GAMESYSTEM_ | 0.34, 0.67, 1, 1.33, 1.66 | - | Crafting material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1) |
| GAMESYSTEM_ | 0.34, 0.67, 1, 1.33, 1.66 | - | Construction material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1) |
| GAMESYSTEM_ | 0.34, 0.67, 1, 1.33, 1.66 | - | Research requirement multiplier |
| GAMESYSTEM_ | 10, 7, 4, 1, -2 | - | Management difficulty: Easy. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5. |
| GAMESYSTEM_ | 8, 5, 2, -1, -4 | - | Management difficulty: Normal. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5. |
| GAMESYSTEM_ | 5, 2, -1, -4, -7 | - | Management difficulty: Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5. |
| GAMESYSTEM_ | 4, 1, 0, -3, -8 | - | Management difficulty: Very Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5. |
| GAMESYSTEM_ | 3, 0, -1, -4, -9 | - | Management difficulty: Downfall. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5. |
| GAMESYSTEM_ | -1, -4, -7, -10 | - | Management difficulty: Easy. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4. |
| GAMESYSTEM_ | -3, -6, -9, -12 | - | Management difficulty: Normal. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4. |
| GAMESYSTEM_ | -4, -10, -16, -22 | - | Management difficulty: Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4. |
| GAMESYSTEM_ | -5, -11, -17, -23 | - | Management difficulty: Very Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4. |
| GAMESYSTEM_ | -6, -12, -18, -24 | - | Management difficulty: Downfall. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4. |
| GAMESYSTEM_ | 600 | - | [0]: Near-Death duration |
| GAMESYSTEM_ | 600 | - | [0]: Near-Death aftereffect duration |
| GAMESYSTEM_ | 80 | - | [0]: Percentage of head HP recovered upon Near-Death |
| GAMESYSTEM_ | 4 | - | [0]: Dazed duration (in seconds) |
| GAMESYSTEM_ | 2 | - | [0]: Limping duration (in seconds) |
| GAMESYSTEM_ | 7 | - | [0]: Unit combat range (batch) <- cleared upon leaving it (by design this should follow the vision value) |
| GAMESYSTEM_ | 0.1 | - | [0]: Equipment Durability deduction multiplier |
| GAMESYSTEM_ | 0.3, 0.7 | - | [0]: Head damage chance, [1]: Body damage chance |
| GAMESYSTEM_ | 5 | - | [0]: Skill global cooldown |
| GAMESYSTEM_ | 300 | - | Tick duration for one segment of 'Research' execution |
| GAMESYSTEM_ | 300 | - | Tick duration for one segment of 'Construction' execution |
| GAMESYSTEM_ | 0.01 | - | Scaling coefficient applied to the numeric value used for Work Progress gain |
| GAMESYSTEM_ | 1 | - | Work Progress increases every {0} ticks. Common to Gathering and Crafting types |
| GAMESYSTEM_ | 150 | - | Work Progress increases every {0} ticks. Research only |
| GAMESYSTEM_ | 600 | - | Workload required for the feeding task |
| GAMESYSTEM_ | 1000 | - | Workload required for the rescue/surgery task |
| GAMESYSTEM_ | 6 | - | Maximum number of jobs that can be worked at one Workstation. Temporarily capped at 6 for Alpha 1. Remove the limiter once scroll-related work is finished. |
| GAMESYSTEM_ | 1, 1.3, 1.8, 3 | - | Refers to the slot background display range based on the Life stat. Below {0}: Bad Below {1}: Normal Below {2}: Good Below {3}: Great Otherwise (i.e., {3} or higher): Perfect |
| GAMESYSTEM_ | 0.5 | - | Construction workload * {0} = Workload for performing the demolition task |
| GAMESYSTEM_ | 480 | - | {0}: Time interval (in minutes) at which trade offers refresh |
| GAMESYSTEM_ | 50 | - | {0}: Discount percentage applied when the player sells (e.g., if 50, a resource worth 120 gold can only be sold for 60 gold;) |
| GAMESYSTEM_ | 480 | - | {0}: Time interval (in minutes) at which Recruitment candidates refresh NOTE: Set to 50 for now for testing convenience. Needs to be adjusted later. |
| GAMESYSTEM_ | 1 | - | {0}: Minimum number of personality Traits attached to a unit during Recruitment candidate generation |
| GAMESYSTEM_ | 30 | - | {0}: Probability of granting an additional personality Trait during Recruitment candidate generation (in theory this can repeat indefinitely) |
| GAMESYSTEM_ | 2 | - | {0}: Minimum number of secondary skill trees attached to a unit during Recruitment candidate generation |
| GAMESYSTEM_ | 50 | - | {0}: Probability of granting an additional secondary skill tree during Recruitment candidate generation (in theory this can repeat indefinitely) |
| GAMESYSTEM_ | 807, 170, 20, 3 | - | {0}~{3}: Probability weight for appearing Inscription traits, Common to Legendary. Not strictly required for actual behavior, but please set the values so they sum to 1000, for easier probability tracking (must be an int value). |
| GAMESYSTEM_ | 2, 5 | - | {0}~{1}: Range of the total sum possible when all Talents are added together (min~max) |
| GAMESYSTEM_ | 200, 400, 800, 2000 | - | {0}~{3}: Base handling price for Common-to-Legendary Inscription traits granted to Recruitment units |
| GAMESYSTEM_ | 120, 189, 344, 568, 850, 1187, 1575, 2012, 2494, 3020, 3589, 4200 | - | {0}~{11}: Base handling price for Recruitment units at levels 1 through 12 NOTE: Formula Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 Intent -> When comparing base value, a bare unit at level 1 == 2 wooden armors At level 12, a bare unit == 3 mithril armors Early in the game, a unit's relative value is low (because units should be re-recruitable when they die) Late in the game, a unit's relative value gradually rises again |
| GAMESYSTEM_ | -30, 30 | - | {0}~{1}: Range of the random percentage variance that finally affects price (min~max) |
| GAMESYSTEM_ | -1 | TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0 | Unique names do not appear in Recruitment. |
| GAMESYSTEM_ | -1 | UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0 | Unique profiles (portraits) do not appear in Recruitment. |
| GAMESYSTEM_ | 12 | - | {0}: Maximum level a unit can reach |
| GAMESYSTEM_ | 4 | - | {0}: Maximum level a unit can reach in the current build |
| GAMESYSTEM_ | 30, 250, 567, 1017, 1600, 2315, 3167, 4153, 5273, 6531, 7926, 9457 | - | {0}~{11}: Max experience required to level up at each level (1-12) PS: Set to follow a polynomial growth pattern -> EXP = aร(Level^b)+c. Current formula applied = 60.9499โ level^2.03 + 0.3528 (260212 UPDATE) So that players can reach level 2 right after finishing their first expedition, level 1 is an exception to this formula, using 30 instead of 48. |
| GAMESYSTEM_ | 2, 5, 8, 11 | - | {0}~{3}: Gain 1 new Inscription upon reaching each level >> OUTDATED: Design has since been changed so that one is gained every level. |
| GAMESYSTEM_ | 4, 24, 72, 4, 24, 72, 4, 24, 72, 4, 24 | ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_MidGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_SupremeGradeManaStone, ITEM_SupremeGradeManaStone | {0}~{11}: Quantity of items required to level up at each level (1-12) (FloatValues), item type (StringValues) HW 250905: Originally, going from level 3->4 uses LowGrade, but this is disabled in the alpha demo. Needs to be changed back to LowGrade afterward. |
| GAMESYSTEM_ | 0.5, 1, 2 | - | {0}: Multiplier for required item (usually Mana Stone) quantity increase when Least {1}: Multiplier for required item (usually Mana Stone) quantity increase when Ordinary {2}: Multiplier for required item (usually Mana Stone) quantity increase when Plentiful PS: Intended so that the better the option chosen, the lower the Mana Stone consumption efficiency relative to the stat increase. (241129 note) Least Stat increase multiplier: 1 Consumption quantity multiplier: 0.5 Trade-off ratio (efficiency): 2 Ordinary Stat increase multiplier: 1.2 Consumption quantity multiplier: 1 Trade-off ratio (efficiency): 1.2 Plentiful Stat increase multiplier: 1.5 Consumption quantity multiplier: 2 Trade-off ratio (efficiency): 0.75 |
| GAMESYSTEM_ | 1, 1.2, 1.5 | - | {0}: Stat increase multiplier when Least {1}: Stat increase multiplier when Ordinary {2}: Stat increase multiplier when Plentiful |
| GAMESYSTEM_ | 5 | - | {0}: Number of Inscriptions randomly presented on level up |
| GAMESYSTEM_ | 10 | - | {0}: Starting primary skill points at level 1 (skill points on the Status sheet are for reference only and have no effect if changed, so they're handled separately here) |
| GAMESYSTEM_ | 6 | - | {0}: Starting secondary skill points at level 1 (skill points on the Status sheet are for reference only and have no effect if changed, so they're handled separately here) |
| GAMESYSTEM_ | 6 | - | Primary skill points gained on level up |
| GAMESYSTEM_ | 6 | - | Secondary skill points gained on level up |
| GAMESYSTEM_ | 1, 3 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 4 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 5 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 6 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 7 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 1, 3 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 4 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 5 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 6 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 7 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 1, 3 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 4 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 5 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 6 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 7 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 1, 3 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 4 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 5 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 6 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 7 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 1, 3 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 4 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 5 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 6 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 7 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 1, 3 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 4 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 5 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 6 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 7 | - | Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 10 | - | Base skill point increase |
| GAMESYSTEM_ | 10 | - | Additional skill point increase (Granted as a bonus by this amount when advancing to levels 3, 5, 7, 9, 11) |
| GAMESYSTEM_ | 5 | - | If 'change amount / max value' is higher than this percentage, it's treated as 'greatly increased/decreased'; if lower, it's treated as 'increased/decreased'. Not used for actual functionality - it's a reference value for indicating how fast stats are changing in the status window, etc. |
| GAMESYSTEM_ | 30 | - | [0]: Max Mood value shown in the UI |
| GAMESYSTEM_ | 0.75 | - | [0]: UI fade in/out duration |
| GAMESYSTEM_ | 1 | - | [0]: Camera movement speed via arrow keys |
| GAMESYSTEM_ | 0.5 | - | [0]: Speed multiplier at minimum zoom-in |
| GAMESYSTEM_ | 1 | - | [0]: Speed multiplier at maximum zoom-in |
| GAMESYSTEM_ | 1 | - | [0]: UI zoom in/out speed |
| GAMESYSTEM_ | 6.5 | - | [0]: Camera minimum zoom-in value |
| GAMESYSTEM_ | 20 | - | [0]: Camera maximum zoom-out value |
| GAMESYSTEM_ | 5 | - | [0]: BGM transition time |
| GAMESYSTEM_ | 50 | - | [0] x [0]: Alpha version camera restriction zone size |
| GAMESYSTEM_ | 4320, 7200 | - | Interval at which random events occur: in in-game minutes (10080, 20160) |
| GAMESYSTEM_ | 240 | - | In-game time needed for a random event shown in an Alert to disappear after being activated (1440 = 1 day) |
| GAMESYSTEM_ | 1440, 2880 | - | Interval at which Expedition Party Decision events occur: in in-game minutes (10080 = 7 days) |
| GAMESYSTEM_ | 4320 | - | In-game time needed after an Expedition Party Decision quest is activated until the abandon event appears |
| GAMESYSTEM_ | 1 | - | Unit's hunger consumption rate |
| GAMESYSTEM_ | 3 | - | For Alert use: appropriate number of days' worth of food to keep on hand |
| GAMESYSTEM_ | 3 | - | Number of days used for indicating food shortage in the dungeon alert window |
| GAMESYSTEM_ | 50 | - | For use in the dungeon alert window: there is no minimum quantity of arrows needed per unit |
| GAMESYSTEM_ | 30 | - | For use in the dungeon alert window: at least one equipped item has durability at or below {0} |
| GAMESYSTEM_ | 300 | - | Maximum distance at which a player's unit is judged able to move |
| GAMESYSTEM_ | 30 | - | Maximum distance at which a player's unit is judged able to move during combat |
| GAMESYSTEM_ | 20 | - | Maximum distance at which an enemy unit is judged able to move in various situations such as attacking |
| GAMESYSTEM_ | 2, 0 | - | Number of environmental effects (positive/negative) by combat difficulty |
| GAMESYSTEM_ | 1, 0 | - | Number of environmental effects (positive/negative) by combat difficulty |
| GAMESYSTEM_ | 1, 1 | - | Number of environmental effects (positive/negative) by combat difficulty |
| GAMESYSTEM_ | 1, 2 | - | Number of environmental effects (positive/negative) by combat difficulty |
| GAMESYSTEM_ | 1, 3 | - | Number of environmental effects (positive/negative) by combat difficulty |
| GAMESYSTEM_ | 5 | - | Initial Depletion stack |
| GAMESYSTEM_ | 200, 200, 200, 200, 200, 200, 200, 200 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Weather [0]: Settlement [1~6]: Region 1~6 [7]: Abyss |
| GAMESYSTEM_ | 15, 15, 15, 15, 15, 15, 15, 15 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Weather [0]: Settlement [1~6]: Region 1~6 [7]: Abyss |
| GAMESYSTEM_ | 5, 5, 5, 5, 5, 5, 5, 5 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Weather [0]: Settlement [1~6]: Region 1~6 [7]: Abyss |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Strength Boost: Positive GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Vitality Boost: Positive GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Willpower Boost: Positive GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Intelligence Boost: Positive GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Agility Boost: Positive GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Perception Boost: Positive GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Bounty: Elite Monster GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Abundant Mana Stones GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 10, 0, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Tranquil Silence GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 10, 0, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Abundant Timber GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 10, 0, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Jeweled Beetle GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 10, 0, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Forest's Teaching GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 10, 0, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Elf's Homeland GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Strength Weakening: Negative GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Vitality Weakening: Negative GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Willpower Weakening: Negative GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Intelligence Weakening: Negative GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Agility Weakening: Negative GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 10, 10, 10, 10, 10, 10, 10, 10 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Perception Weakening: Negative GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 10, 0, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Mana Oversaturation GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 10, 0, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Distorted Senses GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 10, 0, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Nutrient Absorption GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 10, 0, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Whispers of Darkness GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 10, 0, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Swarming Fleas GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 10, 0, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Forest of Beasts GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 0, 10, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Underground Explorer GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 0, 10, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Abundant Stone GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 0, 10, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Mana Stone Burrow GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 0, 10, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Dark Burrow GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 0, 10, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Goblin Victory GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 0, 0, 10, 0, 0, 0, 0, 0 | None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss | Gloth Victory GAMESYSTEM_Environment_{affecterName} |
| GAMESYSTEM_ | 100, 30, 15, 0, 0, 0 | - | Recruitment unit weights // (0306) Human, Lizardman, Elf, Dwarf, Baekgwi, Tal |
| GAMESYSTEM_ | 1 | - | {0}: Minimum number of personality Traits attached to a unit during Recruitment candidate generation |
| GAMESYSTEM_ | 30 | - | {0}: Probability of granting an additional personality Trait during Recruitment candidate generation (in theory this can repeat indefinitely) |
| GAMESYSTEM_ | 1 | - | Level limit for the trait pool that can attach to a Background |
| GAMESYSTEM_ | 2, 5 | - | {0}~{1}: Range of the total sum possible when all Talents are added together (min~max) |
| GAMESYSTEM_ | 3 | - | [0]: Unit small-talk check interval (seconds) |
| GAMESYSTEM_ | 5 | - | [0]: Unit small-talk search radius (tiles) |
| GAMESYSTEM_ | 30 | - | [0]: Unit small-talk occurrence chance (%) |
| GAMESYSTEM_ | 50 | - | [0]: Small-talk topic record chance (%) |
| GAMESYSTEM_ | 1 | - | [0]: Max number of recent small-talk topics a unit stores |
| GAMESYSTEM_ | 20 | - | [0]: Grace period before small talk starts after entering the map (seconds) |
| GAMESYSTEM_ | 20 | - | [0]: Time to ignore initial-equip small-talk topic records after entering the map (seconds) |
| GAMESYSTEM_ | 1 | - | [0]: Max number of small-talk conversations per logic refresh |
| GAMESYSTEM_ | 1 | - | [0]: Number of previous small-talk partners blocked |
| GAMESYSTEM_ | 1 | - | [0]: Number of previously used small-talk topics blocked |
| GAMESYSTEM_ | 360 | - | [0]: Duration of the "Had a Chat" effect (minutes) |
| GAMESYSTEM_ | 1800 | - | Refers to the number of ticks per hour. Multiplying this by 24 gives the number of ticks per day. |
| GAMESYSTEM_ | 60 | - | Asks how many minutes an hour is divided into (minute tick = hour tick / this value) |
| GAMESYSTEM_ | 24 | - | Asks how many hours a day is divided into (day tick = this value * hour tick) |
| GAMESYSTEM_ | 24, 48, 72, 96, 120, 144 | - | A value indicating how many 'hours' of cumulative campaign elapsed time must pass before a Dungeon Break occurs. (Design note: Since it's currently hard to know how much cumulative settlement time corresponds to actual real-world playtime, it's hard to know how many breaks there will be per campaign before clearing the game. So for now, only the initial Dungeon Break trigger time is set. This will be adjusted later once we've checked the balance.) |
| GAMESYSTEM_ | 10 | - | Refers to the base Settlement Portal's durability decrease per hour. |
| GAMESYSTEM_ | 36 | - | Number of inventory slots |
| GAMESYSTEM_ | 0.7 | - | Gain the Heavy effect when current weight / max weight is {0}% or higher (red portion of the weight gauge) |
| GAMESYSTEM_ | 0.9 | - | Gain the Very Heavy effect when current weight / max weight is {0}% or higher (black portion of the weight gauge) >> 240613 HW: Very Heavy will be removed going forward. |
| GAMESYSTEM_ | 1 | - | You can no longer carry weight once current weight / max weight reaches {0}% or higher. |
| GAMESYSTEM_ | 30 | - | When final damage is applied, gain a Wound value equal to {0}% of the final damage. |
| GAMESYSTEM_ | 0.1 | - | Every second, Wound value on all body parts decreases by {0}% of max health. |
| GAMESYSTEM_ | 0.1 | - | While sleeping or resting, Wound value on all body parts additionally decreases by {0}% every second. |
| GAMESYSTEM_ | 20 | - | Applies an additional 'quality of the structure used for resting' * {0}% to the Wound decrease amount from UnitStatusSystem_RestWoundDecreasePercentage. |
| GAMESYSTEM_ | 0.5 | - | Every second, all body parts recover health (excluding Wound) equal to {0}% of max health. |
| GAMESYSTEM_ | 20 | - | Applies an additional 'quality of the structure used for resting' * {0}% to the health recovery amount from UnitStatusSystem_NaturalHealthPointRestorePercentage. |
| GAMESYSTEM_ | 0.035 | - | Recover {0} Stamina every tick (currently unused. Might never be used at all?) |
| GAMESYSTEM_ | 0.05 | - | Recover {0} Stamina every tick |
| GAMESYSTEM_ | 0.035 | - | Recover {0} Stamina every tick |
| GAMESYSTEM_ | 20, 40, 80 | - | If Stamina % is 0 to under {0}: Stamina_Very Exhausted {0} to under {1}: Stamina_Exhausted {1} to under {2}: Stamina_No Effect {2} to 100 or below: Stamina_Energetic |
| GAMESYSTEM_ | 70 | - | The percentage threshold used to judge that enough sleep has been had. Once asleep, the unit won't wake until Stamina has recovered to this value. Note that it will not wake even if another shared task comes up in the meantime (it can still be woken by force-switching to control mode). |
| GAMESYSTEM_ | 100 | - | Percentage value determining how long a unit sleeps while in forced rest mode |
| GAMESYSTEM_ | 40 | - | The percentage value of how much Stamina must recover before regaining consciousness, when in an 'Unconscious' state due to stamina-related causes such as Deadly or the final Stamina penalty. |
| GAMESYSTEM_ | 40 | - | The percentage value of how much Hunger must recover before regaining consciousness, when in an 'Unconscious' state due to hunger-related causes such as being hungry. |
| GAMESYSTEM_ | 20, 40, 80 | - | If the Entertainment percentage is: 0 to under {0}: Entertainment_Very Bored {0} to under {1}: Entertainment_Bored {1} to under {2}: Entertainment_No Effect {2} to 100 or below: Entertainment_Excited |
| GAMESYSTEM_ | 20, 40 | - | If the Hunger percentage is: 0 to under {0}: Hunger_Very Hungry {0} to under {1}: Hunger_Hungry {1} to 100 or below: Hunger_Satisfied |
| GAMESYSTEM_ | 20, 40, 80 | - | If Stress % is 0 to under {0}: Effect_Stress_Happy {0} to under {1}: No related effect {1} to (2) or below: Effect_Stress_High {2} to 100: Effect_Stress_Severe |
| GAMESYSTEM_ | 30 | - | Refers to the max Mood value. It isn't a value that actually fluctuates in use; it's mainly used as the max reference for displaying gauge bars, etc. in the UI. (The actual value has no maximum.) |
| GAMESYSTEM_ | -0.03 | - | Every minute, all units' Stress increases or decreases by an amount equal to current Mood multiplied by this value. Since Stress must decrease when Mood is greater than 0, this value must be negative by nature. |
| GAMESYSTEM_ | -4, -1, 2, 5 | - | ~{0}: Very Unhappy {0}~{1}: Unhappy {1}~{2}: Normal {2}~(3): Happy {3}~: Very Happy |
| GAMESYSTEM_ | 30 | - | The value for what % of max Stamina is set when entering the Deadly state due to damage |
| GAMESYSTEM_ | 30 | - | The value for what % of max Head Health is set when entering the Deadly state due to damage |
| GAMESYSTEM_ | 1 | - | Gathering progress increases by {0} every tick |
| GAMESYSTEM_ | 1 | - | Crafting work amount increases by {0} every tick |
| GAMESYSTEM_ | 300 | - | Default number of ticks {0} spent when eating food |
| GAMESYSTEM_ | 50 | - | Base value of {0} ticks consumed per unit of sleep. If a unit actually sleeps the whole time, this is performed multiple times. Each time one unit passes, it's shown on screen as a Stamina recovery. |
| GAMESYSTEM_ | 50 | - | Default tick value spent per unit of unconscious sleep: {0}. |
| GAMESYSTEM_ | 0 | - | Placeholder (unused) |
| GAMESYSTEM_ | 5 | - | Surrounding vision range. Fog of War is updated based on this value. In the prototype, there is no 'final stat' for this value yet. Going forward, each unit will need to be given a final Vision stat. For example, how much of the map is revealed by vision could differ depending on whether a torch is used, etc. |
| GAMESYSTEM_ | 120 | - | Final Stat system default value (Displayed as F0) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F0) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F0) |
| GAMESYSTEM_ | 100 | - | Final Stat system default value (Displayed as F0) |
| GAMESYSTEM_ | 100 | - | Final Stat system default value (Displayed as F0) |
| GAMESYSTEM_ | 100 | - | Final Stat system default value (Displayed as F0) |
| GAMESYSTEM_ | 100 | - | Final Stat system default value (Displayed as F0) |
| GAMESYSTEM_ | -0.01 | - | Final Stat system default value (Displayed as F0) Recovery amount per minute (decreases by default) |
| GAMESYSTEM_ | -0.01 | - | Final Stat system default value (Displayed as F0) Recovery amount per minute (decreases by default) |
| GAMESYSTEM_ | -0.01 | - | Final Stat system default value (Displayed as F0) Recovery amount per minute (decreases by default) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F0) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F0) |
| GAMESYSTEM_ | 90 | - | Final Stat system default value (Displayed as F0) |
| GAMESYSTEM_ | 100 | - | Final Stat system default value (Displayed as F0) |
| GAMESYSTEM_ | 100 | - | Final Stat system default value (Displayed as F0; actual processing applies DevValueConvertRatio_MovementSpeed) |
| GAMESYSTEM_ | 8 | - | Final Stat system default value (Displayed as F1) |
| GAMESYSTEM_ | 0.6 | - | Final Stat system default value (Displayed as F2) Number of hits per 1 real-time second at 1x speed |
| GAMESYSTEM_ | 100 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 4 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 50 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 50 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 50 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 20 | - | Final Stat system default value (Displayed as F1) |
| GAMESYSTEM_ | 5 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Water |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Nature |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Displayed as F1 percent) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills) |
| GAMESYSTEM_ | 0 | - | Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills) |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Water |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Nature |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.02 | - | Coefficient value for the ratio at which a Primary Stat converts into a Final Stat |
| GAMESYSTEM_ | 0.05 | - | If Movement Speed were reflected as-is in the code, it would be so fast it would look like teleportation. However, a movement speed value like 0.05 as used in actual development isn't appropriate for numerically representing the player's growth. Therefore, this conversion value is multiplied by the movement speed shown to the player, and the resulting value, converted to fit the Unity environment, is applied in the actual game logic code. |
| GAMESYSTEM_ | 10 | - | Max Level |
| GAMESYSTEM_ | -999, 100, 200, 400, 800 | - | The amount of experience required. {1} refers to the max experience amount at level 1. {0} is an unused placeholder, and its value is fixed to "None". |
| GAMESYSTEM_ | -999 | lv1->2{1}, lv2->3{2}.... In other words,, Refers to the item 'type' key value needed to level up from each level to the next. {0} is an unused placeholder, and its value is fixed to "None". | Dev_NotUsed |
| GAMESYSTEM_ | -999, 5, 5, 5, 5 | - | lv1->2 {1}, lv2->3 {2} .... In other words, refers to the item 'quantity' key value needed to level up from each level to the next. {0} is an unused placeholder, and its value is fixed to "None". |
| GAMESYSTEM_ | 1, 1.8, 3 | - | {0}: Required item (usually Mana Stones) quantity increase multiplier for 'least' {1}: Required item (usually Mana Stones) quantity increase multiplier for 'ordinary' {2}: Required item (usually Mana Stones) quantity increase multiplier for 'plentiful' PS: Intended as balancing so that the better option you pick, the lower the efficiency of Mana Stone consumption relative to the stat increase. |
| GAMESYSTEM_ | 1, 1.2, 1.5 | - | {0}: Stat increase multiplier when Least {1}: Stat increase multiplier when Ordinary {2}: Stat increase multiplier when Plentiful |
| GAMESYSTEM_ | 1, 3 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 4 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 5 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 6 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 7 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 1, 3 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 4 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 5 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 6 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 7 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 1, 3 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 4 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 5 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 6 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 7 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 1, 3 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 4 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 5 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 6 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 7 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 1, 3 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 4 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 5 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 6 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 7 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 1, 3 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 4 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 2, 5 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 6 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 3, 7 | - | {0}: Minimum increase {1}: Maximum increase |
| GAMESYSTEM_ | 10 | - | Increase amount |
| GAMESYSTEM_ | 10 | - | System base hit chance |
| GAMESYSTEM_ | 1.5 | - | Critical damage amplification coefficient |
| GAMESYSTEM_ | 0 | - | A variable that adjusts the base chance of an attack landing on the head (adjusts the dice value as a ratio). If this value is -1, the head is always hit. If this value is 0, there is no adjustment. If this value is 1, the chance of hitting the head is halved. The intent of this adjustment is that judging the chance purely by head HP / total max HP would make the probability too high given how critical a head hit is. However, if head HP is lowered to reduce that probability, a head hit becomes too powerful whenever it lands. Conversely, raising head HP also raises the chance of being hit in the head - creating a dilemma. |
| GAMESYSTEM_ | 1 | - | Distance correction value at which the skill should be cancelled if the target moves too far away during the pre-delay |
| GAMESYSTEM_ | 8 | - | Threat range |
| GAMESYSTEM_ | 1 | - | Awareness value accumulated per minute when a player unit is within sight range (applies only to enemies) |
| GAMESYSTEM_ | 5 | - | Awareness value required before entering combat |
| GAMESYSTEM_ | 1.3, 1 | - | Aggro increase correction value by attack type {0} : Melee correction value {1} : Ranged correction value |
| GAMESYSTEM_ | 50 | - | Damage reduction amount on a successful guard |
| GAMESYSTEM_ | 10 | - | A {0}% accuracy bonus is applied per unit surrounding the target. |
| GAMESYSTEM_ | 5 | - | A {0}% critical hit chance bonus is applied per unit surrounding the target. |
| GAMESYSTEM_ | 0.3 | - | Default threshold ratio (0~1) for what percentage of max stock a structure's 'transport needed' item must drop below before a transport task is issued. EX: If a Mana Generator can store up to 100 Mana Stones as fuel -> with this value at 0.2, a transport task is issued once the stock drops to 20. |
| GAMESYSTEM_ | 500 | - | Default value for a structure's maximum inventory weight. |
| GAMESYSTEM_ | 48000 | - | Tick interval for Guild Contact. |
| GAMESYSTEM_ | 500 | - | Starting coin holdings |
| GAMESYSTEM_ | 0.001 | - | Rate of increase of held coin per tick (PS: Until Guild trading is implemented there's no way to earn coin, so it increases naturally.) |
| GAMESYSTEM_ | 6 | - | Default value for the maximum number of members a player can hold. The max headcount may increase depending on the Expedition party's fame rank, etc. |
| GAMESYSTEM_ | 100 | - | Number of ticks until sleep-related Affecter effects (sleeping on floor, sleeping in bed) trigger |
| GAMESYSTEM_ | 40 | - | Default hiring cost |
| GAMESYSTEM_ | 80 | - | Default hiring cost |
| GAMESYSTEM_ | 160 | - | Default hiring cost |
| GAMESYSTEM_ | 320 | - | Default hiring cost |
| GAMESYSTEM_ | 8 | - | Default upkeep cost |
| GAMESYSTEM_ | 16 | - | Default upkeep cost |
| GAMESYSTEM_ | 32 | - | Default upkeep cost |
| GAMESYSTEM_ | 64 | - | Default upkeep cost |
| GAMESYSTEM_ | 4 | - | Default inspection cost |
| GAMESYSTEM_ | 8 | - | Default inspection cost |
| GAMESYSTEM_ | 16 | - | Default inspection cost |
| GAMESYSTEM_ | 32 | - | Default inspection cost |
| GAMESYSTEM_ | 5 | - | Default number of units displayed |
| GAMESYSTEM_ | 2 | - | Total Talent value |
| GAMESYSTEM_ | 0.3 | - | Varies the initial main stats by this ratio (= starting stats). Applied uniformly for now, but may need to be differentiated later based on Background, etc. |
| GAMESYSTEM_ | 2 | - | Value for how many aptitudes are revealed when using Inspect |
| GAMESYSTEM_ | 1, 0.2 | - | Unit_Base_Natural HP Regen Makes the unit recover {1} every {0} minutes. (Gives some extensibility for now.) |
| GAMESYSTEM_ | 0.01 | - | By default, {0} is consumed every tick when mana is insufficient |
| GAMESYSTEM_ | 1 | - | The in-game time it takes for one Mana Stone to be consumed when Mana Stones are used as fuel in a generator (After the prototype, fuel consumption rate will need to be adjusted separately per structure via the structure sheet) |
| GAMESYSTEM_ | 100, 110, 120, 130, 150 | - | Food quality requirement by level |
| GAMESYSTEM_ | 2, 4, 5 | - | The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Default: 2, 4 (Phase 1's last floor is Floor 2, Phase 2's last floor is Floor 4. Since the last value is 4, Floor 4 is treated as this Region's final floor) |
| GAMESYSTEM_ | 50 | - | Rate at which combat appears in a dungeon's Theme 1 random roll |
| GAMESYSTEM_ | 50 | - | Rate at which resources appear in a dungeon's Theme 1 random roll |
| GAMESYSTEM_ | 100 | - | Rate at which a shop appears in a dungeon's Theme 1 random roll |
| GAMESYSTEM_ | 50 | - | Rate at which combat appears in a dungeon's Theme 1 random roll |
| GAMESYSTEM_ | 50 | - | Rate at which resources appear in a dungeon's Theme 1 random roll |
| GAMESYSTEM_ | 100 | - | Rate at which a shop appears in a dungeon's Theme 1 random roll |
| GAMESYSTEM_ | 5 | - | Range in which warming effects (e.g. from a campfire) are applied |
| GAMESYSTEM_ | 1000 | - | Item storage limit for the starting storage |
| GAMESYSTEM_ | 8 | - | Distance value determining how many tiles (Manhattan distance) around itself a non-player-faction unit treats as pathable tiles. This is meant to prevent long, roundabout detours, so the exact number itself doesn't matter much. Try different values and adjust so it neither detours too far nor fails to detour at all. |
| GAMESYSTEM_ | 12 | - | Distance value determining how many tiles (Manhattan distance) around itself a player-faction unit treats as pathable tiles. This is meant to prevent long, roundabout detours, so the exact number itself doesn't matter much. Try different values and adjust so it neither detours too far nor fails to detour at all. |
| GAMESYSTEM_ | 10 | - | Base probability of producing a 'Fine Work' when 100% is the max. |
| GAMESYSTEM_ | 5 | - | Base probability of producing a 'Masterpiece' when 100% is the max. |
| GAMESYSTEM_ | 2 | - | If the current Crafting skill is higher than the required Crafting skill, a probability correction toward a 'Fine Work' result, scaled by how much higher it is (PS: The reverse case cannot exist, since crafting itself is impossible if the required Crafting skill is higher than the current Crafting skill) |
| GAMESYSTEM_ | 1, 2, 4, 5 | - | The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Standard (4-phase division) |
| GAMESYSTEM_ | 1, 2, 3 | - | The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Dark (3-phase division) |
| GAMESYSTEM_ | 120 | - | Time, in minutes, indicating how long a unit must stay in a room before that room type's effects are applied to it |
| GAMESYSTEM_ | 1, 2, 3, 3, 4 | - | The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Standard (4-phase division) Name changed HY: Phase by floor. E.g. Floor 1 - Phase 1 / Floor 4 - Phase 3, like that. |
| GAMESYSTEM_ | 1, 2, 3 | - | The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Dark (3-phase division) Name changed |