Game Constants

GameSystemTable ยท 448 constants

Difficulty 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], โ€ฆ) means. Values shown as extracted.
KeyFloatValuesStringValuesDev comment
GAMESYSTEM_Campaign_TickInterval0.0167-[0]: Tick unit - 1/60
GAMESYSTEM_Campaign_LogicalRefreshInterval60-[0]: Minimum update tick (e.g. bleed) - 60/60
GAMESYSTEM_Campaign_CampaignStartHour8-[0]: If the start time is 8:00, the campaign begins at 8:00.
GAMESYSTEM_Campaign_TickPerMin45-[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_Campaign_MinPerHour60-[0]: Minutes per hour - 2700/60
GAMESYSTEM_Campaign_HourPerDay24-[0]: Hours per day
GAMESYSTEM_Campaign_DayTimes6, 20-[0] ~ [1]: The time range (start to end) that morning occupies within a day.
GAMESYSTEM_Campaign_MapSizeMax300, 300-[0]: Max map X size [1]: Max map Y size
GAMESYSTEM_Campaign_PlayerPartyMax4-[0]: Max player unit party size
GAMESYSTEM_Campaign_GameSpeed0, 1, 3.5, 7-Time.deltaTime * [GameSpeedEnum[Current Speed Enum]]
GAMESYSTEM_Campaign_DefaultGold0-Default starting funds when creating a new campaign
GAMESYSTEM_Campaign_DefaultMaxPopulation4-Default starting max population when creating a new campaign
GAMESYSTEM_Campaign_UnitSpeedModifier0.04-[0]: Speed correction value
GAMESYSTEM_Campaign_BaseAreaMaxRadius25-[0]: Max radius of the settlement area with no initial creep
GAMESYSTEM_Campaign_HousingRoomMaxSize300-[0]: Max room size
GAMESYSTEM_Campaign_DayNightVisionDiffrence3-[0]: Difference in vision range between day and night
GAMESYSTEM_Campaign_WeatherHourMinMax360, 720-Range of minute intervals for how long weather lasts
GAMESYSTEM_Campaign_DepletionTerm4320-Depletion recovery cycle (minute interval)
GAMESYSTEM_Player_InventorySizeMax36-[0]: Max inventory size
GAMESYSTEM_Player_EquipmentSizeMax7-[0]: Max equipment size
GAMESYSTEM_Player_HeavyWeightCondition1, 1.25, 1.5-{0} ~ Heavy ~ {1} ~ Very Heavy ~ {2} ~ Cannot Carry
GAMESYSTEM_Player_EnergyEffectCondition20, 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_Player_HungerEffectCondition20, 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_Player_StressEffectCondition20, 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_Player_EnergyRecoveryCondition40-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_Player_HungerRecoveryCondition40-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_Player_Sleep_DefaultTick50-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_Player_Sleep_UnconsciousTick50-Default tick value spent per unit of unconscious sleep: {0}.
GAMESYSTEM_Player_Sleep_WakeUp100-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_Player_Sleep_WakeUpControlSleep100-The percentage value that determines how long a unit sleeps for when in Sleep Priority mode.
GAMESYSTEM_Player_Sleep_WakeUpSevereExhausted50-When in deep sleep from severe exhaustion, wakes up once this percentage or higher is reached
GAMESYSTEM_Player_Sleep_AffecterTick100-Number of ticks until sleep-related Affecter effects (sleeping on floor, sleeping in bed) trigger
GAMESYSTEM_Player_Sleep_GroundMoodCooltime135-{0} seconds the corresponding Mood lasts after sleeping on the floor PS: At 1x speed, 1 in-game hour = 45 real seconds.
GAMESYSTEM_Player_Sleep_BedMoodCooltime1080-{0} seconds the corresponding Mood lasts after sleeping in a bed
GAMESYSTEM_Player_Sleep_RoomMoodCooltime2160-{0} seconds the corresponding Mood lasts after sleeping in a room
GAMESYSTEM_Player_Eat_DefaultTick300-Default number of ticks {0} spent when eating food
GAMESYSTEM_Player_Eat_WakeUp40-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_Player_Eat_RoomMoodCooltime2160-{0} seconds the corresponding Mood lasts after eating food in a room
GAMESYSTEM_Player_Temple_AffecterTick4-{0} ticks the corresponding effect lasts at the temple, depending on quality
GAMESYSTEM_Player_Recreation_DefaultTick1800-Default number of ticks {0} spent while playing
GAMESYSTEM_Player_Idle_Start_Tick120, 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_Player_Idle_Tick300, 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_Player_InputBuffer100-Pre-input ticks (previously 12)
GAMESYSTEM_Player_MentalBreakStressInitializer0-Stress reset on mental breakdown
GAMESYSTEM_Player_MentalBreakDuration2-Effect duration granted on mental breakdown
GAMESYSTEM_Player_MentalBreakAfterEffectDuration12-Aftereffect duration granted on mental breakdown
GAMESYSTEM_Settlement_BaseAutoSaveTimeIntervalHour12-Time interval range at which time-based autosave runs at the base
GAMESYSTEM_Settlement_BigDarkThornRadius4-Area {0} covered by creep from large thornvines
GAMESYSTEM_Settlement_SmallDarkThornRadius2-Area {0} covered by creep from small thornvines
GAMESYSTEM_Settlement_BigDarkThornRatio0.08-Spawn probability {0} for large thornvines vs. small thornvines
GAMESYSTEM_Settlement_BaseImplementRange9-Renders the creep area at the base out to a distance of {0} from the creep
GAMESYSTEM_Settlement_FuelDurationPerDurability1-Fuel duration per Durability unit. Means how many in-game minutes of fuel each 1 point of Durability provides.
GAMESYSTEM_Settlement_MaxFuelAmount1-Maximum quantity of fuel items a building can hold
GAMESYSTEM_Dungeon_UnitForClearRegion0UNIT_GiantStoneGolemOrder 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_Dungeon_PhaseUnit0, 1, 2, 3, 4, 5-Phase unit [n]: phase of floor n
GAMESYSTEM_Dungeon_LastAbyessFloor10-Current last floor of the Abyss
GAMESYSTEM_Dungeon_StayPenaltyTerm1440, 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_Dungeon_UnitRespawnTermByDifficulty1200, 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_Dungeon_UnitPatrolTerm480, 960-Dungeon monster patrol interval (minutes)
GAMESYSTEM_Dungeon_TutorialSeed0-[0]: Tutorial seed
GAMESYSTEM_Dungeon_MaxFloor5, 5, 5, 5, 5, 5-Main dungeon max floor - for checking the 'Yearning to Explore (Into the Depths)' event
GAMESYSTEM_Dungeon_BuildMaxRegion1-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_Management_CraftingIngredientAmountFactorByDifficulty0.34, 0.67, 1, 1.33, 1.66-Crafting material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)
GAMESYSTEM_Management_ConstructionMaterialAmountFactorByDifficulty0.34, 0.67, 1, 1.33, 1.66-Construction material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)
GAMESYSTEM_Management_ResearchRequiredWorkloadFactorByDifficulty0.34, 0.67, 1, 1.33, 1.66-Research requirement multiplier
GAMESYSTEM_Management_TreatmentExpectationMoodEasyDifficulty10, 7, 4, 1, -2-Management difficulty: Easy. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.
GAMESYSTEM_Management_TreatmentExpectationMoodNormalDifficulty8, 5, 2, -1, -4-Management difficulty: Normal. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.
GAMESYSTEM_Management_TreatmentExpectationMoodHardDifficulty5, 2, -1, -4, -7-Management difficulty: Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.
GAMESYSTEM_Management_TreatmentExpectationMoodVeryHardDifficulty4, 1, 0, -3, -8-Management difficulty: Very Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.
GAMESYSTEM_Management_TreatmentExpectationMoodDownfallDifficulty3, 0, -1, -4, -9-Management difficulty: Downfall. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.
GAMESYSTEM_Management_DungeonStayMoodPenaltyEasyDifficulty-1, -4, -7, -10-Management difficulty: Easy. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.
GAMESYSTEM_Management_DungeonStayMoodPenaltyNormalDifficulty-3, -6, -9, -12-Management difficulty: Normal. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.
GAMESYSTEM_Management_DungeonStayMoodPenaltyHardDifficulty-4, -10, -16, -22-Management difficulty: Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.
GAMESYSTEM_Management_DungeonStayMoodPenaltyVeryHardDifficulty-5, -11, -17, -23-Management difficulty: Very Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.
GAMESYSTEM_Management_DungeonStayMoodPenaltyDownfallDifficulty-6, -12, -18, -24-Management difficulty: Downfall. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.
GAMESYSTEM_Combat_DeadlyDuration600-[0]: Near-Death duration
GAMESYSTEM_Combat_DeadlyAfterEffectDuration600-[0]: Near-Death aftereffect duration
GAMESYSTEM_Combat_DeadlyRecovery80-[0]: Percentage of head HP recovered upon Near-Death
GAMESYSTEM_Combat_SurpisedDuration4-[0]: Dazed duration (in seconds)
GAMESYSTEM_Combat_LimpingDuration2-[0]: Limping duration (in seconds)
GAMESYSTEM_Combat_CombatRange7-[0]: Unit combat range (batch) <- cleared upon leaving it (by design this should follow the vision value)
GAMESYSTEM_Combat_EquipDurabilityModifier0.1-[0]: Equipment Durability deduction multiplier
GAMESYSTEM_Combat_DamagePartsRatio0.3, 0.7-[0]: Head damage chance, [1]: Body damage chance
GAMESYSTEM_Combat_GlobalCoolDown5-[0]: Skill global cooldown
GAMESYSTEM_Task_ResearchCycleTick300-Tick duration for one segment of 'Research' execution
GAMESYSTEM_Task_ConstructionCycleTick300-Tick duration for one segment of 'Construction' execution
GAMESYSTEM_Task_WorkloadScale0.01-Scaling coefficient applied to the numeric value used for Work Progress gain
GAMESYSTEM_Task_WorkloadDefaultTick1-Work Progress increases every {0} ticks. Common to Gathering and Crafting types
GAMESYSTEM_Task_ResearchWorkloadTick150-Work Progress increases every {0} ticks. Research only
GAMESYSTEM_Task_FeedingWorkload600-Workload required for the feeding task
GAMESYSTEM_Task_RescueWorkload1000-Workload required for the rescue/surgery task
GAMESYSTEM_Task_CraftMaxTask6-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_Task_TaskTalentScores1, 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_Task_DemolitionWorkloadParam0.5-Construction workload * {0} = Workload for performing the demolition task
GAMESYSTEM_Trade_TradeRefreshInterval480-{0}: Time interval (in minutes) at which trade offers refresh
GAMESYSTEM_Trade_PlayerSellDiscount50-{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_Recruitment_CandidateRefreshInterval480-{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_Recruitment_IndividualTraitMinCount1-{0}: Minimum number of personality Traits attached to a unit during Recruitment candidate generation
GAMESYSTEM_Recruitment_AdditionalIndividualTraitGrantChance30-{0}: Probability of granting an additional personality Trait during Recruitment candidate generation (in theory this can repeat indefinitely)
GAMESYSTEM_Recruitment_SubSkillTreeMinCount2-{0}: Minimum number of secondary skill trees attached to a unit during Recruitment candidate generation
GAMESYSTEM_Recruitment_AdditionalSubSkillTreeGrantChance50-{0}: Probability of granting an additional secondary skill tree during Recruitment candidate generation (in theory this can repeat indefinitely)
GAMESYSTEM_Recruitment_InscriptionRarityWeights807, 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_Recruitment_TalentSumRange2, 5-{0}~{1}: Range of the total sum possible when all Talents are added together (min~max)
GAMESYSTEM_Recruitment_AdditionalPricesByInscriptionRarity200, 400, 800, 2000-{0}~{3}: Base handling price for Common-to-Legendary Inscription traits granted to Recruitment units
GAMESYSTEM_Recruitment_AdditionalPricesByLevel120, 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_Recruitment_PriceRamdomPerModifierRange-30, 30-{0}~{1}: Range of the random percentage variance that finally affects price (min~max)
GAMESYSTEM_Recruitment_UniqueExistingNames-1TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0Unique names do not appear in Recruitment.
GAMESYSTEM_Recruitment_UniqueExistingProfiles-1UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0Unique profiles (portraits) do not appear in Recruitment.
GAMESYSTEM_LevelUp_MaxLevel12-{0}: Maximum level a unit can reach
GAMESYSTEM_LevelUp_BuildMaxLevel4-{0}: Maximum level a unit can reach in the current build
GAMESYSTEM_LevelUp_MaxExpPerLevel30, 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_LevelUp_InscriptionGrantLevels2, 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_LevelUp_LevelUpRequiredItem4, 24, 72, 4, 24, 72, 4, 24, 72, 4, 24ITEM_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_LevelUp_ItemAmountFactorByOffering0.5, 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_LevelUp_StatIncreaseFactorByOffering1, 1.2, 1.5-{0}: Stat increase multiplier when Least {1}: Stat increase multiplier when Ordinary {2}: Stat increase multiplier when Plentiful
GAMESYSTEM_LevelUp_ProposedInscriptionCount5-{0}: Number of Inscriptions randomly presented on level up
GAMESYSTEM_LevelUp_DefaultMainSkillPoint10-{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_LevelUp_DefaultSubSkillPoint6-{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_LevelUp_MainSkillPointIncrease6-Primary skill points gained on level up
GAMESYSTEM_LevelUp_SubSkillPointIncrease6-Secondary skill points gained on level up
GAMESYSTEM_LevelUp_TalentStrengthPoor1, 3-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentStrengthModerate2, 4-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentStrengthOutstanding2, 5-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentStrengthExceptional3, 6-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentStrengthGenius3, 7-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentConstitutionPoor1, 3-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentConstitutionModerate2, 4-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentConstitutionOutstanding2, 5-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentConstitutionExceptional3, 6-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentConstitutionGenius3, 7-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentWillPowerPoor1, 3-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentWillPowerModerate2, 4-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentWillPowerOutstanding2, 5-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentWillPowerExceptional3, 6-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentWillPowerGenius3, 7-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentIntelligencePoor1, 3-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentIntelligenceModerate2, 4-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentIntelligenceOutstanding2, 5-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentIntelligenceExceptional3, 6-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentIntelligenceGenius3, 7-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentAgilityPoor1, 3-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentAgilityModerate2, 4-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentAgilityOutstanding2, 5-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentAgilityExceptional3, 6-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentAgilityGenius3, 7-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentPerceptionPoor1, 3-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentPerceptionModerate2, 4-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentPerceptionOutstanding2, 5-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentPerceptionExceptional3, 6-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_TalentPerceptionGenius3, 7-Parsed and used as "GAMESYSTEM_LevelUp_{statType}{talentType}", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_LevelUp_DefaultSkillPointIncrease10-Base skill point increase
GAMESYSTEM_LevelUp_BonusSkillPointIncrease10-Additional skill point increase (Granted as a bonus by this amount when advancing to levels 3, 5, 7, 9, 11)
GAMESYSTEM_Player_ChangeDeltaThreshold5-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_UI_MoodMax30-[0]: Max Mood value shown in the UI
GAMESYSTEM_UI_FadeTime0.75-[0]: UI fade in/out duration
GAMESYSTEM_ETC_CameraMoveSpeed1-[0]: Camera movement speed via arrow keys
GAMESYSTEM_ETC_MinZoomSpeedFactor0.5-[0]: Speed multiplier at minimum zoom-in
GAMESYSTEM_ETC_MaxZoomSpeedFactor1-[0]: Speed multiplier at maximum zoom-in
GAMESYSTEM_ETC_CameraZoomInOutSpeed1-[0]: UI zoom in/out speed
GAMESYSTEM_ETC_CameraMinZoomSize6.5-[0]: Camera minimum zoom-in value
GAMESYSTEM_ETC_CameraMaxZoomSize20-[0]: Camera maximum zoom-out value
GAMESYSTEM_ETC_BGMShiftTime5-[0]: BGM transition time
GAMESYSTEM_ETC_AlphaCameraRegionRestrict50-[0] x [0]: Alpha version camera restriction zone size
GAMESYSTEM_Event_RandomInterval4320, 7200-Interval at which random events occur: in in-game minutes (10080, 20160)
GAMESYSTEM_Event_RandomDismiss240-In-game time needed for a random event shown in an Alert to disappear after being activated (1440 = 1 day)
GAMESYSTEM_Event_DecisionInterval1440, 2880-Interval at which Expedition Party Decision events occur: in in-game minutes (10080 = 7 days)
GAMESYSTEM_Event_DecisionDismiss4320-In-game time needed after an Expedition Party Decision quest is activated until the abandon event appears
GAMESYSTEM_Alert_HungerComsume1-Unit's hunger consumption rate
GAMESYSTEM_Alert_FoodHolding3-For Alert use: appropriate number of days' worth of food to keep on hand
GAMESYSTEM_Alert_FoodWarningDays3-Number of days used for indicating food shortage in the dungeon alert window
GAMESYSTEM_Alert_LowAmmoCount50-For use in the dungeon alert window: there is no minimum quantity of arrows needed per unit
GAMESYSTEM_Alert_LowEquipDurabilityPercent30-For use in the dungeon alert window: at least one equipped item has durability at or below {0}
GAMESYSTEM_Move_PlayerMaxCap300-Maximum distance at which a player's unit is judged able to move
GAMESYSTEM_Move_PlayerCombatMaxCap30-Maximum distance at which a player's unit is judged able to move during combat
GAMESYSTEM_Move_EnemyMaxCap20-Maximum distance at which an enemy unit is judged able to move in various situations such as attacking
GAMESYSTEM_Environment_CountEasy2, 0-Number of environmental effects (positive/negative) by combat difficulty
GAMESYSTEM_Environment_CountNormal1, 0-Number of environmental effects (positive/negative) by combat difficulty
GAMESYSTEM_Environment_CountHard1, 1-Number of environmental effects (positive/negative) by combat difficulty
GAMESYSTEM_Environment_CountVeryHard1, 2-Number of environmental effects (positive/negative) by combat difficulty
GAMESYSTEM_Environment_CountDownfall1, 3-Number of environmental effects (positive/negative) by combat difficulty
GAMESYSTEM_Environment_DepletionStack5-Initial Depletion stack
GAMESYSTEM_Environment_WeatherWeightSunny200, 200, 200, 200, 200, 200, 200, 200None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssWeather [0]: Settlement [1~6]: Region 1~6 [7]: Abyss
GAMESYSTEM_Environment_WeatherWeightRain15, 15, 15, 15, 15, 15, 15, 15None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssWeather [0]: Settlement [1~6]: Region 1~6 [7]: Abyss
GAMESYSTEM_Environment_WeatherWeightHeavyRain5, 5, 5, 5, 5, 5, 5, 5None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssWeather [0]: Settlement [1~6]: Region 1~6 [7]: Abyss
GAMESYSTEM_Environment_StrengthFortify10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssStrength Boost: Positive GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_ToughnessFortify10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssVitality Boost: Positive GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_WillpowerFortify10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssWillpower Boost: Positive GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_IntelligenceFortify10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssIntelligence Boost: Positive GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_AgilityFortify10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssAgility Boost: Positive GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_PerceptionFortify10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssPerception Boost: Positive GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_EliteHuntOrder10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssBounty: Elite Monster GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_RichManaStone10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssAbundant Mana Stones GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_SilentSerenity0, 10, 0, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssTranquil Silence GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_AbundantWood0, 10, 0, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssAbundant Timber GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_JewelBeetle0, 10, 0, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssJeweled Beetle GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_ForestTeaching0, 10, 0, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssForest's Teaching GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_ElvenHomeland0, 10, 0, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssElf's Homeland GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_StrengthWeaken10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssStrength Weakening: Negative GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_ToughnessWeaken10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssVitality Weakening: Negative GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_WillpowerWeaken10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssWillpower Weakening: Negative GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_IntelligenceWeaken10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssIntelligence Weakening: Negative GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_AgilityWeaken10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssAgility Weakening: Negative GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_PerceptionWeaken10, 10, 10, 10, 10, 10, 10, 10None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssPerception Weakening: Negative GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_ManaOversaturation0, 10, 0, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssMana Oversaturation GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_DistortedSenses0, 10, 0, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssDistorted Senses GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_NutrientAbsorption0, 10, 0, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssNutrient Absorption GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_DarkWhisperEnv0, 10, 0, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssWhispers of Darkness GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_SwarmingFleaEnv0, 10, 0, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssSwarming Fleas GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_BeastForestEnv0, 10, 0, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssForest of Beasts GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_UndergroundExplorer0, 0, 10, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssUnderground Explorer GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_AbundantStone0, 0, 10, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssAbundant Stone GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_ManaStoneBurrow0, 0, 10, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssMana Stone Burrow GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_DarkBurrow0, 0, 10, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssDark Burrow GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_GoblinVictory0, 0, 10, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssGoblin Victory GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_Environment_GlothVictory0, 0, 10, 0, 0, 0, 0, 0None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, AbyssGloth Victory GAMESYSTEM_Environment_{affecterName}
GAMESYSTEM_SandboxRecruitment_RaceWeights100, 30, 15, 0, 0, 0-Recruitment unit weights // (0306) Human, Lizardman, Elf, Dwarf, Baekgwi, Tal
GAMESYSTEM_SandboxRecruitment_IndividualTraitMinCount1-{0}: Minimum number of personality Traits attached to a unit during Recruitment candidate generation
GAMESYSTEM_SandboxRecruitment_AdditionalIndividualTraitGrantChance30-{0}: Probability of granting an additional personality Trait during Recruitment candidate generation (in theory this can repeat indefinitely)
GAMESYSTEM_SandboxRecruitment_BackgroundTraitMaxClanRank1-Level limit for the trait pool that can attach to a Background
GAMESYSTEM_SandboxRecruitment_TalentSumRange2, 5-{0}~{1}: Range of the total sum possible when all Talents are added together (min~max)
GAMESYSTEM_TikiTaka_CheckIntervalSec3-[0]: Unit small-talk check interval (seconds)
GAMESYSTEM_TikiTaka_Range5-[0]: Unit small-talk search radius (tiles)
GAMESYSTEM_TikiTaka_TriggerChance30-[0]: Unit small-talk occurrence chance (%)
GAMESYSTEM_TikiTaka_TopicRecordChance50-[0]: Small-talk topic record chance (%)
GAMESYSTEM_TikiTaka_RecentTopicMaxCount1-[0]: Max number of recent small-talk topics a unit stores
GAMESYSTEM_TikiTaka_StartupMuteSec20-[0]: Grace period before small talk starts after entering the map (seconds)
GAMESYSTEM_TikiTaka_InitialEquipTopicIgnoreSec20-[0]: Time to ignore initial-equip small-talk topic records after entering the map (seconds)
GAMESYSTEM_TikiTaka_MaxConversationPerRefresh1-[0]: Max number of small-talk conversations per logic refresh
GAMESYSTEM_TikiTaka_RecentPartnerBlockCount1-[0]: Number of previous small-talk partners blocked
GAMESYSTEM_TikiTaka_RecentTopicBlockCount1-[0]: Number of previously used small-talk topics blocked
GAMESYSTEM_TikiTaka_ChattedDurationMin360-[0]: Duration of the "Had a Chat" effect (minutes)
GAMESYSTEM_PlayLoop_TimeCycle_TickAmountPerHour1800-Refers to the number of ticks per hour. Multiplying this by 24 gives the number of ticks per day.
GAMESYSTEM_PlayLoop_TimeCycle_HourInMinutes60-Asks how many minutes an hour is divided into (minute tick = hour tick / this value)
GAMESYSTEM_PlayLoop_TimeCycle_DayInHour24-Asks how many hours a day is divided into (day tick = this value * hour tick)
GAMESYSTEM_PlayLoop_DungeonBreak_AccumBaseTimeCondition24, 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_Structure_Portal_SettlementPortal_DefaultDurabilityChangePerHour10-Refers to the base Settlement Portal's durability decrease per hour.
GAMESYSTEM_Unit_Inventory_MaxCapacity36-Number of inventory slots
GAMESYSTEM_Unit_Inventory_Basic_HeavyWeightApplyCondition0.7-Gain the Heavy effect when current weight / max weight is {0}% or higher (red portion of the weight gauge)
GAMESYSTEM_Unit_Inventory_Basic_VeryHeavyWeightApplyCondition0.9-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_Unit_Inventory_Basic_HardLimitWeightApplyCondition1-You can no longer carry weight once current weight / max weight reaches {0}% or higher.
GAMESYSTEM_Unit_Status_BodyPartInjury_GetWoundPercentage30-When final damage is applied, gain a Wound value equal to {0}% of the final damage.
GAMESYSTEM_Unit_Status_BodyPartInjury_NaturalWoundDecreasePercentage0.1-Every second, Wound value on all body parts decreases by {0}% of max health.
GAMESYSTEM_Unit_Status_BodyPartInjury_RestWoundDecreasePercentage0.1-While sleeping or resting, Wound value on all body parts additionally decreases by {0}% every second.
GAMESYSTEM_Unit_Status_BodyPartInjury_RestWoundDecreaseStructureQualityFactor20-Applies an additional 'quality of the structure used for resting' * {0}% to the Wound decrease amount from UnitStatusSystem_RestWoundDecreasePercentage.
GAMESYSTEM_Unit_Status_BodyPartHealth_NaturalHealthPointRestorePercentage0.5-Every second, all body parts recover health (excluding Wound) equal to {0}% of max health.
GAMESYSTEM_Unit_Status_BodyPartHealth_NaturalHealthPointRestoreStructureQualityFactor20-Applies an additional 'quality of the structure used for resting' * {0}% to the health recovery amount from UnitStatusSystem_NaturalHealthPointRestorePercentage.
GAMESYSTEM_Unit_Status_Needs_Energy_EnergyRestore_Rest0.035-Recover {0} Stamina every tick (currently unused. Might never be used at all?)
GAMESYSTEM_Unit_Status_Needs_Energy_EnergyRestore_Sleep0.05-Recover {0} Stamina every tick
GAMESYSTEM_Unit_Status_Needs_Energy_EnergyRestore_UnconsciousSleep0.035-Recover {0} Stamina every tick
GAMESYSTEM_Unit_Status_Needs_Energy_EenrgyEffectApplyCondition20, 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_Unit_Status_Needs_Energy_DefaultEnoughSleepCondition70-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_Unit_Status_Needs_Energy_ForceRestEnoughSleepCondition100-Percentage value determining how long a unit sleeps while in forced rest mode
GAMESYSTEM_Unit_Status_Needs_ConsciousnessRecoveryCondition_EnergyNeeded40-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_Unit_Status_Needs_ConsciousnessRecoveryCondition_HungerNeeded40-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_Unit_Status_Needs_Recreaction_RecreationEffectApplyCondition20, 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_Unit_Status_Needs_Hunger_HungerEffectApplyCondition20, 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_Unit_Status_Needs_Stress_StressEffectApplyCondition20, 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_Unit_Status_Mood_MaxMood30-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_Unit_Status_Mood_MoodToStressFactor-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_Unit_Status_Mood_MoodApplyCondition-4, -1, 2, 5-~{0}: Very Unhappy {0}~{1}: Unhappy {1}~{2}: Normal {2}~(3): Happy {3}~: Very Happy
GAMESYSTEM_Unit_Strategy_Deadly_EnergyBecomeThisOnDeadlyByDamage30-The value for what % of max Stamina is set when entering the Deadly state due to damage
GAMESYSTEM_Unit_Strategy_Deadly_HeadHealthPointBecomeThisOnDeadlyByDamage30-The value for what % of max Head Health is set when entering the Deadly state due to damage
GAMESYSTEM_Unit_Task_Gathering_DefaultGatherWorkloadIncrease1-Gathering progress increases by {0} every tick
GAMESYSTEM_Unit_Task_Crafting_DefaultCraftingWorkloadIncrease1-Crafting work amount increases by {0} every tick
GAMESYSTEM_Unit_Task_Eating_DefaultRequiredEatingTimeTick300-Default number of ticks {0} spent when eating food
GAMESYSTEM_Unit_Task_Sleeping_DefaultRequiredSleepingTimeTick50-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_Unit_Task_Sleeping_DefaultRequiredUnconsciousSleepingTimeTick50-Default tick value spent per unit of unconscious sleep: {0}.
GAMESYSTEM_Unit_Growth_BasicStats0-Placeholder (unused)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_VisionRange5-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_Unit_Growth_FinalStats_DefaultValue_MaxHealth_Total120-Final Stat system default value (Displayed as F0)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_HeadArmorRatio0-Final Stat system default value (Displayed as F0)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_BodyArmorRatio0-Final Stat system default value (Displayed as F0)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MaxEnergy100-Final Stat system default value (Displayed as F0)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MaxHunger100-Final Stat system default value (Displayed as F0)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MaxRecreation100-Final Stat system default value (Displayed as F0)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MaxStress100-Final Stat system default value (Displayed as F0)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_EnergyRegeneration-0.01-Final Stat system default value (Displayed as F0) Recovery amount per minute (decreases by default)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_HungerRegeneration-0.01-Final Stat system default value (Displayed as F0) Recovery amount per minute (decreases by default)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_RecreationRegeneration-0.01-Final Stat system default value (Displayed as F0) Recovery amount per minute (decreases by default)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_EnergyRestoreBonus0-Final Stat system default value (Displayed as F0)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_EnergyConsumptionPanelty0-Final Stat system default value (Displayed as F0)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MaxWeight90-Final Stat system default value (Displayed as F0)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MaxMorale100-Final Stat system default value (Displayed as F0)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MovementSpeed100-Final Stat system default value (Displayed as F0; actual processing applies DevValueConvertRatio_MovementSpeed)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalAttackPower8-Final Stat system default value (Displayed as F1)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalAttackSpeed0.6-Final Stat system default value (Displayed as F2) Number of hits per 1 real-time second at 1x speed
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalEfficiencyAgainstArmor100-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalCriticalChance4-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalCriticalMultiplier50-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MeleeHitChance50-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_RangedHitChance50-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicAttackPower20-Final Stat system default value (Displayed as F1)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_DodgeChancePercentage5-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalResistance_Slash0-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalResistance_Blunt0-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalResistance_Pierce0-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicResistance_Arcane0-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicResistance_Fire0-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicResistance_Ice0-Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Water
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicResistance_Lightning0-Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Nature
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicResistance_Holy0-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicResistance_Dark0-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_StatusResistance_Bleeding0-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_StatusResistance_Poison0-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_StatusResistance_Stun0-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_StatusResistance_Immobilization0-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_StatusResistance_Disarm0-Final Stat system default value (Displayed as F1 percent)
GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MiningCapability0-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_Unit_Growth_FinalStats_DefaultValue_LoggingCapability0-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_Unit_Growth_FinalStats_DefaultValue_ConstructionCapability0-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_Unit_Growth_FinalStats_DefaultValue_TamingCapability0-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_Unit_Growth_FinalStats_DefaultValue_ResearchCapability0-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_Unit_Growth_FinalStats_DefaultValue_MedicineCapability0-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_Unit_Growth_FinalStats_DefaultValue_CraftingCapability0-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_Unit_Growth_FinalStats_DefaultValue_FarmingCapability0-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_Unit_Growth_FinalStats_DefaultValue_CookingCapability0-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_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MaxHealth_Total0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MaxEnergy0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MaxWeight0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MaxMorale0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MovementSpeed0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_VisionRange0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_PhysicalAttackPower0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_PhysicalAttackSpeed0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_PhysicalCriticalChance0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_PhysicalCriticalMultiplier0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MeleeHitChance0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_RangedHitChance0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MagicAttackPower0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_DodgeChancePercentage0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_PhysicalResistance_Slash0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_PhysicalResistance_Blunt0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_PhysicalResistance_Pierce0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MagicResistance_Arcane0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MagicResistance_Fire0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MagicResistance_Ice0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Water
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MagicResistance_Lightning0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Nature
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MagicResistance_Holy0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MagicResistance_Dark0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_StatusResistance_Bleeding0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_StatusResistance_Poison0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_StatusResistance_Stun0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_StatusResistance_Immobilization0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_StatusResistance_Disarm0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MiningCapability0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_LoggingCapability0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_ConstructionCapability0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_TamingCapability0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_ResearchCapability0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_MedicineCapability0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_CraftingCapability0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_FarmingCapability0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_CookingCapability0.02-Coefficient value for the ratio at which a Primary Stat converts into a Final Stat
GAMESYSTEM_Unit_Growth_FinalStats_DevValueConvertRatio_MovementSpeed0.05-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_Unit_Growth_Level_MaxLevel10-Max Level
GAMESYSTEM_Unit_Growth_Level_MapExpForEachLevel-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_Unit_Growth_Level_RequiredItemForLevelUp-999lv1->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_Unit_Growth_Level_RequiredItemAmountForLevelUp-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_Unit_Growth_Level_RequiredItemAmountFactorForLevelUpByOfferingType1, 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_Unit_Growth_Level_MajorStatIncreaseFactorForLevelUpByOfferingType1, 1.2, 1.5-{0}: Stat increase multiplier when Least {1}: Stat increase multiplier when Ordinary {2}: Stat increase multiplier when Plentiful
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Strength_Poor1, 3-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Strength_Moderate2, 4-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Strength_Outstanding2, 5-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Strength_Exceptional3, 6-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Strength_Genius3, 7-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Constitution_Poor1, 3-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Constitution_Moderate2, 4-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Constitution_Outstanding2, 5-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Constitution_Exceptional3, 6-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Constitution_Genius3, 7-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_WillPower_Poor1, 3-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_WillPower_Moderate2, 4-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_WillPower_Outstanding2, 5-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_WillPower_Exceptional3, 6-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_WillPower_Genius3, 7-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Intelligence_Poor1, 3-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Intelligence_Moderate2, 4-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Intelligence_Outstanding2, 5-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Intelligence_Exceptional3, 6-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Intelligence_Genius3, 7-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Agility_Poor1, 3-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Agility_Moderate2, 4-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Agility_Outstanding2, 5-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Agility_Exceptional3, 6-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Agility_Genius3, 7-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Perception_Poor1, 3-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Perception_Moderate2, 4-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Perception_Outstanding2, 5-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Perception_Exceptional3, 6-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Perception_Genius3, 7-{0}: Minimum increase {1}: Maximum increase
GAMESYSTEM_Unit_Growth_Level_SkillPointIncreaseOnLevelUp10-Increase amount
GAMESYSTEM_Combat_Basic_DefaultHitRate10-System base hit chance
GAMESYSTEM_Combat_Basic_CriticalDamageModifier1.5-Critical damage amplification coefficient
GAMESYSTEM_Combat_Basic_HeadHitRatioModifier0-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_Combat_Basic_SkillMaxRangeCorrection1-Distance correction value at which the skill should be cancelled if the target moves too far away during the pre-delay
GAMESYSTEM_Combat_Basic_AggroRange8-Threat range
GAMESYSTEM_Combat_Basic_AwarenessOnMin1-Awareness value accumulated per minute when a player unit is within sight range (applies only to enemies)
GAMESYSTEM_Combat_Basic_AwarenessToCombat5-Awareness value required before entering combat
GAMESYSTEM_Combat_Basic_AggroCorrection1.3, 1-Aggro increase correction value by attack type {0} : Melee correction value {1} : Ranged correction value
GAMESYSTEM_Combat_Basic_GuardReduction50-Damage reduction amount on a successful guard
GAMESYSTEM_Combat_StrategyRule_Encirclement_BonusHitRate10-A {0}% accuracy bonus is applied per unit surrounding the target.
GAMESYSTEM_Combat_StrategyRule_Encirclement_BonusCriticalRate5-A {0}% critical hit chance bonus is applied per unit surrounding the target.
GAMESYSTEM_Structure_Inventory_Basic_DefaultCarryingNeededItemThreshold0.3-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_Structure_Inventory_Basic_DefaultStrucutreMaxWeight500-Default value for a structure's maximum inventory weight.
GAMESYSTEM_Faction_Player_GuildContact48000-Tick interval for Guild Contact.
GAMESYSTEM_Faction_Player_DefaultFactionCoin500-Starting coin holdings
GAMESYSTEM_Faction_Player_NaturalIncrease_FactionCoin0.001-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_Faction_Player_DefaultMaxMemberCount6-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_Unit_Sleep_AffecterTriggeringTickCount100-Number of ticks until sleep-related Affecter effects (sleeping on floor, sleeping in bed) trigger
GAMESYSTEM_Unit_DefaultRecruitmentPrice_Lv140-Default hiring cost
GAMESYSTEM_Unit_DefaultRecruitmentPrice_Lv280-Default hiring cost
GAMESYSTEM_Unit_DefaultRecruitmentPrice_Lv3160-Default hiring cost
GAMESYSTEM_Unit_DefaultRecruitmentPrice_Lv4320-Default hiring cost
GAMESYSTEM_Unit_DefaultUpkeepPrice_Lv18-Default upkeep cost
GAMESYSTEM_Unit_DefaultUpkeepPrice_Lv216-Default upkeep cost
GAMESYSTEM_Unit_DefaultUpkeepPrice_Lv332-Default upkeep cost
GAMESYSTEM_Unit_DefaultUpkeepPrice_Lv464-Default upkeep cost
GAMESYSTEM_Unit_DefaultInspectPrice_Lv14-Default inspection cost
GAMESYSTEM_Unit_DefaultInspectPrice_Lv28-Default inspection cost
GAMESYSTEM_Unit_DefaultInspectPrice_Lv316-Default inspection cost
GAMESYSTEM_Unit_DefaultInspectPrice_Lv432-Default inspection cost
GAMESYSTEM_Unit_DefaultCandidateAmount5-Default number of units displayed
GAMESYSTEM_Unit_TotalTalent2-Total Talent value
GAMESYSTEM_Unit_DefaultMajorStatRandomChangeRatio0.3-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_Unit_RecruitmentInspectRevealTalentAmount2-Value for how many aptitudes are revealed when using Inspect
GAMESYSTEM_Unit_Basic_NaturalHealthRestoreAmount1, 0.2-Unit_Base_Natural HP Regen Makes the unit recover {1} every {0} minutes. (Gives some extensibility for now.)
GAMESYSTEM_Structure_Basic_NoManaDamagePerTick0.01-By default, {0} is consumed every tick when mana is insufficient
GAMESYSTEM_Structure_Basic_ManaStoneReduceHour1-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_Unit_Basic_NeededFoodQualityPerLevel100, 110, 120, 130, 150-Food quality requirement by level
GAMESYSTEM_Dungeon_Floor_Phase_Division2, 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_Dungeon_Theme1_RandomWeight_Combat50-Rate at which combat appears in a dungeon's Theme 1 random roll
GAMESYSTEM_Dungeon_Theme1_RandomWeight_Resource50-Rate at which resources appear in a dungeon's Theme 1 random roll
GAMESYSTEM_Dungeon_Theme1_RandomWeight_Shop100-Rate at which a shop appears in a dungeon's Theme 1 random roll
GAMESYSTEM_Dungeon_Theme2_RandomWeight_Combat50-Rate at which combat appears in a dungeon's Theme 1 random roll
GAMESYSTEM_Dungeon_Theme2_RandomWeight_Resource50-Rate at which resources appear in a dungeon's Theme 1 random roll
GAMESYSTEM_Dungeon_Theme2_RandomWeight_Shop100-Rate at which a shop appears in a dungeon's Theme 1 random roll
GAMESYSTEM_Structure_Basic_SpreadingFireWarmth_Radius5-Range in which warming effects (e.g. from a campfire) are applied
GAMESYSTEM_Structure_Storage_InitialItemStoring_Limit1000-Item storage limit for the starting storage
GAMESYSTEM_Unit_MoveRule_NonPlayerFactionUnitPathfindableDistance8-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_Unit_MoveRule_PlayerFactionUnitPathfindableDistance12-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_Item_EquipmentCrafting_DefaultChance_FineResult10-Base probability of producing a 'Fine Work' when 100% is the max.
GAMESYSTEM_Item_EquipmentCrafting_DefaultChance_MasterpieceResult5-Base probability of producing a 'Masterpiece' when 100% is the max.
GAMESYSTEM_Item_EquipmentCrafting_ModifierPerCurrentAndRequiredCraftingGap2-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_Dungeon_Floor_Phase_Division_Forest_Standard1, 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_Dungeon_Floor_Phase_Division_Forest_Dark1, 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_Structure_RoomType_AffectCondition_RoomStayMin120-Time, in minutes, indicating how long a unit must stay in a room before that room type's effects are applied to it
GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence1, 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_Dungeon_Floor_Phase_Division_Shadow_Forest1, 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
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