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DD2CSVMMD

DD2CSVMMD

dnauu

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1 install
| (0) | Free
CSV Language support for modding Darkest Dungeon 2
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CSV Extension for Darkest Dungeon 2

Syntax highlighting and validation for Darkest Dungeon 2 CSV files.

  • Extension Features
  • DD2 CSV Data Overview
  • CSV Data Description

Extension Features

This extension has these features (can be toggled off in settings):

  • Syntax highlighting for DD2 CSV files.
  • Validation of elements, fields, and values.
  • Hints on hover.
  • Jump to Definition (acessible through hover).
  • Find unused elements.

Image: missing id Missing tag definition

Image: table hint Table view for TableElements

DD2 CSV Data Overview

Darkest Dungeon 2's CSV data is stored in .csv files but the data format differs from common CSV data. All commas are separators. CSV filenames should end with .Group.csv otherwise the game will not read them.

Unless mod data is supposed override original data, mod's CSV files should be placed on the top level of the mod folder. Dividing data into separate files or putting everything in one file is an arbitrary choice. All files are parsed independently a into one data pool each time a game save file is loaded.

A DD2 CSV file's data consists of blocks called elements. Each element has an ID (not necessarily unique), and a type. A typical element looks like this:

element_start,hwm_point_blank_shot,ActorDataEffects
target_effects,move_knockback_1,prime_combo,
performer_effects,move_backward_1,
element_end

hwm_point_blank_shot is its ID, ActorDataEffects is its type. element_start and element_end mark element's boundary. An element can provide some data to the game. The kind of data that can be provided depends on element's type. Element's data consists of fields with values. One field with its values takes one line (with one exception). Field's name is the part of the line before the first comma. Field's values follow after.

ActorDataEffects is one of the types of elements that provide gameplay effects for entities. This example element tells the game that some entity can knockback, apply combo, and move the performer backward. The target_effects field tells what effects will be applied to target. This field accepts other element IDs as values. move_knockback_1, prime_combo, and move_backward_1 are IDs of other elements:

element_start,move_knockback_1,Effect
m_Chance,1,
m_Move,1,
element_end

element_start,prime_combo,Effect
m_Chance,1,
m_TokenAddId,combo,
m_TokenAddAmount,1,
m_ShowValue,False,
element_end

element_start,move_backward_1,Effect
m_Chance,1,
m_IgnoreResist,True,
m_Move,1,
element_end

To tell what entity will have these effects, hwm_point_blank_shot needs to be connected to that entity. If Effect elements are connected to the hwm_point_blank_shot element through the target_effects, the hwm_point_blank_shot element is connected to a ActorDataSkill element via a shared ID:

lement_start,hwm_point_blank_shot,ActorDataSkill
m_IsFriendly,False,
launch_ranks,1,
target_ranks,1,
...
element_end

element_start,hwm_point_blank_shot,ActorDataStats
key_map,health_damage,health_damage_range,crit_chance,
add_stats,6,4,0.1,
element_end

element_start,hwm_point_blank_shot,ActorDataEffects
...
element_end

So the example ActorDataEffects element defines what effects the Point Blank Shot skill has. This skill also needs to be connected, but the connection between actors and skills (except path skills) is defined outside CSV data, in compiled game files.

The game's folder with official data has this structure:

Excel
├───dlc_catacombs
├───dlc_dul_cru
├───dlc_origin_skins
├───dlc_supporter
├───expedition
└───kingdom

Mod folders look like this:

Mod folder
├───Assets
├───dlc_catacombs
├───dlc_dul_cru
├───dlc_origin_skins
├───dlc_supporter
├───expedition
├───kingdom
├───Localization
└───Overrides
    ├───dlc_catacombs
    ├───dlc_dul_cru
    ├───dlc_origin_skins
    └───dlc_supporter

When a save file is being loaded the game loads CSV files in this order (probably):

  1. Base game CSV files from the top level of the Excel folder.
  2. DLC files (IB, TBB, HOP, ISP).
  3. Then the game checks if this is a Kingdoms or an Expedition save. If this is an Expedition save, files from the expedition folder are loaded, and the kingdom folder is ignored. If this is a Kingdoms save, its the other way around. Data from these two folders can override previously gathered data.
  4. Then mods are loaded. For each mod folder:
    1. Data from the top folder of the mod is gathered, this data does not override previously gathered data.
    2. Data from DLC-related folders. This data does not override previously gathered data.
    3. Depending on the game type, files either from expedition or kingdom folder are gathered. Data from this folder does not override previously gathered data.
    4. The Overrides folder is checked:
      1. Files on the top level of this folder are gathered, they override previously gathered data.
      2. Game type folder is gathered. Overrides previously gathered data.
      3. Data from DLC-related folders, overrides previously gathered data.

More details:

  • Element IDs are not unique, and neither unique are pairs of IDs with types. For example, LootTables elements are additive, there can be multiple LootTable elements with the same ID. Not all elements have this behavior, but loot table elements are not the only ones.
  • Fields in elements can repeat. For example, sub_stat field can be repeated multiple times to add multiple substats.
  • Some fields are position-sensitive. For example, add_stats and multiply_stats fields can be written right after a key_map field only.
  • Some fields accept data of various nature. For example, m_RankTags field accepts an integer, then a tag string, then repeats.
  • KingdomMap is an odd element type that has no named fields.
  • Some fields accept different types of values depending on other fields, for example, m_ConditionString can accept a tag or an Item ID depending on the value of the m_ConditionType field in the same element.
  • Some fields specify data outside CSV files, like localization indexes, directories, audio-related information.
  • In some places values can be combined using + symbol. It looks like this is allowed only in these situations:
    • Table entries (LootTable, BattleConfigurationTable, InnTable): conditions can be combined using + symbol. For example, is_confessions+has_0_stagecoach_wheels. Outside table condition entries the + symbol is treated as a regular character, for example, in the quirk_dare_devil_dmg_+10pct buff.
    • m_ConditionString fields can use + too. For example, m_ConditionString,resistance+bleed. The first value needs to be an actor stat, the second needs to be a substat.
  • Some CSV parts are case-sensitive. IDs, tags, and field names are case-sensitive. Keywords like resistance in sub_stat,resistance,stun,0.1, or TOKEN_ADD in m_IgnoredSkillAttributeTypes are not case-sensitive.
  • m_ConditionString field uses null keyword as input. m_DeathChainLootIds field uses none keyword as input.
  • Some fields that depend on other fields can have empty strings as valid values. For example:
      element_start,swine_mashes_resist_kingdoms,BattleConfigurationTable
      m_chances,1,3,
      m_ids,swine_mashes_normal_kingdoms,swine_mashes_hard_kingdoms,
      m_types,sub_table,sub_table,
      m_tags,
      m_conditions,,escalation_is_over_1,
      element_end
    
    Here m_conditions sets a condition for the swine_mashes_hard_kingdoms subtable to be a valid result. m_chances has to have values for each entry.
  • Arbitrary values can be defined in some places, and in some places they are referenced.
    • IDs are defined in next to element_start. It seems that fields do not define IDs.
    • Tags are defined in fields.
    • Substats. They might be arbitrary. I don't know how these work.

This extension tries to describe all this data in a formal way. Outer structure of elements (element_begin, ID, type, element_end) is considered fixed, structure of field inputs is described in this way:

  • any -- external information like localization, directories. Also used for fields of unknown nature. These fields are not validated.
  • float -- single decimal value, for example m_Chance,0.05.
  • int -- single integer value, for example m_Size,1.
  • bool -- single boolean value, either True or False.
  • range -- a range of integer values, for example m_qtys,[1-2].
  • X ID -- ID of existing element of type X.
  • X KW -- a hardcoded value from a list of values X, for example m_DurationType,round_end.
  • X Tag+ -- an arbitrary tag of group X, for example m_Tags,debuff in Buff definitions.
  • X Tag- -- an existing tag, for example m_BuffRemoveAllTags,debuff in Effect definitions.
  • List(T) -- a list of values of the same type T, for example List(Effect ID) is satisfied by target_effects,add_1_torso_target,end_combo,. Lists can have empty values like m_conditions,,is_kingdoms,,.
  • Seq(T1,T2,T3,...) -- a sequence of values of certain types. First value has to have T1 type, second value has to have T2 type, and so on. For example, Seq(Cost ID,float,float) is satisfied by cost,char_cosmetics_price_1,0,0.167.
  • Or(T1,T2,T3,...) -- a single value of one of the specified types. For example, List(Or(int,range)) is satisfied by m_qtys,1,[12-24],20.
  • Dep(X) -- a field that uses different types of values depending on the X field from the same element. For example, m_ConditionString can accept a Token tag, ActorDataClass ID, Unlock ID etc. depending on the value of the m_ConditionType field.
    • If X field uses a list of values, then the dependent field needs to compare its values to X's values in order. For example, m_types,item,sub_table, in a LootTable element binds m_ids field to have an Item ID first, and then a LootTable ID second, like m_ids,quest_beastmen_ambulance_designation,HERO_POINT.
  • Dep*(X) -- the same as Dep(X) but requires all values to be provided. For example, in LootTable elements, m_conditions field can have empty values, like m_conditions,,is_kingdoms,,,,. But m_chances in the same element needs to provide a number for each entry.
  • nothing is used for unused fields, like m_profileLevel field.
  • Sub(X KW,A,float) is used for substats. The first value is a stat group. The second value is the substat.
  • PSV(X) -- values separated by +.

CSV Data Description

Achievement

Addable: No.

Field Name Input Type Comment Values
m_allTags
m_anyTags
m_avoidTags
m_destinationTags
m_eachTags
m_number integer
m_sourceTags
m_targetFloat float
m_targetInt integer
m_type keyword keyword:
expandactor_death, actor_death_combat_sum, actor_death_count_from_source, actor_death_inventory_full, actor_death_run_sum, actor_death_skill_use_active_tokens, actor_death_with_source, affinity_overstress, affinity_overstress_chain, altar_of_hope_total_progress, biome_complete, biome_complete_group, collected_trophies, combat_party_has_quirk, combat_skill_hits, combat_victory, confession_victory, confession_victory_consecutive, driving_distance, game_mode_transition, hire_mercenary, hospital_full_service, inn_treasure_campaign_sum, inn_visit_all, inventory_full, inventory_item_add, inventory_item_purchase, item_triggered_effects, kingdom_campaign_use_items, kingdom_inn_capstones, kingdom_kill_contracts, kingdom_victory, kingdom_victory_uninfected_heroes, node_deliverable_campaign_sum, party_classes, party_relationship_pair, party_relationships, party_wipe, profile_unlock, profile_unlock_group, quest_complete, quest_step_story_choices, release_anniversary, replacement_hero_add, roster_confirm, roster_relationships_unique, run_end, skill_health_damage, skill_mastery, skill_use, skill_use_processed_tokens, tokens_removed_campaign_sum

ActOut

Addable: No.

Defining element of act outs and barks.

Field Name Input Type Comment Values
all_conditions List(Condition ID) Conjunctive conditioning. If any of the conditions specified in this field aren’t met, there will be no roll for this act out.
any_conditions List(Condition ID) Disjunctive conditioning. If all of the conditions specified in this field aren’t met, there will be no roll for this act out.
effects List(Effect ID)
m_ActorType keyword if this act out is skill-related then this field only accepts PERORMER, TARGET, or SELF. keyword: OTHER, PARTY, PERFORMER, SELF, TARGET
m_AdditionalSkillTags List(ActorDataSkill Tag-) If m_Type is set to skill_aditional, this field is used to specify what skill to choose. If multiple tags are specified, it looks for a skill with any number of these tags. If multiple skills match this selector, only the first one is selected.
m_BarkSwapPerformerAndTarget boolean
m_Chance float Chance of triggering this act out if conditions are met.
m_DelayCooldownDurationAmount integer
m_DelayCooldownDurationType keyword keyword: combat_end, day, embark_end, embark_start, every_turn_end, every_turn_start, infinite, inn_end, inn_start, node, performer_turn_end, performer_turn_start, round_end, round_start, skill_calculate, skill_cooldown, token_calculate_damage
m_DisplayType keyword keyword: crimson_curse_bloodlust, crimson_curse_craving, crimson_curse_passive, crimson_curse_wasting, negative, positive
m_EffectSwapPerformerAndTarget boolean
m_IsFriendly boolean
m_IsGuardingValid boolean Default True
m_IsMultihitValid boolean Default True
m_IsZoomIn boolean Only act outs that have m_Type set to skill_after, skill_block, or start_turn can use this field.
m_Priority integer
m_RandomStartCooldownDurationAmount integer
m_RandomStartCooldownDurationType keyword keyword: combat_end, day, embark_end, embark_start, every_turn_end, every_turn_start, infinite, inn_end, inn_start, node, performer_turn_end, performer_turn_start, round_end, round_start, skill_calculate, skill_cooldown, token_calculate_damage
m_SelectCooldownDurationAmount integer
m_SelectCooldownDurationType keyword keyword: combat_end, day, embark_end, embark_start, every_turn_end, every_turn_start, infinite, inn_end, inn_start, node, performer_turn_end, performer_turn_start, round_end, round_start, skill_calculate, skill_cooldown, token_calculate_damage
m_SelectDelayTags
m_SourceIdLimit integer
m_SourceTypeLimit integer
m_Tags List(ActOut Tag+)
m_Type keyword keyword: banter, rest_item_block, skill_additional, skill_after, skill_before, skill_block, start_turn, story_choice
ActorDataActOut

Addable: Yes.

Connections by same ID:

  • ActorDataExternalBuffs, ActorDataEffects
  • RunLevel, Quirk, AffinityRelationship

Adds ActOuts to Quirks and Relationships.

Field Name Input Type Comment Values
act_outs List(ActOut ID)
ActorDataClass

Addable: No.

Connections by same ID:

  • ActorDataStats, ActorDataExternalBuffs, ActorDataEffects

Main defining element of heroes and enemies

Field Name Input Type Comment Values
m_ActorChangeClassHealType keyword keyword: MAX_HP, MAX_HP_DELTA
m_ActorControllerType keyword RANDOM makes this actor to choose skills randomly. Move and wait actions count as skills too. This also supports INPUT which lets player to control what skill will be chosen. keyword: INPUT, RANDOM, SEQUENTIAL_SKILL_TEST, TEST
m_ClearContainerKeepTags List(Or(Token Tag-, Buff Tag-, Buff Tag-, Dot Tag-))
m_ClearContainerTypes List(keyword) If another actor was transformed into this actor, buffs/DOTs/tokens will be removed. This is important, for example, for the final Confession boss that uses hidden tokens to track if a hero is still alive. keyword: BuffContainer, DebuffContainer, DotContainer, TokenContainer
m_DeathBackActorClassIds List(ActorDataClass ID)
m_DeathChainIds List(ActorDataClass ID) If the actor referenced by this field dies, this actor dies too
m_DeathChainLootIds List(Or(keyword, LootTable ID)) keyword: none
m_DeathClassAddsTurn boolean
m_DeathClassRemovesTurns boolean Default True
m_DeathFrontActorClassIds List(ActorDataClass ID)
m_DeathLootIds List(LootTable ID)
m_DeathRound integer
m_DefaultActorDataPathId ActorDataPath ID
m_EquippedCombatSkillLimit integer It can be increased, but values above 6 lead to UI overlaps, at least on my screen.
m_ExpeditionUnlockId Unlock ID
m_IgnoredSkillAttributeTypes List(keyword) Disallows this actor to gain buffs/quirks/tokens keyword: affinity_negative, affinity_positive, bark, buff_add, buff_remove, capture, dot_add, dot_copy, dot_remove, dot_steal, health_damage, health_heal, kill, move, quirk_add, quirk_remove, release, stress_damage, stress_heal, token_add, token_convert, token_copy, token_invert, token_remove, token_steal, wound_add, wound_remove
m_IsActOutSkillAdditionalInvalidating boolean
m_IsActoutValid boolean
m_IsBarkTriggerValid boolean
m_IsBattleComplete boolean If set to True, then fights will finish even if this actor is alive
m_IsCombatHoverable boolean Default True
m_IsDeathPhase boolean
m_IsEffectsReasonValid boolean Default True
m_IsHealthless boolean
m_IsRelationshipValid boolean
m_IsStallCounted boolean
m_IsStallInvalidating boolean
m_IsStartRoundSkillsCounted boolean
m_IsStressTriggerValid boolean
m_IsTargetable boolean Default True
m_IsTickTriggerValid boolean
m_LocalizationGender
m_NameOverrideId
m_QuirkContainerId QuirkContainer ID A default roster_quirk_container can be swapped to make hero's starting quirks predefined.
m_RankTags List(Seq(integer, Rank Tag+)) Example: element_start,herostory_jes_combat_2_note_a_sq1,ActorDataClass m_RankTags,0,sweet_spot,2,sweet_spot,
m_ReserveActorDataPathId ActorDataPath ID
m_ResistAlwaysIds List(Resist ID)
m_ResistMaxOverrides List(Seq(Resist ID, float)) Caps specified resistances so they can't go above the given value
m_ResistMinOverrides List(Seq(Resist ID, float)) Caps specified resistances so they can't go below the given value
m_RosterOrderPriority integer Specifies hero's order priority at the Crossroads. PD's priority is 19, Abomination's priority is 5.
m_Size integer
m_SkillBlockId SkillBlock ID
m_SpawnLootIds List(LootTable ID)
m_StartingRosterStatusType keyword keyword: captured, dead, hire, hire_replaced, idle, kingdom, load, party, reserve
m_Tags List(ActorDataClass Tag+) brain_blessing tag indicates that this actor can become ordained in Act 1. Other blessings: lungs_blessing, eyes_blessing, arms_blessing, final_blessing
m_TokenViewValid boolean Default True
modes List(ActorDataMode ID)
overstresses List(Overstress ID)
skill_sets List(SkillSet ID)
summon_any_conditions List(Condition ID)
ActorDataEffects

Addable: Yes.

Connections by same ID:

  • TorchLevel, Token, RunValueLevel, RunLevel, Quirk, KingdomEvent, Item, Buff, BattleModifier, ActorDataSkill, SkillReplacement, ActorDataPath, ActorDataClass, ActorDataActOut, AffinityRelationship
Field Name Input Type Comment Values
actor_effect_triggers List(ActorEffectTrigger ID)
change_class_effects List(Effect ID)
combat_end_effects List(Effect ID)
combat_health_damage_apply_limit integer
combat_health_damage_apply_limit_effects List(Effect ID)
combat_health_damage_effects List(Effect ID)
combat_health_damage_enemy_team_effects List(Effect ID)
combat_health_damage_friendly_team_effects List(Effect ID)
combat_health_heal_apply_limit integer
combat_health_heal_apply_limit_effects List(Effect ID)
combat_health_heal_effects List(Effect ID)
combat_health_heal_enemy_team_effects List(Effect ID)
combat_health_heal_friendly_team_effects List(Effect ID)
combat_health_heal_friendly_team_random_effects List(Effect ID)
combat_start_apply_limit integer
combat_start_apply_limit_effects List(Effect ID)
combat_start_effects List(Effect ID)
combat_stress_damage_apply_limit integer
combat_stress_damage_apply_limit_effects List(Effect ID)
combat_stress_damage_effects List(Effect ID)
combat_stress_damage_enemy_team_effects List(Effect ID)
combat_stress_damage_friendly_team_effects List(Effect ID)
combat_stress_heal_effects List(Effect ID)
combat_stress_heal_enemy_team_effects List(Effect ID)
combat_stress_heal_friendly_team_effects List(Effect ID)
death_effects List(Effect ID)
deaths_door_enter_effects List(Effect ID)
deaths_door_exit_effects List(Effect ID)
deaths_door_survive_effects List(Effect ID)
enemy_death_effects List(Effect ID)
enemy_death_team_effects List(Effect ID)
enemy_team_apply_limit integer
enemy_team_apply_limit_effects List(Effect ID)
enemy_team_effects List(Effect ID)
enemy_team_member_random_effects List(Effect ID)
enter_biome_effects List(Effect ID)
friendly_death_effects List(Effect ID)
friendly_death_team_effects List(Effect ID)
friendly_team_effects List(Effect ID)
inn_start_effects List(Effect ID)
kingdom_cleanse_effects List(Effect ID)
kingdom_contagion_effects List(Effect ID)
move_apply_limit integer
move_apply_limit_effects List(Effect ID)
move_effects List(Effect ID)
move_enemy_apply_limit integer
move_enemy_apply_limit_effects List(Effect ID)
move_enemy_effects List(Effect ID)
move_friendly_effects List(Effect ID)
node_before_effects List(Effect ID)
node_execute_started_effects List(Effect ID)
on_attack_as_performer_to_performer_effects List(Effect ID)
on_attack_as_performer_to_target_effects List(Effect ID)
on_attack_as_target_to_performer_apply_limit integer
on_attack_as_target_to_performer_apply_limit_effects List(Effect ID)
on_attack_as_target_to_performer_effects List(Effect ID)
on_attack_as_target_to_target_effects List(Effect ID)
on_crit_as_performer_to_performer_effects List(Effect ID)
on_crit_as_performer_to_target_effects List(Effect ID)
on_crit_as_target_to_performer_effects List(Effect ID)
on_crit_as_target_to_target_apply_limit integer
on_crit_as_target_to_target_apply_limit_effects List(Effect ID)
on_crit_as_target_to_target_effects List(Effect ID)
on_hit_as_performer_to_performer_apply_limit integer
on_hit_as_performer_to_performer_apply_limit_effects List(Effect ID)
on_hit_as_performer_to_performer_effects List(Effect ID)
on_hit_as_performer_to_target_apply_limit integer
on_hit_as_performer_to_target_apply_limit_effects List(Effect ID)
on_hit_as_performer_to_target_effects List(Effect ID)
on_hit_as_target_to_performer_apply_limit integer
on_hit_as_target_to_performer_apply_limit_effects List(Effect ID)
on_hit_as_target_to_performer_effects List(Effect ID)
on_hit_as_target_to_target_apply_limit integer
on_hit_as_target_to_target_apply_limit_effects List(Effect ID)
on_hit_as_target_to_target_effects List(Effect ID)
on_kill_as_performer_to_performer_effects List(Effect ID)
on_kill_as_target_to_performer_apply_limit integer
on_kill_as_target_to_performer_apply_limit_effects List(Effect ID)
on_kill_as_target_to_performer_effects List(Effect ID)
on_miss_as_performer_to_performer_effects List(Effect ID)
on_miss_as_performer_to_target_effects List(Effect ID)
on_miss_as_target_to_performer_effects List(Effect ID)
on_miss_as_target_to_target_effects List(Effect ID)
on_not_crit_as_performer_to_performer_effects List(Effect ID)
on_not_crit_as_performer_to_target_effects List(Effect ID)
on_overstress_effects List(Effect ID)
on_release_per_round_captured_effects List(Effect ID)
on_release_per_turn_captured_effects List(Effect ID)
performer_after_target_apply_limit integer
performer_after_target_apply_limit_effects List(Effect ID)
performer_after_target_effects List(Effect ID)
performer_apply_limit integer
performer_apply_limit_effects List(Effect ID)
performer_effects List(Effect ID)
performer_from_target_apply_limit integer
performer_from_target_apply_limit_effects List(Effect ID)
performer_from_target_effects List(Effect ID)
performer_neighbor_random_effects List(Effect ID)
performer_neighbors_effects List(Effect ID)
performer_on_crit_single_effects List(Effect ID)
performer_on_kill_fail_effects List(Effect ID)
performer_per_crit_effects List(Effect ID)
performer_per_target_effects List(Effect ID)
performer_team_effects List(Effect ID)
performer_team_others_apply_limit integer
performer_team_others_apply_limit_effects List(Effect ID)
performer_team_others_effects List(Effect ID)
performer_team_others_member_random_effects List(Effect ID)
respawn_effects List(Effect ID)
rest_item_effects List(Effect ID)
roster_status_exit_effects List(Effect ID)
round_end_effects List(Effect ID)
round_start_apply_limit integer
round_start_apply_limit_effects List(Effect ID)
round_start_effects List(Effect ID)
spawn_apply_limit integer
spawn_apply_limit_effects List(Effect ID)
spawn_effects List(Effect ID)
target_apply_limit integer
target_apply_limit_effects List(Effect ID)
target_effects List(Effect ID)
target_neighbor_random_effects List(Effect ID)
target_neighbors_apply_limit integer
target_neighbors_apply_limit_effects List(Effect ID)
target_neighbors_effects List(Effect ID)
target_team_effects List(Effect ID)
target_team_hit_member_random_effects List(Effect ID)
target_team_member_random_effects List(Effect ID)
target_team_others_effects List(Effect ID)
turn_end_apply_limit integer
turn_end_apply_limit_effects List(Effect ID)
turn_end_effects List(Effect ID)
turn_end_enemy_team_effects List(Effect ID)
turn_end_friendly_team_effects List(Effect ID)
turn_skip_effects List(Effect ID)
turn_start_apply_limit integer
turn_start_apply_limit_effects List(Effect ID)
turn_start_effects List(Effect ID)
turn_start_enemy_team_effects List(Effect ID)
turn_start_enemy_team_random_effects List(Effect ID)
turn_start_friendly_team_effects List(Effect ID)
ActorDataExternalBuffs

Addable: Yes.

Connections by same ID:

  • TorchLevel, RunValueLevel, Quirk, KingdomDifficulty, Item, BiomeUpgrade, BiomeModifier, BattleModifier, ActorStatus, ActorDataClass, ActorDataActOut, RunLevel, AffinityRelationship

Adds buffs to Heroes, Enemies, Paths, Items, etc.

Field Name Input Type Comment Values
buffs List(Buff ID)
instance_buffs Seq(integer, List(Buff ID)) When an Infernal Flame or a trinket appears in game, it can acquire random buffs until the end of a run
ActorDataMode

Addable: No.

Field Name Input Type Comment Values
m_BarkOverrideKey
ActorDataPath

Addable: No.

Connections by same ID:

  • DataExternalBuffs, ActorDataRunGoals, ActorDataEffects
Field Name Input Type Comment Values
m_ActorClassIds List(ActorDataClass ID) IDs of heroes that will get this Path.
m_ActorClassTags List(ActorDataClass Tag-) Tags of heroes that will get this Path.
m_OrderPriority integer Specifies what position the path should take in the list of paths. The lower the value, the higher the path will be on the list.
m_Tags List(ActorDataPath Tag+) Adds tags to this path. When a Path is activated, its tags are added to the hero’s list of tags.
m_UnlockId Unlock ID Locks this path until the specified Unlock is acquired.
m_ViewedByDefault boolean
ActorDataRunGoals

Addable: Yes.

Connections by same ID:

  • ActorDataPath
Field Name Input Type Comment Values
run_goals List(RunGoal ID)
ActorDataSkill

Addable: No.

Connections by same ID:

  • Unlock, Cost, ActorDataStats, ActorDataEffects
  • Token, SkillReplacement

Skill-defining element. Must match the name of the Resource Zoom In Skill file in Game files.

Field Name Input Type Comment Values
launch_ranks List(integer) Ranks on which this skill can be used. If the actor occupies several ranks, only the rank closest to the front counts.
m_ActorDataEffectsId ActorDataEffects ID
m_ActorDataModeId ActorDataMode ID
m_AdditionalDamageActorType keyword keyword: PERFORMER, PERFORMER_NEIGHBOR_BACK, PERFORMER_NEIGHBOR_FRONT, TARGET, TARGET_NEIGHBOR_BACK, TARGET_NEIGHBOR_FRONT
m_AdditionalDamageValueMultiplier float
m_AdditionalDamageValueString Dot Tag-
m_AdditionalDamageValueType keyword keyword: DOT_TAG_TOTAL_HEALTH_DAMAGE_OVER_TIME
m_AllConditionIds List(Condition ID) Conjunctive conditioning. If any of its conditions fail, this skill becomes unavailable.
m_AnyConditionIds List(Condition ID) Disjunctive conditioning. If all of its conditions fail, this skill becomes unavailable.
m_AverageRankIgnored boolean Unused field
m_CanBeRiposted boolean
m_ConditionIdOverride ActorDataSkill ID Used in upgraded skills to make conditions insensitive to wether this skill is upgraded or not.
m_Cooldown integer
m_DeathClassTagIgnores List(ActorDataClass Tag-) If used, enemies killed by this skill will not leave corpses
m_HideIfNotValid boolean
m_HideInvalidSkillTargetValidityTypes List(keyword) keyword: invalid_condition, invalid_cooldown, invalid_cost, invalid_forced, invalid_launch, invalid_limit, invalid_pass, invalid_skill_block, invalid_target, valid, valid_editor_prefs, valid_forced, valid_target, valid_token
m_IgnoreDamageMultipliers boolean
m_IsActOut boolean
m_IsAdditionalEffectsValid boolean Default True
m_IsAlwaysCooldownUpdating boolean
m_IsAlwaysEquipped boolean
m_IsAlwaysInput boolean
m_IsAlwaysTargetable boolean
m_IsAutoSelectSelfTarget boolean
m_IsBlockPass boolean
m_IsForced boolean
m_IsFreeAction boolean
m_IsFriendly boolean Whether this skill targets friendly party
m_IsFriendlySelfTargetValid boolean Whether this skill can target the performer
m_IsLootWindowVisible boolean Default True
m_IsMoveToTarget boolean
m_IsMultiHit boolean
m_IsOnlySelfTargetValid boolean
m_IsRiposteDamaging boolean Used in riposte skills. If set to True, this riposte skill is activated whenever its actor is damaged.
m_IsRiposteNonDamaging boolean Used in riposte skills. If set to True, this riposte skill is activated whenever its actor targeted.
m_IsStallInvalidating boolean
m_IsStartCooldownOnValidMode boolean
m_IsStressTriggerValid boolean Default True
m_IsTokenViewVisible boolean Default True
m_LaunchRanks List(integer)
m_Limit integer
m_MatchingSkillIds List(ActorDataSkill ID) Replaces this skill’s description in the Academic’s View
m_ModeLinkedActorDataSkillId ActorDataSkill ID
m_MultiHitAllTargetsConditionIds List(Condition ID)
m_MultiHitTargetLimit integer
m_ProfileUnlockId Unlock ID
m_RandomSelectChance float Default 1
m_SkillHistoryIdOverride ActorDataSkill ID
m_SkillModifierChanceModifiers List(Seq(SkillModifier Tag-, float))
m_Tags List(ActorDataSkill Tag+) Common skill tags: melee,ranged,heal,stress_heal
m_TargetRelativeRanks List(integer)
m_Type keyword Default turn keyword: end_round, start_round, turn
m_ValidActOutTypes List(keyword) keyword: banter, rest_item_block, skill_additional, skill_after, skill_before, skill_block, start_turn, story_choice
multi_hit_guaranteed_ranks List(integer)
multi_hit_shared_token_ignores List(TokenIgnore ID)
performer_buffs List(Buff ID)
target_buffs List(Buff ID)
target_ranks List(integer)
token_ignores List(TokenIgnore ID)
ActorDataSkillReplacement

Addable: Yes.

Replaces wanderer skills with path skills for ActorDataPath with the same ID.

Field Name Input Type Comment Values
skill_replacements List(SkillReplacement ID)
ActorDataStats

Addable: No.

Connections by same ID:

  • Buff, ActorDataSkill, Token, SkillReplacement, ActorDataClass

Adds stats and substats to Heroes, Enemies, Skills, Buffs.

Field Name Input Type Comment Values
add_stat Seq(keyword, float) keyword:
expandaffinity_relationship_tag_chance_modifier, affinity_relationship_tag_extra_duration, crit_chance, deaths_door_chance, dot_effect_value_dealt_change, dot_effect_value_dealt_multiplier, dot_effect_value_received_change, dot_effect_value_received_multiplier, dot_extra_duration_dealt, dot_extra_duration_received, effect_performer_chance_multiplier, effect_target_chance_multiplier, health_damage, health_damage_dealt_mult_percent, health_damage_dealt_percent, health_damage_range, health_damage_received_percent, health_heal_dealt_percent, health_heal_percent_between_nodes, health_heal_received_percent, health_max, inn_quirk_generation_chance_modifier, kingdom_actor_travel_distance, kingdom_actor_travel_effect_chance, kingdom_wound_heal_multiplier, overstress_chance_modifier, resistance, resistance_ignore, rest_item_effect_chance_modifier, route_choice_chance, route_choice_preference, speed, speed_number_of_turns, speed_tie_breaker, stress_max, token_limit, wound_percent_max

add_stats Dep*(key_map)
key_map List(keyword) keyword:
expandaffinity_relationship_tag_chance_modifier, affinity_relationship_tag_extra_duration, crit_chance, deaths_door_chance, dot_effect_value_dealt_change, dot_effect_value_dealt_multiplier, dot_effect_value_received_change, dot_effect_value_received_multiplier, dot_extra_duration_dealt, dot_extra_duration_received, effect_performer_chance_multiplier, effect_target_chance_multiplier, health_damage, health_damage_dealt_mult_percent, health_damage_dealt_percent, health_damage_range, health_damage_received_percent, health_heal_dealt_percent, health_heal_percent_between_nodes, health_heal_received_percent, health_max, inn_quirk_generation_chance_modifier, kingdom_actor_travel_distance, kingdom_actor_travel_effect_chance, kingdom_wound_heal_multiplier, overstress_chance_modifier, resistance, resistance_ignore, rest_item_effect_chance_modifier, route_choice_chance, route_choice_preference, speed, speed_number_of_turns, speed_tie_breaker, stress_max, token_limit, wound_percent_max

multiply_stat Seq(keyword, float) keyword:
expandaffinity_relationship_tag_chance_modifier, affinity_relationship_tag_extra_duration, crit_chance, deaths_door_chance, dot_effect_value_dealt_change, dot_effect_value_dealt_multiplier, dot_effect_value_received_change, dot_effect_value_received_multiplier, dot_extra_duration_dealt, dot_extra_duration_received, effect_performer_chance_multiplier, effect_target_chance_multiplier, health_damage, health_damage_dealt_mult_percent, health_damage_dealt_percent, health_damage_range, health_damage_received_percent, health_heal_dealt_percent, health_heal_percent_between_nodes, health_heal_received_percent, health_max, inn_quirk_generation_chance_modifier, kingdom_actor_travel_distance, kingdom_actor_travel_effect_chance, kingdom_wound_heal_multiplier, overstress_chance_modifier, resistance, resistance_ignore, rest_item_effect_chance_modifier, route_choice_chance, route_choice_preference, speed, speed_number_of_turns, speed_tie_breaker, stress_max, token_limit, wound_percent_max

multiply_stats Dep*(key_map)
sub_stat Sub(keyword, Substat, float) Add/modify a substat keyword: affinity_relationship_tag_chance_modifier, affinity_relationship_tag_extra_duration, dot_effect_value_dealt_change, dot_effect_value_dealt_multiplier, dot_effect_value_received_change, dot_effect_value_received_multiplier, dot_extra_duration_dealt, dot_extra_duration_received, effect_performer_chance_multiplier, health_heal_dealt_percent, health_heal_received_percent, inn_quirk_generation_chance_modifier, overstress_chance_modifier, resistance, resistance_ignore, rest_item_effect_chance_modifier, route_choice_preference
ActorEffectTrigger

Addable: No.

Field Name Input Type Comment Values
effects List(Effect ID)
m_ActorCount integer Number of actors to be affected. If this number is less than the number of actors that other fields state, then effects are applied randomly to no more than to m_ActorCount actors.
m_ActorEffectTriggerSourceType keyword Tells from whom effects should originate. It has meaning for two-sided effects like copying and stealing tokens. keyword: performer, target
m_ActorEffectTriggerTargetType keyword Tells to whom effects should be applied. keyword: enemy_team, friendly_team, neighbor, party, performer, target
m_ActorEffectType keyword keyword:
expandaffinity_leaning_negative_change_observing, affinity_leaning_negative_change_participating, affinity_leaning_positive_change_observing, affinity_leaning_positive_change_participating, change_class, combat_end, combat_health_damage, combat_health_damage_enemy_team, combat_health_damage_enemy_team_random, combat_health_damage_friendly_team, combat_health_damage_friendly_team_random, combat_health_heal, combat_health_heal_enemy_team, combat_health_heal_enemy_team_random, combat_health_heal_friendly_team, combat_health_heal_friendly_team_random, combat_start, combat_stress_damage, combat_stress_damage_enemy_team, combat_stress_damage_enemy_team_random, combat_stress_damage_friendly_team, combat_stress_damage_friendly_team_random, combat_stress_heal, combat_stress_heal_enemy_team, combat_stress_heal_enemy_team_random, combat_stress_heal_friendly_team, combat_stress_heal_friendly_team_random, death, deaths_door_enter, deaths_door_exit, deaths_door_survive, embark, enemy_death, enemy_death_team, enemy_team, enemy_team_hit, enemy_team_hit_member_random, enemy_team_member_random, enter_biome, friendly_death, friendly_death_team, friendly_team, friendly_team_hit, friendly_team_hit_member_random, friendly_team_member_random, inn_start, kingdom, kingdom_cleanse, kingdom_contagion, move, move_enemy, move_friendly, node, node_after, node_before, node_execute_completed, node_execute_started, on_attack_as_performer_to_performer, on_attack_as_performer_to_target, on_attack_as_target_to_performer, on_attack_as_target_to_target, on_crit_as_performer_to_performer, on_crit_as_performer_to_target, on_crit_as_target_to_performer, on_crit_as_target_to_target, on_hit_as_performer_to_performer, on_hit_as_performer_to_target, on_hit_as_target_to_performer, on_hit_as_target_to_target, on_kill_as_performer_to_performer, on_kill_as_target_to_performer, on_miss_as_performer_to_performer, on_miss_as_performer_to_target, on_miss_as_target_to_performer, on_miss_as_target_to_target, on_not_crit_as_performer_to_performer, on_not_crit_as_performer_to_target, on_not_crit_as_target_to_performer, on_not_crit_as_target_to_target, on_overstress, on_relationship, on_release_per_round_captured, on_release_per_turn_captured, on_resist, performer, performer_after_target, performer_from_target, performer_neighbor_random, performer_neighbors, performer_on_crit_single, performer_on_kill_fail, performer_per_crit, performer_per_target, performer_team, performer_team_hit, performer_team_hit_member_random, performer_team_hit_others, performer_team_hit_others_member_random, performer_team_member_random, performer_team_others, performer_team_others_member_random, respawn, rest_item, roster_status_enter, roster_status_exit, round_end, round_start, spawn, target, target_neighbor_random, target_neighbors, target_self, target_team, target_team_hit, target_team_hit_member_random, target_team_hit_others, target_team_hit_others_member_random, target_team_member_random, target_team_others, target_team_others_member_random, turn_delay, turn_end, turn_end_enemy_team, turn_end_enemy_team_random, turn_end_friendly_team, turn_end_friendly_team_random, turn_skip, turn_start, turn_start_enemy_team, turn_start_enemy_team_random, turn_start_friendly_team, turn_start_friendly_team_random

m_ApplyLimit integer
m_ApplyTargetToSource boolean
m_IncludeSourceActor boolean
m_NeighborActorEffectTriggerSourceType keyword When m_ActorEffectTriggerTargetType is set to neighbor, this field states whose neighbors will be affected. keyword: performer, target
m_NeighborBackCount integer When m_ActorEffectTriggerTargetType is set to neighbor, this field states the number of neighbors in front of the actor specified in m_ActorEffectTriggerSourceType or m_NeighborActorEffectTriggerSourceType.
m_NeighborFrontCount integer When m_ActorEffectTriggerTargetType is set to neighbor, this field states the number of neighbors behind actor specified in m_ActorEffectTriggerSourceType or m_NeighborActorEffectTriggerSourceType.
m_UseActorDataEffectsConditionCalculationInput boolean
ActorStatus

Addable: No.

Connections by same ID:

  • ``, ActorDataExternalBuffs
Field Name Input Type Comment Values
enter_effects List(Effect ID)
AffinityLeaningLevel

Addable: No.

Field Name Input Type Comment Values
m_LeaningMax integer
m_LeaningMin integer
m_RelationshipTagChances List(Seq(AffinityRelationship Tag-, float))
AffinityRelationship

Addable: No.

Connections by same ID:

  • ActorDataActOut, ActorDataExternalBuffs, ActorDataEffects
Field Name Input Type Comment Values
m_Chance float
m_Tags List(AffinityRelationship Tag+)
skill_modifiers List(SkillModifier ID)
AffinityTickTrigger

Addable: No.

Field Name Input Type Comment Values
all_conditions List(Condition ID)
m_BarkSwapPerformerAndTarget boolean
m_Chance float
m_IsTelegraphed boolean
m_LeaningChange float
m_RoleType keyword keyword: OBSERVING_PERFORMER, OBSERVING_TARGET, PARTICIPATING, PARTICIPATING_SELF
m_SkillAttributeTags
m_SkillAttributes List(keyword) keyword: affinity_negative, affinity_positive, bark, buff_add, buff_remove, capture, dot_add, dot_copy, dot_remove, dot_steal, health_damage, health_heal, kill, move, quirk_add, quirk_remove, release, stress_damage, stress_heal, token_add, token_convert, token_copy, token_invert, token_remove, token_steal, wound_add, wound_remove
m_SkillIsCrit boolean
m_SkillIsFriendly boolean
m_Type keyword keyword: banter, effect, follow_up, health_heal, performer_moved, revenge, skill
performer_effects List(Effect ID)
ArenaModifier

Addable: No.

Field Name Input Type Comment Values
enter_actor_apply_limit_effects List(Effect ID)
enter_actor_effects List(Effect ID)
exit_actor_effects List(Effect ID)
m_ActorDataTags List(ActorDataClass Tag-)
m_Cooldown integer
m_DurationAmount integer
m_DurationType keyword keyword: combat_end, day, embark_end, embark_start, every_turn_end, every_turn_start, infinite, inn_end, inn_start, node, performer_turn_end, performer_turn_start, round_end, round_start, skill_calculate, skill_cooldown, token_calculate_damage
m_EnterActorEffectsApplyLimit integer
BarkTrigger

Addable: No.

Field Name Input Type Comment Values
m_Chance float
m_DisplayType keyword keyword: crimson_curse_bloodlust, crimson_curse_craving, crimson_curse_passive, crimson_curse_wasting, negative, neutral, positive, quest_positive
m_Limit integer
m_Priority integer
m_RoleType keyword keyword: OBSERVING_PERFORMER, OBSERVING_TARGET, PERFORMER, TARGET
m_Tags List(BarkTrigger Tag+)
m_Type keyword keyword: ALLY_DEATH, ARENA_MODIFIER_START, ARENA_MODIFIER_STOP, DEATHS_DOOR_SURVIVE, DOT_APPLIED, EFFECT, INN_STARTED, ITEM_APPLIED, OVERSTRESS, ROUTE_TRIGGERED, SKILL_CALCULATED_HIT, SKILL_CRIT, SKILL_MOVE_BACK, SKILL_MOVE_FORWARD, STALL, STATUS_ENTER, STATUS_EXIT, STRESS_DAMAGE, TORCH_DECREASE, TORCH_INCREASE
BattleConfiguration

Addable: No.

Field Name Input Type Comment Values
actorless_effects List(Effect ID)
actorless_round_start_effects List(Effect ID)
end_actor_all_conditions List(Condition ID)
hero_effects List(Effect ID)
m_AdditionalBattleConfigurationTableId List(BattleConfigurationTable ID)
m_BackgroundSceneOverride
m_BattleModifierOverrideId List(BattleModifier ID)
m_Chance float
m_CompleteLootTables List(LootTable ID)
m_CompleteStoryLootTables List(LootTable ID)
m_EndActorConditionClassIds List(ActorDataClass ID)
m_EndAtMaxStress boolean
m_EndConditionsIsComplete boolean
m_EndIsAlwaysComplete boolean
m_EndSequenceDelay float
m_EnemyActors List(ActorDataClass ID)
m_EnemyRandomOrder boolean
m_EnemySummonControllerConfigurationId SummonControllerConfiguration ID
m_HasEndSequence boolean
m_IncompleteLootTables List(LootTable ID)
m_IncompleteStoryLootTables List(LootTable ID)
m_IsNextBattleOptional boolean
m_IsRollBattleModifier boolean
m_IsStallInvalidating boolean
m_NextBattleConfigurationId BattleConfiguration ID
m_NextBattleConfigurationTableId BattleConfigurationTable ID
m_PlayerActors List(ActorDataClass ID)
m_ResultActors List(ActorDataClass ID)
m_RoundLimit integer
m_RunDataStatsId RunDataStats ID
m_RunLimit integer
m_Tags List(BattleConfiguration Tag+)
m_TokenViewValid boolean Default True
m_TorchOverride keyword keyword: no_torch
m_endBossCinematicName
BattleConfigurationTable

Addable: Yes.

Field Name Input Type Comment Values
m_chances Dep*(m_types)
m_conditions Dep(m_types)
m_ids Dep*(m_types)
m_tags Dep(m_types)
m_types List(keyword) keyword: battle_config, nothing, sub_table
BattleModifier

Addable: No.

Connections by same ID:

  • ActorDataExternalBuffs, ActorDataEffects
Field Name Input Type Comment Values
all_conditions List(Condition ID)
m_Chance float
m_Tags List(ActorDataClass Tag-)
m_TeamActorLimit integer
Biome

Addable: No.

Connections by same ID:

  • RunDataStats
Field Name Input Type Comment Values
m_BiomeGroupTag Biome Tag+
m_DisabledRunValueTypes List(keyword) keyword: doom, escalation, hero_upgrade_points, stage_coach_armor, stage_coach_wheels, torch
m_InnTable InnTable ID
m_RequiredStageCoachItemSlotType keyword keyword: Flame, General, None, Pet, Trophy
m_StoryDefaultBattleConfigurationTable BattleConfigurationTable ID
road_events List(RoadEvent ID)
routes List(Route ID)
BiomeGoal

Addable: No.

Field Name Input Type Comment Values
invalid_biome_modifiers List(BiomeModifier ID)
m_Chance float
m_CompleteThresholdAmount integer Default -1
m_CompleteThresholdType keyword keyword: GREATER_THAN, GREATER_THAN_OR_EQUAL, LESS_THAN, LESS_THAN_OR_EQUAL
m_FailThresholdAmount integer Default -1
m_FailThresholdType keyword keyword: GREATER_THAN, GREATER_THAN_OR_EQUAL, LESS_THAN, LESS_THAN_OR_EQUAL
m_LootId LootTable ID
m_NumberOfTypicalBiomesMin integer
m_ShowCountProgressInDriving boolean Default True
m_Type keyword keyword: BATTLE_FINISHED_SOURCE, BATTLE_FINISHED_TAG, BATTLE_STARTED_SOURCE, BATTLE_STARTED_TAG, NODE_VISITED, RUN_VALUE, STAGE_COACH_ITEM_EQUIPPED
m_TypeStrings Dep(m_Type)
m_ValidBiomeTypes List(keyword) keyword: Catacombs, Cave, City, Coast, Farm, Forest, Invalid, MountainArms, MountainBody, MountainBrain, MountainEyes, MountainLungs, Tundra, Valley, ValleyIntro, ValleyKingdom
BiomeKillContract

Addable: No.

Field Name Input Type Comment Values
m_Chance float
m_CombatSource keyword keyword: ambush, barricade, beastmen_alpha, camp_ambush, cathedral, creature_den, cultist, cultist_mountain_01, cultist_mountain_02, debug, dungeon, gaunt_chirurgeon, guardian, kingdom_boss, kingdom_inn_sieged, oasis, repair, story_assist, story_cosmic, story_hero, story_resist, unset, warlord
m_LootIds LootTable ID
m_MaxDuration integer
m_MinDuration integer
m_OverrideBattleConfigurationTableId BattleConfigurationTable ID
m_ValidBiomeTypes List(keyword) keyword: Catacombs, Cave, City, Coast, Farm, Forest, Invalid, MountainArms, MountainBody, MountainBrain, MountainEyes, MountainLungs, Tundra, Valley, ValleyIntro, ValleyKingdom
BiomeModifier

Addable: No.

Connections by same ID:

  • RunDataStats, DataExternalBuffs, ActorDataExternalBuffs
Field Name Input Type Comment Values
m_Chance float
m_InfectionCooldownDays integer
m_InnUpgradeIds List(InnUpgrade ID)
m_LastsForever boolean
m_RoadEventIds List(RoadEvent ID)
m_SpreadChance float
m_SpreadDistance integer
m_SpreadNumberMax integer Default int.MaxValue
m_SpreadNumberMin integer
m_Tags List(BiomeModifier Tag+)
m_ValidBiomeTypes List(keyword) keyword: Catacombs, Cave, City, Coast, Farm, Forest, Invalid, MountainArms, MountainBody, MountainBrain, MountainEyes, MountainLungs, Tundra, Valley, ValleyIntro, ValleyKingdom
BiomeStatus

Addable: No.

Connections by same ID:

  • RunDataStats
Field Name Input Type Comment Values
m_DurationAmount integer
m_DurationType keyword keyword: combat_end, day, embark_end, embark_start, every_turn_end, every_turn_start, infinite, inn_end, inn_start, node, performer_turn_end, performer_turn_start, round_end, round_start, skill_calculate, skill_cooldown, token_calculate_damage
m_Tags List(BiomeStatus Tag+)
BiomeUpgrade

Addable: No.

Connections by same ID:

  • RunDataStats, ActorDataExternalBuffs
Field Name Input Type Comment Values
m_Tags List(ActorDataClass Tag-)
Boss

Addable: No.

Connections by same ID:

  • RunDataStats
Field Name Input Type Comment Values
boss_modifiers List(BossModifier ID)
doom_reset_actorless_effects List(Effect ID)
doom_reset_hero_effects List(Effect ID)
m_AcademicsHonorariumLimit integer
m_EndBiomeType keyword keyword: Catacombs, Cave, City, Coast, Farm, Forest, Invalid, MountainArms, MountainBody, MountainBrain, MountainEyes, MountainLungs, Tundra, Valley, ValleyIntro, ValleyKingdom
m_IntroNarrationId List(NarrationEntry ID)
m_IsExtendedById ExtendedBoss ID
m_IsRunGoalGenerating boolean
m_OrderedMidNarrationIds List(NarrationEntry ID)
m_OutroNarrationId List(NarrationEntry ID)
m_PrefabSubdirectoryId
m_PrerequisiteBossVictoryIds List(Boss ID)
m_RecurringMidNarrationIds List(NarrationEntry ID)
m_SelectBiomeType keyword keyword: Catacombs, Cave, City, Coast, Farm, Forest, Invalid, MountainArms, MountainBody, MountainBrain, MountainEyes, MountainLungs, Tundra, Valley, ValleyIntro, ValleyKingdom
m_TorchLevelGroupId TorchLevelGroup ID
BossModifier

Addable: No.

Field Name Input Type Comment Values
m_ActorDataEffectsId ActorDataEffects ID
m_ActorDataTags List(ActorDataClass Tag-)
m_Chance float
m_DataExternalBuffsId DataExternalBuffs ID
m_NumberOfTypicalBiomesMax integer
m_NumberOfTypicalBiomesMin integer
Buff

Addable: No.

Connections by same ID:

  • Condition, ActorDataStats, ActorDataEffects
Field Name Input Type Comment Values
m_ConditionId Condition ID
m_DurationAmount integer
m_DurationType keyword keyword: combat_end, day, embark_end, embark_start, every_turn_end, every_turn_start, infinite, inn_end, inn_start, node, performer_turn_end, performer_turn_start, round_end, round_start, skill_calculate, skill_cooldown, token_calculate_damage
m_InstanceLimit integer
m_IsVisible boolean Default True
m_RemoveIfConditionNotMet boolean
m_SkillBlockId SkillBlock ID
m_Tags List(Buff Tag+)
m_UnlockId Unlock ID
m_showPopText boolean Default True
token_ignores List(TokenIgnore ID)
CinematicSubtitles

Addable: No.

Field Name Input Type Comment Values
m_cinematicName
m_locKey
m_startTime float
Condition

Addable: No.

Connections by same ID:

  • Buff
Field Name Input Type Comment Values
m_ActorIsNotSource boolean
m_ConditionActorType keyword keyword: BOTH, MONSTERS, NONE, PARTY, PERFORMER, PERFORMER_NEIGHBOR_BACK, PERFORMER_NEIGHBOR_FRONT, PERFORMER_TARGET_DIFFERENCE, TARGET, TARGET_NEIGHBOR_BACK, TARGET_NEIGHBOR_FRONT, TARGET_PERFORMER_DIFFERENCE
m_ConditionMetTarget boolean Default True
m_ConditionNumber float
m_ConditionNumberType keyword keyword: BOOL, EQUAL, GREATER_THAN, GREATER_THAN_OR_EQUAL, LESS_THAN, LESS_THAN_OR_EQUAL, MULTIPLE, PARAMETER
m_ConditionString Dep(m_ConditionType)
m_ConditionType keyword keyword:
expandactor_count_value, actor_stat_value, always, arena_modifier, battle_configuration_tag_count, biome, biome_count, biome_end_node, biome_history_count, biome_modifier, biome_modifier_tag, biome_modifier_tag_count, biome_siege_strength, biome_status, biome_status_tag_amount, biome_sub_type, biome_typical_count, boss, buff_tag_amount, class, combat_item_equipped, combat_item_equipped_tag, combat_source, day, doom_reset_count, dot_tag_amount, first_initiative, game_type, gang, health_percent, health_percent_wound_included, in_relationship, in_relationship_tag, incomplete_hero_story_choices_amount, inn_days_since_last_siege_attack, inn_days_since_last_siege_resolve, inn_destroy_count, inn_respawn_visit, inn_siege_resolve_visit, inn_tag, inn_upgrade, item, item_amount, item_equipped_tag, item_tag, item_tag_amount, item_total_percent, killed_class_amount, kingdom_class, last_initiative, map_cell_type, mode, node, options_value_bool, overstress, overstress_tag, party_class, path, path_tag_amount, profile_calculated_group_progress, profile_has_defeated_boss, profile_run_end_streak_failure, profile_run_end_streak_victory, profile_unlock, profile_value, quest_complete, quest_step_complete, quest_step_current, quirk, quirk_tag_amount, rank, relationship, relationship_tag, resist, resist_tag, roster_status, roster_status_amount, round, run_value, run_value_percent, siege_count, size, skill, skill_equipped, skill_equipped_tag, skill_received_history_amount, skill_received_history_last, skill_tag, skill_use_history_amount, skill_use_history_last, stage_coach_upgrade_equipped, stage_coach_upgrade_equipped_general_amount, stage_coach_upgrade_equipped_pet_amount, stage_coach_upgrade_equipped_tag, stage_coach_upgrade_equipped_trophy_amount, status, stress, stress_percent, tag, token_amount, token_tag_amount, trinket_equipped, trinket_equipped_tag, turn, wound_percent

m_IsInverse boolean
m_IsSkillConditionInputValid boolean
m_IsVisible boolean Default True
m_SourceConditionActorType keyword keyword: BOTH, MONSTERS, NONE, PARTY, PERFORMER, PERFORMER_NEIGHBOR_BACK, PERFORMER_NEIGHBOR_FRONT, PERFORMER_TARGET_DIFFERENCE, TARGET, TARGET_NEIGHBOR_BACK, TARGET_NEIGHBOR_FRONT, TARGET_PERFORMER_DIFFERENCE
Cost

Addable: No.

Connections by same ID:

  • Unlock, ActorDataSkill, Token, SkillReplacement, RunValueTransaction, NodeDeliverable, InnUpgrade, InnBonus, Item
Field Name Input Type Comment Values
m_AddedLocTag
m_IsItemEquipped boolean
m_ItemId Item ID
m_ItemQty integer
m_ItemTag Item Tag-
m_ProfileValue float
m_ProfileValueType keyword keyword: candles
m_RunValue float
m_RunValueType keyword keyword: doom, escalation, hero_upgrade_points, stage_coach_armor, stage_coach_wheels, torch
DataAffinityTickTriggers

Addable: Yes.

Connections by same ID:

  • Token
Field Name Input Type Comment Values
affinity_tick_triggers List(AffinityTickTrigger ID)
DataExternalBuffs

Addable: Yes.

Connections by same ID:

  • Token, KingdomEvent, BiomeModifier, ActorDataPath
Field Name Input Type Comment Values
buffs List(Buff ID)
DataNodeReplacements

Addable: Yes.

Connections by same ID:

  • Item
Field Name Input Type Comment Values
node_replacements List(NodeReplacement ID)
DataStoryChoiceReplacements

Addable: Yes.

Connections by same ID:

  • QuestStep
Field Name Input Type Comment Values
story_choice_replacements List(StoryChoiceReplacement ID)
DoomLevel

Addable: No.

Field Name Input Type Comment Values
m_DoomMax float
m_DoomMin float
m_RunDataStatsId RunDataStats ID
Dot

Addable: No.

Field Name Input Type Comment Values
effects List(Effect ID)
m_DurationAmount integer
m_DurationType keyword keyword: combat_end, day, embark_end, embark_start, every_turn_end, every_turn_start, infinite, inn_end, inn_start, node, performer_turn_end, performer_turn_start, round_end, round_start, skill_calculate, skill_cooldown, token_calculate_damage
m_IgnoreEnemyDealtModifications boolean
m_IgnoreEnemyReceivedModifications boolean
m_IgnoreFriendlyDealtModifications boolean
m_IgnoreFriendlyReceivedModifications boolean
m_Tags List(Dot Tag+)
m_Type DotType Tag+
Effect

Addable: No.

Field Name Input Type Comment Values
all_conditions List(Condition ID) Conjunctive conditioning.
any_conditions List(Condition ID) Disjunctive conditioning.
buffs List(Buff ID) List of buffs to apply.
doom integer Change amount of Loathing.
escalation integer
m_AddTurn integer Add Action
m_AffinityLeaningChange integer Change relationship point amount.
m_ArenaModifierStartId ArenaModifier ID Add ArenaModifier during combat.
m_ArenaModifierStopId ArenaModifier ID Remove ArenaModifier during combat.
m_BarkId Trigger a bark.
m_BiomeKillContractSpawnAmount integer
m_BiomeModifierId BiomeModifier ID
m_BiomeModifierSpawnRandom integer
m_BiomeStatusAddId BiomeStatus ID
m_BuffRemoveAllTags List(Buff Tag-)
m_BuffRemoveAmount integer
m_BuffRemoveAmountRange integer
m_BuffRemoveRandom boolean
m_BuffRemoveTag Buff Tag-
m_Capture boolean
m_Chance float Chance of this effect to be triggered when conditions are met. Default 1.
m_ChanceMultiplierStatSubTypes
m_ChancePerRoundSuffix boolean
m_ChangeClassActorId ActorDataClass ID Replace this actor with another.
m_ChangeModeId ActorDataMode ID
m_ClearSkillCooldowns boolean
m_ClearSkillUses boolean
m_ConditionId Condition ID
m_CritChance float
m_CritMultiplier float
m_DotAddAmount integer
m_DotAddId Dot ID
m_DotCopyAmount integer
m_DotCopyTags List(Dot Tag-)
m_DotGiveAmount integer
m_DotGiveTags List(Dot Tag-)
m_DotRemoveAllTypes List(DotType Tag-)
m_DotRemoveAmount integer
m_DotRemoveId Dot ID
m_DotStealAmount integer
m_DotStealTags List(Dot Tag-)
m_HealthDamageAmount float
m_HealthDamageDownToPercent float
m_HealthDamagePercent float
m_HealthHealAmount float
m_HealthHealPercent float
m_HealthHealPercentRange float
m_HealthHealUpToPercent float
m_HideHealPreview boolean
m_IgnoreDeathClass boolean
m_IgnoreResist boolean
m_IsAddTurnEndRound boolean
m_IsAddTurnValidOnExtraTurn boolean
m_IsAlwaysApply boolean
m_IsCombo boolean
m_IsKill boolean Instant kill.
m_IsLockedTeamPosition boolean Locks Token or Dot to the target rank.
m_IsSourceOnly boolean
m_IsVisible boolean Is this effect visible in tooktips. Default True
m_LootIds List(LootTable ID) Get loot from tables.
m_LootReasonId
m_Move integer Move target. Negative moves target forward. Positive moves target backward.
m_MoveRange integer
m_Priority integer
m_QuirkAddAmount integer Number of Quirks to add.
m_QuirkAddAmountRange integer
m_QuirkAddTag Quirk Tag- Add some amount of Quirks that have the specified tag.
m_QuirkRemoveAmount integer Number of Quirks to remove.
m_QuirkRemoveAmountRange integer
m_QuirkRemoveIsLocked boolean
m_QuirkRemoveTag Quirk Tag- Remove some amount of Quriks that have the specified tag.
m_Release boolean
m_RunValuesIsSetTo boolean
m_ShowValue boolean Specifies if the number of changed tokens should be displayed in tooltips.
m_Shuffle boolean
m_SiegeAllDelayChange integer
m_SiegeAllStrengthChange integer
m_SiegeSpawnAmount integer
m_SiegeSpawnAmountRange integer
m_SortType keyword keyword: CLASS_NAME, NAME
m_StageCoachUpgradeRemoveId Item ID
m_StressDamage float Deal stress damage to target.
m_StressDamageRange float
m_StressHeal float Heal target’s stress.
m_StressHealDownFromMax float
m_SummonAddToTurnOrderAfterCurrentTurnIndex integer
m_SummonClassActorId ActorDataClass ID Summon another actor to target team.
m_SummonIfRoom boolean
m_SummonLocationType keyword Specifies on what rank the summoned actor should be placed. keyword: BACK, FRONT, RANDOM
m_TokenAddAmount integer Number of tokens to add.
m_TokenAddAmountRange integer Adds randomness to the number of added tokens. For example if m_TokenAddAmount is 1 and m_TokenAddAmountRange is 2, the number of added tokens will vary from 1 to 3.
m_TokenAddId Token ID Add some amount of the specified token.
m_TokenAddTag Token Tag- Add some amount of tokens that have the specified tag.
m_TokenConvertAmount integer Number of tokens to convert.
m_TokenConvertFromDotTags List(Dot Tag-)
m_TokenConvertFromTokenIds List(Token ID) Token conversion will target the specified tokens on target.
m_TokenConvertToId Token ID Tokens valid for conversion will be converted to the specified token.
m_TokenCopyAmount integer Number of tokens to copy from target to performer.
m_TokenCopyTags List(Token Tag-) Copy some amount of tokens from target to performer. Tokens that have at least one of the specified tags will be copied.
m_TokenInvertAmount integer Number of tokens to invert. Pairs of inverse tokens are defined in Token elements.
m_TokenInvertAmountRange integer
m_TokenInvertIds List(Token ID) Specifies what tokens will be inverted. Pairs of inverse tokens are defined in Token elements.
m_TokenRemoveAmount integer Number of tokens to remove.
m_TokenRemoveId Token ID Remove some number of specified tokens.
m_TokenRemoveRandom boolean Default True
m_TokenRemoveTag Token Tag- Remove some number of tokens that have the specified tag.
m_TokenStealAmount integer Number of tokens to steal.
m_TokenStealTags List(Token Tag-) Steal some amount of tokens from target to performer. Tokens that have at least one of the specified tags will be stolen.
m_TreasureAllDurationChange integer
m_TreasureSpawnAmount integer
m_UnlockRemoveNonSkillAmount integer
m_UnlockRemoveNonSkillAmountRange integer
m_UnlockRemoveUpgradedSkillAmount integer
m_UnlockRemoveUpgradedSkillAmountRange integer
m_WoundAddPercent float Add fatigue percent. From 0 to 1.
m_WoundRemovePercent float Remove fatigue percent. From 0 to 1.
quirks List(Quirk ID) Add specified quirks.
stage_coach_armor integer Change stagecoach armor. Can be negative.
stage_coach_wheels integer Change stagecoach wheels. Can be negative.
torch integer Change torch value. From -100 to 100.
m_HealthHealAmountRange integer
ExtendedBoss

Addable: No.

Connections by same ID:

  • RunDataStats
Field Name Input Type Comment Values
boss_modifiers List(BossModifier ID)
doom_reset_actorless_effects List(Effect ID)
doom_reset_hero_effects List(Effect ID)
m_AcademicsHonorariumLimit integer
m_EndBiomeType keyword keyword: Catacombs, Cave, City, Coast, Farm, Forest, Invalid, MountainArms, MountainBody, MountainBrain, MountainEyes, MountainLungs, Tundra, Valley, ValleyIntro, ValleyKingdom
m_IntroNarrationId NarrationEntry ID
m_IsRunGoalGenerating boolean
m_OrderedMidNarrationIds List(NarrationEntry ID)
m_OutroNarrationId NarrationEntry ID
m_PrefabSubdirectoryId
m_RecurringMidNarrationIds List(NarrationEntry ID)
m_RequiredStageCoachItemSlotType keyword keyword: Flame, General, None, Pet, Trophy
m_SelectBiomeType keyword keyword: Catacombs, Cave, City, Coast, Farm, Forest, Invalid, MountainArms, MountainBody, MountainBrain, MountainEyes, MountainLungs, Tundra, Valley, ValleyIntro, ValleyKingdom
m_TorchLevelGroupId TorchLevelGroup ID
Gang

Addable: No.

Field Name Input Type Comment Values
escalation_torch_level_groups List(TorchLevelGroup ID)
m_BossBiomeType keyword keyword: Catacombs, Cave, City, Coast, Farm, Forest, Invalid, MountainArms, MountainBody, MountainBrain, MountainEyes, MountainLungs, Tundra, Valley, ValleyIntro, ValleyKingdom
m_Escalation2KingdomEventId KingdomEvent ID
m_Escalation3KingdomEventId KingdomEvent ID
m_IsReleased boolean
m_QuestId Quest ID
Haptics

Addable: No.

Field Name Input Type Comment Values
m_actorTags
m_audioSuffix
m_audioSuffixTags
m_audioTags
m_durationIds List(HapticsDuration ID)
m_intensityIds List(HapticsIntensity ID)
m_inventoryTags
m_skillUseTags
m_tags
HapticsDeviceIntensity

Addable: No.

Field Name Input Type Comment Values
m_devicePrefixes
m_intensity float
HapticsDisabledAudio

Addable: No.

Field Name Input Type Comment Values
m_tags
HapticsDuration

Addable: No.

Field Name Input Type Comment Values
m_seconds float
HapticsIntensity

Addable: No.

Field Name Input Type Comment Values
m_heartbeat1End float
m_heartbeat1Start float
m_heartbeat2End float
m_heartbeat2Start float
m_maxIntensity float
m_minIntensity float
m_period float
m_type
Inn

Addable: No.

Connections by same ID:

  • InnDataStats, InnTable
Field Name Input Type Comment Values
actorless_effects List(Effect ID)
hero_effects List(Effect ID)
kingdom_hero_effects List(Effect ID)
m_ActorDataPathChangeCostId Cost ID
m_BonusLootTableIds List(LootTable ID)
m_DestroyedCampId Inn ID
m_HealthHealCostId Cost ID
m_IgnoreVisitAllAchievement boolean
m_InnFeatureTypes List(keyword) keyword: actor_path_change, fast_travel, item_selling, lock_positive_quirk, physician, remove_disease, remove_negative_quirk, remove_positive_quirk, stage_coach_change_skin, stage_coach_repair, trainer, wainwright
m_InnRunDataStatsIds List(RunDataStats ID)
m_InnStartBarkActorDataIds List(ActorDataClass ID)
m_InnUpgradeCategories List(keyword) keyword: defense, kingdom_camp, kingdom_inn, physician, provisioner, stage_coach_camp, stage_coach_inn, trainer, wainwright
m_IsInnBonusValid boolean
m_LimitInnLevel integer
m_LimitInnUpgradeCategories List(keyword) keyword: defense, kingdom_camp, kingdom_inn, physician, provisioner, stage_coach_camp, stage_coach_inn, trainer, wainwright
m_NextBiomeRunDataStatsIds List(RunDataStats ID)
m_NumberOfBiomeChoices integer
m_QuirkGenerationAmount integer
m_QuirkGenerationChance float
m_QuirkGenerationTags List(Seq(Quirk Tag-, float))
m_StoreLootTableIds List(LootTable ID)
m_Tags List(Inn Tag+)
m_TemporaryInnUpgradeCategories List(keyword) keyword: defense, kingdom_camp, kingdom_inn, physician, provisioner, stage_coach_camp, stage_coach_inn, trainer, wainwright
m_WoundHealCostId Cost ID
run_value_transactions List(RunValueTransaction ID)
InnBonus

Addable: No.

Connections by same ID:

  • Cost
  • Item
Field Name Input Type Comment Values
actorless_effects List(Effect ID)
all_conditions List(Condition ID)
hero_effects List(Effect ID)
m_BonusLootTableIds List(LootTable ID)
m_DeliverableIcon
m_InnRunDataStatsIds RunDataStats ID
m_IsBonusLootExclusive boolean
m_QuestResource Quest ID
m_Score integer
InnDataStats

Addable: Yes.

Connections by same ID:

  • InnUpgrade, Inn
Field Name Input Type Comment Values
add_stat Seq(keyword, float) keyword: defense, health_max, infection_adjacent_cure_percentage, kingdom_wound_heal_percentage, physician_wound_heal_percentage, repair_percent, siege_resolved_duration, siege_resolved_target_chance, siege_target_chance, stage_coach_item_slot_equip_limit, storage_inventory_max_slots, unlock_skill_limit, upgrade_skill_limit
sub_stat Sub(keyword, Substat, float) keyword: stage_coach_item_slot_equip_limit
InnTable

Addable: Yes.

Connections by same ID:

  • Inn
Field Name Input Type Comment Values
m_chances Dep*(m_types)
m_ids Dep*(m_types)
m_types List(keyword) keyword: inn
InnUpgrade

Addable: No.

Connections by same ID:

  • InnDataStats, KingdomSiegeDefense, Cost
Field Name Input Type Comment Values
actor_unlocks List(Unlock ID)
actorless_effects List(Effect ID)
biome_upgrades List(BiomeUpgrade ID)
hero_effects List(Effect ID)
kingdom_contagion_effects List(Effect ID)
kingdom_hero_effects List(Effect ID)
m_BonusLootTableIds List(LootTable ID)
m_InnFeatureTypes List(keyword) keyword: actor_path_change, fast_travel, item_selling, lock_positive_quirk, physician, remove_disease, remove_negative_quirk, remove_positive_quirk, stage_coach_change_skin, stage_coach_repair, trainer, wainwright
m_InnLevel integer
m_InnRunDataStatsIds List(RunDataStats ID)
m_InnUpgradeCategory keyword keyword: defense, kingdom_camp, kingdom_inn, physician, provisioner, stage_coach_camp, stage_coach_inn, trainer, wainwright
m_InnUpgradeType keyword keyword: kingdom, major, minor, stage_coach, ultimate
m_IsBonusLootExclusive boolean
m_LevelSpriteIndex integer Default -1
m_OnPurchaseStoreLootTableIds List(LootTable ID)
m_Tags List(InnUpgrade Tag+)
prerequisite_all_inn_upgrades List(InnUpgrade ID)
prerequisite_any_inn_upgrades List(InnUpgrade ID)
Item

Addable: No.

Connections by same ID:

  • InnBonus, Cost, DataNodeReplacements, RunDataStats, ActorDataEffects, ActorDataExternalBuffs
Field Name Input Type Comment Values
m_DiscardGameScorePerQty float
m_DurationAmount integer
m_DurationType keyword keyword: combat_end, day, embark_end, embark_start, every_turn_end, every_turn_start, infinite, inn_end, inn_start, node, performer_turn_end, performer_turn_start, round_end, round_start, skill_calculate, skill_cooldown, token_calculate_damage
m_InnUpgradeIds List(InnUpgrade ID)
m_IsStressTriggerBarking boolean
m_IsUnequipIfNotInParty boolean
m_IsUnequipInvalid boolean
m_OverrideBackgroundFileName
m_QuestResourceId
m_QuestStepId QuestStep ID
m_RunEndGameScorePerQty float
m_UnlockId Unlock ID
m_applyLimitEffectIds List(Effect ID)
m_buyCostId Cost ID
m_canDiscard boolean Default True
m_combinable boolean
m_combinationApplyLimitEffectIds List(Effect ID)
m_combinationEffectApplyLimit integer
m_combinationEffectIds List(Effect ID)
m_conditionIds List(Condition ID)
m_effectApplyLimit integer
m_effectIds List(Effect ID)
m_forcedTargetActorDataId ActorDataClass ID
m_hideDamageAndCritTooltip boolean
m_hideInCollection boolean
m_hideRunDataStats boolean
m_isBuyHidden boolean
m_isConsumable boolean
m_isRandomTarget boolean
m_maxQty integer
m_numberOfTargets integer
m_partyEffectIds List(Effect ID)
m_possessionLimit integer
m_profileLevel nothing Unused field
m_rewardLinkedTooltipVisible boolean Default True
m_sellCostId Cost ID
m_showTargettingInfoInTooltip boolean Default True
m_slot keyword keyword: Flame, General, None, Pet, Trophy
m_tags List(Item Tag+)
m_type keyword keyword: combat, currency, memory, memory_reroll, rest, stage_coach_upgrade, trinket
m_useTagLimit integer
m_usedInCombat boolean
m_usedInDriving boolean Unused field
m_usedInInn boolean
sub_type ItemSubtype ID
ItemBlock

Addable: No.

Connections by same ID:

  • Quirk
Field Name Input Type Comment Values
m_ItemIds List(Item ID)
ItemSubtype

Addable: No.

Field Name Input Type Comment Values
m_LootNarrationTag
m_MinRequiredCountLootNarrationIndex integer Default -1
m_SortPriority integer
m_TrinketEquipSfxOverrideEventPath
KingdomDifficulty

Addable: No.

Connections by same ID:

  • ActorDataExternalBuffs
Field Name Input Type Comment Values
actor_path_set_type integer
escalation_2_day integer
escalation_3_day integer
loss_day integer
loss_percentage_of_inns_destroyed integer
m_IsDefault boolean
m_RosterReplacementType keyword keyword: none, refill, respawn
roster_active_entry_limit integer
siege_run_stat_index integer
skill_set_type integer
start_free_treasures integer
start_siege_strength integer
KingdomEvent

Addable: No.

Connections by same ID:

  • DataExternalBuffs, RunDataStats, ActorDataEffects
Field Name Input Type Comment Values
all_conditions List(Condition ID)
effects List(Effect ID)
inn_upgrades List(InnUpgrade ID)
m_BiomeModifierId BiomeModifier ID
m_Chance float
m_Cooldown integer
m_EffectRosterStatusTypes List(keyword) keyword: captured, dead, hire, hire_replaced, idle, kingdom, load, party, reserve
m_EventTypeRarity
m_EventTypeRef
m_IsGeneratedInAdvance boolean
m_KingdomLimit integer
m_LootIds List(LootTable ID)
m_MinGenerationDay integer
m_Tags List(ActorDataClass Tag-)
KingdomMap

Addable: No.

Field Name Input Type Comment Values
KingdomSiegeAttack

Addable: No.

Field Name Input Type Comment Values
all_conditions List(Condition ID)
m_DestroyChance float
m_InnHealthDamage float
m_RemoveRandomUpgradeAmount integer
m_RemoveRandomUpgradeChance float
KingdomSiegeDefense

Addable: No.

Connections by same ID:

  • InnUpgrade
Field Name Input Type Comment Values
m_ActorClassIds List(ActorDataClass ID)
KingdomTreasure

Addable: No.

Field Name Input Type Comment Values
m_LootIds List(LootTable ID)
m_MaxDuration integer
m_MaxInnLevel integer
m_MinDuration integer
m_MinInnLevel integer
m_TreasureLevel integer
LootTable

Addable: Yes.

Field Name Input Type Comment Values
m_chances Dep*(m_types)
m_conditions Dep(m_types)
m_ids Dep*(m_types)
m_qtys Dep*(m_types)
m_tags Dep(m_types)
m_types List(keyword) keyword: all_sub_table, biome_reward, exclusive_sub_table, item, nothing, profile_unlock, provision, quest_step, sub_table, unique_sub_table
m_unlockId Unlock ID
NarrationEntry

Addable: No.

Field Name Input Type Comment Values
m_allTags
m_anyTags
m_audioEventId
m_avoidTags
m_chance float
m_disabledGameTypes keyword keyword: expedition, kingdom
m_guaranteeType keyword keyword: always, none, profile_first
m_maxOccurrences Dep(m_occurrenceTypes)
m_numberOfPanels integer
m_occurrenceTypes List(keyword) keyword: altar_of_hope, biome, combat, inn, kingdom, node, profile, run
m_type NarrationType ID
NarrationType

Addable: No.

Field Name Input Type Comment Values
m_chance float
m_disabledGameTypes List(keyword) keyword: expedition, kingdom
m_maxOccurrences Dep*(m_occurrenceTypes)
m_occurrenceTypes List(keyword) keyword: altar_of_hope, biome, combat, inn, kingdom, node, profile, run
NodeDeliverable

Addable: No.

Connections by same ID:

  • Cost
Field Name Input Type Comment Values
all_conditions List(Condition ID)
m_LootIds List(LootTable ID)
m_NodeType keyword keyword: AltarOfHope, BeastmenAlpha, BossSelect, Bridge, BridgeGang, Cache, CacheGang, Cathedral, CovenAssist, CreatureDen, Dummy, Dungeon, GameResults, Gate, GauntChirurgeon, Guardian, HeroSelect, Hospital, Inn, KingdomBoss, KingdomCamp, KingdomInn, KingdomInnSieged, Landmark, LandmarkInkfireField, LandmarkTreesDense, LandmarkTreesSparse, Mountain, Oasis, Store, StoryAssist, StoryAssistGang, StoryCosmic, StoryCultist, StoryCultistMountain01, StoryCultistMountain02, StoryHero, StoryHeroReplacement, StoryResist, Unknown, Warlord, WatchTower, null
m_Tags List(NodeDeliverable Tag+)
NodeReplacement

Addable: No.

Field Name Input Type Comment Values
m_AdditionalEndNodeTypes keyword keyword: AltarOfHope, BeastmenAlpha, BossSelect, Bridge, BridgeGang, Cache, CacheGang, Cathedral, CovenAssist, CreatureDen, Dummy, Dungeon, GameResults, Gate, GauntChirurgeon, Guardian, HeroSelect, Hospital, Inn, KingdomBoss, KingdomCamp, KingdomInn, KingdomInnSieged, Landmark, LandmarkInkfireField, LandmarkTreesDense, LandmarkTreesSparse, Mountain, Oasis, Store, StoryAssist, StoryAssistGang, StoryCosmic, StoryCultist, StoryCultistMountain01, StoryCultistMountain02, StoryHero, StoryHeroReplacement, StoryResist, Unknown, Warlord, WatchTower, null
m_AdditionalStartNodeTypes keyword keyword: AltarOfHope, BeastmenAlpha, BossSelect, Bridge, BridgeGang, Cache, CacheGang, Cathedral, CovenAssist, CreatureDen, Dummy, Dungeon, GameResults, Gate, GauntChirurgeon, Guardian, HeroSelect, Hospital, Inn, KingdomBoss, KingdomCamp, KingdomInn, KingdomInnSieged, Landmark, LandmarkInkfireField, LandmarkTreesDense, LandmarkTreesSparse, Mountain, Oasis, Store, StoryAssist, StoryAssistGang, StoryCosmic, StoryCultist, StoryCultistMountain01, StoryCultistMountain02, StoryHero, StoryHeroReplacement, StoryResist, Unknown, Warlord, WatchTower, null
m_FromNodeType keyword keyword: AltarOfHope, BeastmenAlpha, BossSelect, Bridge, BridgeGang, Cache, CacheGang, Cathedral, CovenAssist, CreatureDen, Dummy, Dungeon, GameResults, Gate, GauntChirurgeon, Guardian, HeroSelect, Hospital, Inn, KingdomBoss, KingdomCamp, KingdomInn, KingdomInnSieged, Landmark, LandmarkInkfireField, LandmarkTreesDense, LandmarkTreesSparse, Mountain, Oasis, Store, StoryAssist, StoryAssistGang, StoryCosmic, StoryCultist, StoryCultistMountain01, StoryCultistMountain02, StoryHero, StoryHeroReplacement, StoryResist, Unknown, Warlord, WatchTower, null
m_IsVisible boolean Default True
m_NodeExitBarkOverrideNodeTypes keyword keyword: AltarOfHope, BeastmenAlpha, BossSelect, Bridge, BridgeGang, Cache, CacheGang, Cathedral, CovenAssist, CreatureDen, Dummy, Dungeon, GameResults, Gate, GauntChirurgeon, Guardian, HeroSelect, Hospital, Inn, KingdomBoss, KingdomCamp, KingdomInn, KingdomInnSieged, Landmark, LandmarkInkfireField, LandmarkTreesDense, LandmarkTreesSparse, Mountain, Oasis, Store, StoryAssist, StoryAssistGang, StoryCosmic, StoryCultist, StoryCultistMountain01, StoryCultistMountain02, StoryHero, StoryHeroReplacement, StoryResist, Unknown, Warlord, WatchTower, null
m_NodeExitBarkPreferredActorDataIds List(ActorDataClass ID)
m_ToNodeType keyword keyword: AltarOfHope, BeastmenAlpha, BossSelect, Bridge, BridgeGang, Cache, CacheGang, Cathedral, CovenAssist, CreatureDen, Dummy, Dungeon, GameResults, Gate, GauntChirurgeon, Guardian, HeroSelect, Hospital, Inn, KingdomBoss, KingdomCamp, KingdomInn, KingdomInnSieged, Landmark, LandmarkInkfireField, LandmarkTreesDense, LandmarkTreesSparse, Mountain, Oasis, Store, StoryAssist, StoryAssistGang, StoryCosmic, StoryCultist, StoryCultistMountain01, StoryCultistMountain02, StoryHero, StoryHeroReplacement, StoryResist, Unknown, Warlord, WatchTower, null
m_ValidBiomeTypes List(keyword) keyword: Catacombs, Cave, City, Coast, Farm, Forest, Invalid, MountainArms, MountainBody, MountainBrain, MountainEyes, MountainLungs, Tundra, Valley, ValleyIntro, ValleyKingdom
Overstress

Addable: No.

Field Name Input Type Comment Values
effects List(Effect ID)
m_Chance float
m_LeaningChange float
m_ResetPathToDefault boolean
Quest

Addable: No.

Field Name Input Type Comment Values
m_QuestType keyword keyword: game, profile
m_ValidGameTypes keyword keyword: expedition, kingdom
on_completion_unlocks List(Unlock ID)
quest_steps List(QuestStep ID)
QuestStep

Addable: No.

Connections by same ID:

  • DataStoryChoiceReplacements, RunDataStats
Field Name Input Type Comment Values
m_DataNodeReplacementsId DataNodeReplacements ID
m_DisplayOverrideId
m_InnLootIds List(LootTable ID)
m_IsKingdomTimelineValid boolean
m_QuestStepNumber integer
m_QuestStepString Dep(m_QuestStepType)
m_QuestStepType keyword keyword: inn_bonus, loot, stage_coach_upgrade_equip
m_SkipGuaranteedLootIds List(LootTable ID)
Quirk

Addable: No.

Connections by same ID:

  • ItemBlock, ActorDataExternalBuffs, ActorDataEffects, ActorDataActOut
Field Name Input Type Comment Values
generation_all_conditions List(Condition ID)
m_DurationAmount integer
m_DurationType keyword keyword: combat_end, day, embark_end, embark_start, every_turn_end, every_turn_start, infinite, inn_end, inn_start, node, performer_turn_end, performer_turn_start, round_end, round_start, skill_calculate, skill_cooldown, token_calculate_damage
m_EscalationTags List(Quirk Tag+)
m_Rarity keyword keyword: NORMAL, RARE
m_ShowDescriptionExplicit boolean
m_ShowDescriptionFlavor boolean
m_Tags List(Quirk Tag+)
QuirkContainer

Addable: No.

Field Name Input Type Comment Values
invalid_quirks List(Quirk ID)
m_IdGuaranteeGenerationLimits List(Seq(Quirk ID, integer))
m_TagGenerations List(Seq(Quirk Tag-, integer))
m_TagLimits List(Seq(Quirk Tag-, integer))
Resist

Addable: No.

Field Name Input Type Comment Values
m_ActorStatSubType Resist ID
m_ActorStatType keyword keyword:
expandaffinity_relationship_tag_chance_modifier, affinity_relationship_tag_extra_duration, crit_chance, deaths_door_chance, dot_effect_value_dealt_change, dot_effect_value_dealt_multiplier, dot_effect_value_received_change, dot_effect_value_received_multiplier, dot_extra_duration_dealt, dot_extra_duration_received, effect_performer_chance_multiplier, effect_target_chance_multiplier, health_damage, health_damage_dealt_mult_percent, health_damage_dealt_percent, health_damage_range, health_damage_received_percent, health_heal_dealt_percent, health_heal_percent_between_nodes, health_heal_received_percent, health_max, inn_quirk_generation_chance_modifier, kingdom_actor_travel_distance, kingdom_actor_travel_effect_chance, kingdom_wound_heal_multiplier, overstress_chance_modifier, resistance, resistance_ignore, rest_item_effect_chance_modifier, route_choice_chance, route_choice_preference, speed, speed_number_of_turns, speed_tie_breaker, stress_max, token_limit, wound_percent_max

m_BuffTags List(Buff Tag-)
m_CritMod float
m_DotTags List(Dot Tag-)
m_IgnoreActorStatType keyword keyword:
expandaffinity_relationship_tag_chance_modifier, affinity_relationship_tag_extra_duration, crit_chance, deaths_door_chance, dot_effect_value_dealt_change, dot_effect_value_dealt_multiplier, dot_effect_value_received_change, dot_effect_value_received_multiplier, dot_extra_duration_dealt, dot_extra_duration_received, effect_performer_chance_multiplier, effect_target_chance_multiplier, health_damage, health_damage_dealt_mult_percent, health_damage_dealt_percent, health_damage_range, health_damage_received_percent, health_heal_dealt_percent, health_heal_percent_between_nodes, health_heal_received_percent, health_max, inn_quirk_generation_chance_modifier, kingdom_actor_travel_distance, kingdom_actor_travel_effect_chance, kingdom_wound_heal_multiplier, overstress_chance_modifier, resistance, resistance_ignore, rest_item_effect_chance_modifier, route_choice_chance, route_choice_preference, speed, speed_number_of_turns, speed_tie_breaker, stress_max, token_limit, wound_percent_max

m_IgnorePopTextSourceTypes keyword keyword:
expandact_out, affinity, altar_of_hope, arena, bark, biome, biome_goal, biome_modifier, biome_status, biome_upgrade, boss, buff, capture, class, combat, death, debug, disease, doom, dot, driving, duration, effect, escalation, hospital, inn, inn_bonus, inn_upgrade, inventory, kingdom, kingdom_event, kingdom_treasure, locked_team_position_transfer, memory, mode, node, overstress, party, path, quest, quirk, quirk_curse, relationship, resist, rest_item, retreat, roster, route, route_choice, run, run_goal, siege, skill, skill_actor, skill_buff, stage_coach_armor, stage_coach_flame, stage_coach_general, stage_coach_pet, stage_coach_trophy, stage_coach_wheels, stall, status, store, story, stress, token, torch, trinket, wound

m_IsDeath boolean
m_IsStress boolean
m_Max float Default float.MinValue
m_Min float Default float.maxValue
m_PositiveRunValueTypes keyword keyword: doom, escalation, hero_upgrade_points, stage_coach_armor, stage_coach_wheels, torch
m_QuirkTags List(Quirk Tag-)
m_RunStatSubType
m_RunStatType keyword keyword:
expandaffinity_relationship_tag_chance_modifier, affinity_tick_trigger_negative_chance_multiplier, affinity_tick_trigger_positive_chance_multiplier, battle_configuration_chance, battle_modifier_chance, boss_modifier_chance_modifier, camp_ambush_chance, doom_default_value, doom_effect_number_of_nodes, doom_max_value, doom_min_value, doom_reset_value, escalation_default_value, escalation_max_value, escalation_min_value, hero_upgrade_points_default_value, hero_upgrade_points_max_value, hero_upgrade_points_min_value, hire_chance, hire_typical_biomes_max, hire_typical_biomes_min, item_discard_game_score_chance, item_max_qty, kill_contract_accrual, kill_contract_accrual_range, kill_contract_spawn_limit, kill_contract_spawn_threshold, kingdom_event_generation_chance, loot_chance, loot_qty, map_generation_length_multiplier, map_generation_node_execute_loot_chance, map_generation_node_filler_limit_modifier, map_generation_node_spawn_multiplier, map_generation_nodes_per_row_max, map_generation_nodes_per_row_min, map_generation_nodes_per_row_multiplier, map_generation_road_event_spawn_multiplier, map_generation_route_chance_multiplier, player_inventory_max_slots, resistance, retreat_chance, route_effect_apply_multiplier, run_generation_number_of_optional_biomes, run_generation_number_of_typical_biomes, run_generation_optional_biome_chance, run_generation_typical_biome_chance, score_bonus_multiplier, score_penalty_multiplier, scout_node_chance, scout_route_chance, siege_accrual, siege_accrual_range, siege_delay, siege_delay_range, siege_spawn_limit, siege_spawn_threshold, siege_strength, siege_strength_range, stage_coach_armor_default_value, stage_coach_armor_max_value, stage_coach_armor_min_value, stage_coach_wheels_default_value, stage_coach_wheels_max_value, stage_coach_wheels_min_value, store_cost_buy_multiplier, story_choice_multiplier, torch_add_percent, torch_default_value, torch_drain_between_nodes, torch_max_value, torch_min_value, torch_remove_percent, treasure_accrual, treasure_accrual_range, treasure_spawn_threshold

m_SkillAttributes List(keyword) keyword: affinity_negative, affinity_positive, bark, buff_add, buff_remove, capture, dot_add, dot_copy, dot_remove, dot_steal, health_damage, health_heal, kill, move, quirk_add, quirk_remove, release, stress_damage, stress_heal, token_add, token_convert, token_copy, token_invert, token_remove, token_steal, wound_add, wound_remove
m_TokenIds List(Token ID)
m_TokenTags List(Token Tag-)
RoadEvent

Addable: No.

Field Name Input Type Comment Values
m_Chance float
m_RoadEventCategory keyword keyword: Ambush, Banter, Objects, Route, null
m_ValidGameType keyword keyword: expedition, kingdom
Route

Addable: No.

Field Name Input Type Comment Values
actorless_effects List(Effect ID)
m_AllowsBark boolean Default True
m_AllowsPetSqueal boolean Default True
m_Chance float
m_EndingRowsToSkip integer
m_OverrideNarrationTags
m_RouteType keyword keyword: combat, gang_combat, hazard, oblivion_tear, rough_patch, safe, size
Rules

Addable: No.

Field Name Input Type Comment Values
actor_transfer_effects List(Effect ID)
boss_activate_any_conditions List(Condition ID)
boss_select_destination_any_conditions List(Condition ID)
disharmonious_effects List(Effect ID)
disharmonious_relationship_effects List(Effect ID)
general_slot_unlocks List(Unlock ID)
harmonious_effects List(Effect ID)
harmonious_relationship_effects List(Effect ID)
leaning_affinity_tick_trigger_chance_modifier Seq(float, float, boolean, float) Input is a sequence of values: m_MinValue, m_MaxValue, m_IsPositiveChange, m_ChanceModifier
m_ActorDataActOutId ActorDataActOut ID
m_ActorTransferEffectMinDistance float
m_AffinityRelationshipDuration integer
m_BattleEndMinHealthHealUpToPercent float
m_CampAmbushBattleConfigTableId BattleConfigurationTable ID
m_CampBaseId Inn ID
m_CritDamageMultiplications List(float)
m_CritDotExtraDuration integer
m_CureQuirkByTagCosts List(Seq(Quirk Tag-, integer))
m_DataAffinityTickTriggersId DataAffinityTickTriggers ID
m_FirstKillNarrationMaxRound integer Default True
m_FirstKingdomDefaultPartyActorClassIds List(ActorDataClass ID)
m_GangBossTag ActorDataClass Tag-
m_GeneralNumberOfSlots integer Default 1
m_HeroHurtBigNarrationHealthPercent float Default 0.3
m_HeroSpecificDeathNarrationChance float Default 0.65
m_InnBaseId Inn ID
m_InnInitialFreeUpgradeCounts List(integer)
m_LeaningDurationCompleteChangeToStart integer
m_LeaningMax integer int.MaxValue
m_LeaningMin integer int.MinValue
m_LeaningStart integer
m_LeaningStartReserve integer
m_LockQuirkByTagCosts List(Seq(Quirk Tag-, integer))
m_LogItemIds List(Item ID)
m_LogQuirkTags List(Quirk Tag-)
m_LongCombatNarrationFirstRound integer Default 7
m_MaxRerollInventory integer Default 4
m_MemoryLootTableIds List(LootTable ID)
m_MemoryNumberOfSlots integer
m_NodeExecuteLootIds List(LootTable ID)
m_OptionalBiomeMinBiomeTypicalCount integer
m_PetNumberOfSlots integer Default 1
m_PointsMin integer
m_PointsProfileValueType keyword keyword: candles
m_RemoveQuirkByTagCosts List(Seq(Quirk Tag-, integer))
m_RespawnStageCoachRefillRunValueTypes List(keyword) keyword: doom, escalation, hero_upgrade_points, stage_coach_armor, stage_coach_wheels, torch
m_RunDataStatsId RunDataStats ID
m_SellExecutingNodeTypes List(keyword) keyword: AltarOfHope, BeastmenAlpha, BossSelect, Bridge, BridgeGang, Cache, CacheGang, Cathedral, CovenAssist, CreatureDen, Dummy, Dungeon, GameResults, Gate, GauntChirurgeon, Guardian, HeroSelect, Hospital, Inn, KingdomBoss, KingdomCamp, KingdomInn, KingdomInnSieged, Landmark, LandmarkInkfireField, LandmarkTreesDense, LandmarkTreesSparse, Mountain, Oasis, Store, StoryAssist, StoryAssistGang, StoryCosmic, StoryCultist, StoryCultistMountain01, StoryCultistMountain02, StoryHero, StoryHeroReplacement, StoryResist, Unknown, Warlord, WatchTower, null
m_SiegeCounterStartMax integer
m_SiegeCounterStartMin integer
m_SiegeKingdomTreasureId KingdomTreasure ID
m_SiegeManualBattleConfigTableId List(BattleConfigurationTable ID)
m_SiegeMinGenerationDay integer
m_SiegeStrengthMax integer
m_SiegeStrengthMin integer
m_SkillModifierChanceBase float
m_SkillModifierChancePerSkillUse float
m_SkipIntroProfileValue float
m_SkipIntroProfileValueType keyword keyword: candles
m_SkipValleyRunValues Seq(keyword, float) keyword: doom, escalation, hero_upgrade_points, stage_coach_armor, stage_coach_wheels, torch
m_StageCoachAdjacentBiomeRewardLootId LootTable ID
m_StallInvalidatingThresholdPercent float
m_StallMaxNumberOfEnemies integer
m_StallMinNumberOfHeroes integer
m_StallMinRound integer
m_StartingGold integer
m_StressPercentageThresholds List(float)
m_TreasureCounterStartMax integer
m_TreasureCounterStartMin integer
m_TrinketNumberOfSlots integer
m_TrophyNumberOfSlots integer Default 1
m_TurnOrderSpeedRollPerExtraAction float
m_TurnOrderSpeedRollRangeMax float
m_TurnOrderSpeedRollRangeMin float
m_TurnOrderSpeedRollRound boolean
m_academicViewCombatLimit integer Default 2
m_academicViewRoundLimit integer Default 2
m_affinityTutorialLimit integer Default 3
m_banterStressChange float Default 1
m_banterTickTriggerChance float
m_banterTickTriggerLimit float
m_betweenNodeAfterNodePercentage float Default 0.25
m_betweenNodeBeforeNodePercentage float Default 0.75
m_betweenNodeDeltaPercentage float Default 0.2
m_betweenNodeMaxPercentage float Default 0.95
m_betweenNodeMinPercentage float Default 0.05
m_biomeBossTag ActorDataClass Tag-
m_chanceOfRelationshipShift float Default 0.25
m_chanceOfSeatShift float Default 0.25
m_chanceOfStress float Default 0.25
m_defaultSize integer
m_doomMaxTutorialLimit integer Default 4
m_doomTutorialLimit integer Default 1
m_drivingHealingPercentLimit float Default 0.75
m_drivingInfoViewLimit integer Default 2
m_drivingWoundHeal float Default 0.05
m_endBossTag ActorDataClass Tag-
m_farSideRoadEventDistRatio float Default 1
m_goldId Item ID
m_heroReplacementMaxDist integer Default 5
m_heroReplacementMinDist integer Default 2
m_highThreatQty integer Default 3
m_innIntroLimit integer Default 2
m_inventoryFullPercentLimit float Default 0.9
m_leaguesPerRow integer Default 10
m_lootInventoryIgnoresMaxQty boolean Default True
m_lowTorchTutorialLimit integer Default 35
m_maxNegativeLeaning integer Default -4
m_minCandlesForLootNarration integer Default 1
m_minHeroPointsForLootNarration integer Default 1
m_minItemsForLootNarration integer Default 8
m_minPositiveLeaning integer Default 4
m_minRelicsForLootNarration integer Default 24
m_minStagecoachUpgradesForLootNarration integer Default 1
m_minTrinketCountsForLootNarration List(integer)
m_noTorchTutorialLimit integer
m_nodeExitBarkChance float Default 0.5
m_nodeExitBarkDelaySeconds float Default 1.8
m_relationshipChanceOfSeatShift float Default 0.5. Unused field
m_relationshipChanceOfStress float Default 0.5. Unused field
m_roadEventRandomizationOffsetRatio float Default 0.05
m_sideRoadEventDistRatio float Default 0.5
m_stressTutorialLimit integer Default 5
m_torchBasicsTutorialLimit integer Default 60
m_trophiesTutorialBiomeEnterLimit integer Default 3
node_doom_effects List(Effect ID)
on_added_to_roster_effects List(Effect ID)
pet_slot_unlocks List(Unlock ID)
repeatable_item Seq(keyword, LootTable ID, List(Cost ID)) keyword: combat, memory_reroll, rest, stage_coach_upgrade, trinket
reroll_quirks_costs List(Cost ID)
retreat_effects List(Effect ID)
retreat_per_hero_effects List(Effect ID)
retreat_single_hero_effects List(Effect ID)
route_choice_unwanted_effects List(Effect ID)
route_choice_wanted_effects List(Effect ID)
score_multiplier Seq(keyword, float) keyword: academics_honorarium, biome_bosses_cleared, faced_end_boss, fights_won, first_end_boss_victory, hero_stories_cleared, heroes_hired, heroes_survived, inn_bonus, inventory_items, items_discarded, leagues_passed, optional_biomes_cleared, run_goals_class, run_goals_path, start_biomes_cleared, typical_biomes_cleared, victory
score_replacement Seq(keyword, List(integer)) keyword: academics_honorarium, biome_bosses_cleared, faced_end_boss, fights_won, first_end_boss_victory, hero_stories_cleared, heroes_hired, heroes_survived, inn_bonus, inventory_items, items_discarded, leagues_passed, optional_biomes_cleared, run_goals_class, run_goals_path, start_biomes_cleared, typical_biomes_cleared, victory
siege_loss_hero_effects List(Effect ID)
siege_run_data_stats List(RunDataStats ID)
stall_effects List(Effect ID)
stress_affinity_tick_trigger_chance_modifier Seq(float, float, boolean, float) Input is a sequence of values: m_MinValue, m_MaxValue, m_IsPositiveChange, m_ChanceModifier
trinket_slot_unlocks List(Unlock ID)
trophy_slot_unlocks List(Unlock ID)
RunDataStats

Addable: Yes.

Connections by same ID:

  • RunDataStats
  • TorchLevel, RunValueLevel, RunLevel, RunDataStats, QuestStep, KingdomEvent, Item, ExtendedBoss, Boss, BiomeUpgrade, BiomeStatus, BiomeModifier, Biome
Field Name Input Type Comment Values
add_stat Seq(keyword, float) keyword:
expandaffinity_relationship_tag_chance_modifier, affinity_tick_trigger_negative_chance_multiplier, affinity_tick_trigger_positive_chance_multiplier, battle_configuration_chance, battle_modifier_chance, boss_modifier_chance_modifier, camp_ambush_chance, doom_default_value, doom_effect_number_of_nodes, doom_max_value, doom_min_value, doom_reset_value, escalation_default_value, escalation_max_value, escalation_min_value, hero_upgrade_points_default_value, hero_upgrade_points_max_value, hero_upgrade_points_min_value, hire_chance, hire_typical_biomes_max, hire_typical_biomes_min, item_discard_game_score_chance, item_max_qty, kill_contract_accrual, kill_contract_accrual_range, kill_contract_spawn_limit, kill_contract_spawn_threshold, kingdom_event_generation_chance, loot_chance, loot_qty, map_generation_length_multiplier, map_generation_node_execute_loot_chance, map_generation_node_filler_limit_modifier, map_generation_node_spawn_multiplier, map_generation_nodes_per_row_max, map_generation_nodes_per_row_min, map_generation_nodes_per_row_multiplier, map_generation_road_event_spawn_multiplier, map_generation_route_chance_multiplier, player_inventory_max_slots, resistance, retreat_chance, route_effect_apply_multiplier, run_generation_number_of_optional_biomes, run_generation_number_of_typical_biomes, run_generation_optional_biome_chance, run_generation_typical_biome_chance, score_bonus_multiplier, score_penalty_multiplier, scout_node_chance, scout_route_chance, siege_accrual, siege_accrual_range, siege_delay, siege_delay_range, siege_spawn_limit, siege_spawn_threshold, siege_strength, siege_strength_range, stage_coach_armor_default_value, stage_coach_armor_max_value, stage_coach_armor_min_value, stage_coach_wheels_default_value, stage_coach_wheels_max_value, stage_coach_wheels_min_value, store_cost_buy_multiplier, story_choice_multiplier, torch_add_percent, torch_default_value, torch_drain_between_nodes, torch_max_value, torch_min_value, torch_remove_percent, treasure_accrual, treasure_accrual_range, treasure_spawn_threshold

add_stats Dep*(key_map)
key_map List(keyword) keyword:
expandaffinity_relationship_tag_chance_modifier, affinity_tick_trigger_negative_chance_multiplier, affinity_tick_trigger_positive_chance_multiplier, battle_configuration_chance, battle_modifier_chance, boss_modifier_chance_modifier, camp_ambush_chance, doom_default_value, doom_effect_number_of_nodes, doom_max_value, doom_min_value, doom_reset_value, escalation_default_value, escalation_max_value, escalation_min_value, hero_upgrade_points_default_value, hero_upgrade_points_max_value, hero_upgrade_points_min_value, hire_chance, hire_typical_biomes_max, hire_typical_biomes_min, item_discard_game_score_chance, item_max_qty, kill_contract_accrual, kill_contract_accrual_range, kill_contract_spawn_limit, kill_contract_spawn_threshold, kingdom_event_generation_chance, loot_chance, loot_qty, map_generation_length_multiplier, map_generation_node_execute_loot_chance, map_generation_node_filler_limit_modifier, map_generation_node_spawn_multiplier, map_generation_nodes_per_row_max, map_generation_nodes_per_row_min, map_generation_nodes_per_row_multiplier, map_generation_road_event_spawn_multiplier, map_generation_route_chance_multiplier, player_inventory_max_slots, resistance, retreat_chance, route_effect_apply_multiplier, run_generation_number_of_optional_biomes, run_generation_number_of_typical_biomes, run_generation_optional_biome_chance, run_generation_typical_biome_chance, score_bonus_multiplier, score_penalty_multiplier, scout_node_chance, scout_route_chance, siege_accrual, siege_accrual_range, siege_delay, siege_delay_range, siege_spawn_limit, siege_spawn_threshold, siege_strength, siege_strength_range, stage_coach_armor_default_value, stage_coach_armor_max_value, stage_coach_armor_min_value, stage_coach_wheels_default_value, stage_coach_wheels_max_value, stage_coach_wheels_min_value, store_cost_buy_multiplier, story_choice_multiplier, torch_add_percent, torch_default_value, torch_drain_between_nodes, torch_max_value, torch_min_value, torch_remove_percent, treasure_accrual, treasure_accrual_range, treasure_spawn_threshold

multiply_stat Seq(keyword, float) keyword:
expandaffinity_relationship_tag_chance_modifier, affinity_tick_trigger_negative_chance_multiplier, affinity_tick_trigger_positive_chance_multiplier, battle_configuration_chance, battle_modifier_chance, boss_modifier_chance_modifier, camp_ambush_chance, doom_default_value, doom_effect_number_of_nodes, doom_max_value, doom_min_value, doom_reset_value, escalation_default_value, escalation_max_value, escalation_min_value, hero_upgrade_points_default_value, hero_upgrade_points_max_value, hero_upgrade_points_min_value, hire_chance, hire_typical_biomes_max, hire_typical_biomes_min, item_discard_game_score_chance, item_max_qty, kill_contract_accrual, kill_contract_accrual_range, kill_contract_spawn_limit, kill_contract_spawn_threshold, kingdom_event_generation_chance, loot_chance, loot_qty, map_generation_length_multiplier, map_generation_node_execute_loot_chance, map_generation_node_filler_limit_modifier, map_generation_node_spawn_multiplier, map_generation_nodes_per_row_max, map_generation_nodes_per_row_min, map_generation_nodes_per_row_multiplier, map_generation_road_event_spawn_multiplier, map_generation_route_chance_multiplier, player_inventory_max_slots, resistance, retreat_chance, route_effect_apply_multiplier, run_generation_number_of_optional_biomes, run_generation_number_of_typical_biomes, run_generation_optional_biome_chance, run_generation_typical_biome_chance, score_bonus_multiplier, score_penalty_multiplier, scout_node_chance, scout_route_chance, siege_accrual, siege_accrual_range, siege_delay, siege_delay_range, siege_spawn_limit, siege_spawn_threshold, siege_strength, siege_strength_range, stage_coach_armor_default_value, stage_coach_armor_max_value, stage_coach_armor_min_value, stage_coach_wheels_default_value, stage_coach_wheels_max_value, stage_coach_wheels_min_value, store_cost_buy_multiplier, story_choice_multiplier, torch_add_percent, torch_default_value, torch_drain_between_nodes, torch_max_value, torch_min_value, torch_remove_percent, treasure_accrual, treasure_accrual_range, treasure_spawn_threshold

multiply_stats Dep*(key_map)
sub_stat Sub(keyword, Substat, float) keyword: battle_configuration_chance, item_max_qty, loot_chance, loot_qty, map_generation_node_execute_loot_chance, map_generation_node_filler_limit_modifier, map_generation_node_spawn_multiplier, map_generation_route_chance_multiplier, resistance, route_effect_apply_multiplier, run_generation_typical_biome_chance, score_penalty_multiplier, scout_node_chance, scout_route_chance, store_cost_buy_multiplier, torch_remove_percent
RunGoal

Addable: No.

Field Name Input Type Comment Values
all_conditions List(Condition ID)
any_conditions List(Condition ID)
generation_all_conditions List(Condition ID)
m_ActorClassIds List(ActorDataClass ID)
m_Chance float
m_CompletionLimit integer
m_GoalIconOverride keyword keyword: candle_item, rest, trinket
m_GoalTooltipLocKeyOverride
m_LootTableId LootTable ID
m_RunGoalCategoryId RunGoalCategory ID
m_Score integer
RunGoalCategory

Addable: No.

Field Name Input Type Comment Values
m_PrerequisiteRunGoalCategoryId RunGoalCategory ID
RunLevel

Addable: No.

Connections by same ID:

  • RunDataStats, ActorDataEffects, ActorDataActOut, ActorDataExternalBuffs
Field Name Input Type Comment Values
m_NumberOfTypicalBiomesMax integer
m_NumberOfTypicalBiomesMin integer
m_UnlockId Unlock ID
RunValueLevel

Addable: No.

Connections by same ID:

  • RunDataStats, ActorDataExternalBuffs, ActorDataEffects
Field Name Input Type Comment Values
m_IsPercent boolean
m_IsVisible boolean Default True
m_Max float
m_Min float
m_RunValueType keyword keyword: doom, escalation, hero_upgrade_points, stage_coach_armor, stage_coach_wheels, torch
m_Tags List(ActorDataClass Tag-)
RunValueTransaction

Addable: No.

Connections by same ID:

  • Cost
Field Name Input Type Comment Values
m_RunValueType keyword keyword: doom, escalation, hero_upgrade_points, stage_coach_armor, stage_coach_wheels, torch
m_StoreCostMultiplierId keyword keyword: inn_wainwright
m_TransactionAmount float
m_isDiscounted boolean
SkillBlock

Addable: No.

Connections by same ID:

  • SkillBlock
  • Token, SkillBlock
Field Name Input Type Comment Values
effect_skill_attribute_tags
m_PerformerSkillTags List(ActorDataSkill Tag-)
m_TargetSkillTags List(ActorDataSkill Tag-)
SkillModifier

Addable: No.

Field Name Input Type Comment Values
effects List(Effect ID)
m_Chance float
m_IsForceEquip boolean
m_Tags List(SkillModifier Tag+)
SkillReplacement

Addable: No.

Connections by same ID:

  • ActorDataSkill, Unlock, Cost, ActorDataStats, ActorDataEffects
Field Name Input Type Comment Values
m_FromActorDataSkillId ActorDataSkill ID
m_IsPathComparisonValid boolean Default True
m_ToActorDataSkillId ActorDataSkill ID
SkillSet

Addable: No.

Field Name Input Type Comment Values
m_IsDefault boolean
skills List(ActorDataSkill ID)
StageCoachSkin

Addable: No.

Field Name Input Type Comment Values
m_UnlockId Unlock ID
StoryAlignment

Addable: No.

Field Name Input Type Comment Values
m_DisharmoniousAlignments List(StoryAlignment ID)
m_HarmoniousAlignments List(StoryAlignment ID)
StoryChoice

Addable: No.

Connections by same ID:

  • StoryDataEffects
Field Name Input Type Comment Values
all_conditions List(Condition ID)
m_AlignmentId StoryAlignment ID
m_AnyTags
m_Chance float
m_CostId Cost ID
m_DrawTags List(StoryChoiceDraw Tag+)
m_EnemyStoryChoicePreviewIds
m_EnemyStoryChoicePreviewShowNumbers List(boolean)
m_EnemyStoryChoicePreviewValues List(integer)
m_ExclusiveTags
m_PlayerStoryChoicePreviewIds
m_PlayerStoryChoicePreviewShowNumbers List(boolean)
m_PlayerStoryChoicePreviewValues List(integer)
m_ProgressGroupId keyword keyword: base, base_altar, base_cosmetic, base_item, base_story, dlc, dlc_altar, dlc_cosmetic, dlc_item, dlc_story
m_ResultActorClassId ActorDataClass ID
m_ResultAudioOverrideId
m_ResultBattleConfigurationId BattleConfiguration ID
m_ResultBattleConfigurationTableId BattleConfigurationTable ID
m_ResultLootIds List(LootTable ID)
m_ResultType keyword keyword: COMBAT, COUNT, DRIVING, NONE, UI
m_ScoutDist integer
m_ScoutPercent float
StoryChoiceReplacement

Addable: No.

Field Name Input Type Comment Values
m_FromDrawTags List(StoryChoiceDraw Tag-)
m_RemoveDrawTags List(StoryChoiceDraw Tag-)
m_ToDrawTags List(StoryChoiceDraw Tag-)
StoryDataEffects

Addable: Yes.

Connections by same ID:

  • StoryChoice
Field Name Input Type Comment Values
enemy_actor_effects List(Effect ID)
party_actor_combat_effects List(Effect ID)
party_actor_effects List(Effect ID)
selection_actor_combat_effects List(Effect ID)
selection_actor_effects List(Effect ID)
StressTrigger

Addable: No.

Field Name Input Type Comment Values
all_conditions Condition ID
m_Chance float
m_FilterId
m_QueueFailedPresentationChance float
m_RoleType keyword keyword: OBSERVING_PERFORMER, OBSERVING_TARGET, PARTY, PERFORMER, TARGET
m_Stress float
m_TriggerLimit integer
m_Type keyword keyword: crit, death, deaths_door, node_path_taken, pet_inspect, road_event_completed
SummonControllerConfiguration

Addable: No.

Field Name Input Type Comment Values
m_ShowWaveProgress boolean
sequence List(SummonSequenceElement ID)
SummonSequenceElement

Addable: No.

Field Name Input Type Comment Values
all_conditions List(Condition ID)
m_ActorClassId ActorDataClass ID
m_IfRoom boolean
m_LocationType keyword keyword: BACK, FRONT, RANDOM
Token

Addable: No.

Connections by same ID:

  • SkillBlock, DataAffinityTickTriggers, ActorDataSkill, Unlock, Cost, ActorDataStats, ActorDataEffects, DataExternalBuffs
Field Name Input Type Comment Values
consume_buffs List(Buff ID)
m_AlwaysRemove boolean
m_Chance float
m_ConditionId Condition ID
m_ConsumeLimit integer
m_ConsumePriority integer
m_ConsumeTypes keyword keyword: block_dot_apply, block_move, block_stress_damage, crit, deaths_door_armor, delay_turn, evade, extra_launch, extra_target, forced_target, guard, guarding, manual, on_damaging_blocked, on_damaging_hit, on_damaging_miss, on_killed, on_non_damaging_hit, on_non_damaging_miss, passive, riposte, round_end_buff, round_start_buff, skill_buff, skill_calculate_damage_buff, skill_damage_buff, skill_effect, skill_token_ignore, skip_turn, stealth, turn
m_DurationAmount integer
m_DurationIsSingleRemove boolean
m_DurationType keyword keyword: combat_end, day, embark_end, embark_start, every_turn_end, every_turn_start, infinite, inn_end, inn_start, node, performer_turn_end, performer_turn_start, round_end, round_start, skill_calculate, skill_cooldown, token_calculate_damage
m_InvertTokenId Token ID Specifies an inverse token pair for this one. This information is used in effects that inverse tokens.
m_IsExclusiveSource boolean
m_IsHidden boolean
m_IsPerformer boolean
m_IsRankToken boolean Adds a square bracket indicator under this token's icon, doesn't have gameplay effects
m_IsRemovedOnSourceCapture boolean
m_IsRemovedOnSourceDeath boolean
m_IsTarget boolean
m_Limit integer Maximum number of tokens on an actor.
m_NegateAllIds List(Token ID)
m_NegateIds List(Token ID)
m_PreviewValidStatuses List(keyword) keyword: deaths_door
m_RemoveTypes List(keyword) keyword: block_dot_apply, block_move, block_stress_damage, crit, deaths_door_armor, delay_turn, evade, extra_launch, extra_target, forced_target, guard, guarding, manual, on_damaging_blocked, on_damaging_hit, on_damaging_miss, on_killed, on_non_damaging_hit, on_non_damaging_miss, passive, riposte, round_end_buff, round_start_buff, skill_buff, skill_calculate_damage_buff, skill_damage_buff, skill_effect, skill_token_ignore, skip_turn, stealth, turn
m_ShowCombatDuration boolean Default True
m_ShowConsumePopText boolean Default True
m_ShowDescription boolean Default True
m_ShowName boolean Default True
m_Tags List(Token Tag+) Arbitrary tags of this token.
m_TeamLimit integer Maximum number of tokens on all team actors.
m_TokenGlossaryAlwaysDisplay boolean
m_TokenGlossaryBiomeTag Biome Tag-
m_TokenGlossaryHeroTag Or(ActorDataClass Tag-, ActorDataClass ID)
m_TokenGlossaryPathTag List(Or(ActorDataPath Tag-, ActorDataPath ID))
m_TokenGlossaryTagDisplay List(BattleConfiguration Tag-)
remove_any_conditions List(Condition ID) Removes this token when specified condition is met.
replace Seq(Token ID, keyword, Token ID) When this token is applied, it will replace specified token with another specified token. keyword: WITH
TokenIgnore

Addable: No.

Field Name Input Type Comment Values
all_conditions List(Condition ID)
any_conditions List(Condition ID)
m_IgnoredTokenIds List(Token ID)
m_IgnoredTokenTypes List(keyword) keyword: block_dot_apply, block_move, block_stress_damage, crit, deaths_door_armor, delay_turn, evade, extra_launch, extra_target, forced_target, guard, guarding, manual, on_damaging_blocked, on_damaging_hit, on_damaging_miss, on_killed, on_non_damaging_hit, on_non_damaging_miss, passive, riposte, round_end_buff, round_start_buff, skill_buff, skill_calculate_damage_buff, skill_damage_buff, skill_effect, skill_token_ignore, skip_turn, stealth, turn
m_IsInstanceAddedToPerformer boolean
m_IsInstanceAddedToTarget boolean
m_IsInstanceSourcePerformer boolean
m_IsInstanceSourceTarget boolean
m_IsVisible boolean
TorchLevel

Addable: No.

Connections by same ID:

  • RunDataStats, ActorDataExternalBuffs, ActorDataEffects
Field Name Input Type Comment Values
m_Tags List(ActorDataClass Tag-)
m_TorchMax float
m_TorchMin float
TorchLevelGroup

Addable: No.

Field Name Input Type Comment Values
torch_levels List(TorchLevel ID)
TorchTrigger

Addable: No.

Field Name Input Type Comment Values
m_Tags List(ActorDataClass Tag-)
m_TorchChange float
m_Type keyword keyword: CRIT, DEATH, DEATHS_DOOR, RELATIONSHIP
TrinketSet

Addable: No.

Unused Element

Field Name Input Type Comment Values
m_ExternalBuffsId List(DataExternalBuffs ID)
Unlock

Addable: No.

Connections by same ID:

  • Cost
  • ActorDataSkill, Token, SkillReplacement
Field Name Input Type Comment Values
m_CostId Cost ID
m_RequirementIds Or(ActorDataSkill ID, Unlock ID)
UnlockTable

Addable: Yes.

Field Name Input Type Comment Values
cost Seq(Cost ID, float, float) Sets cost depending on unlock progress. Numbers are the decimal proportion of progress. Between these bounds the cost is set to the specified Cost.
m_ProgressGroupId keyword keyword: base, base_altar, base_cosmetic, base_item, base_story, dlc, dlc_altar, dlc_cosmetic, dlc_item, dlc_story
m_chances Dep*(m_types)
m_ids Dep*(m_types)
m_types List(keyword) keyword: unlock
UnlockTrack

Addable: No.

Field Name Input Type Comment Values
m_ProgressGroupId keyword keyword: base, base_altar, base_cosmetic, base_item, base_story, dlc, dlc_altar, dlc_cosmetic, dlc_item, dlc_story
unlocks List(Unlock ID)
WoundTrigger

Addable: No.

Field Name Input Type Comment Values
m_Chance float
m_ConditionId Condition ID
m_InputMin float Default float.MinValue
m_InputType keyword keyword: health_max_percent, kingdom_day
m_SourceId Overstress ID
m_Type keyword keyword: deaths_door, health_damage, inn_start, kingdom_actor_transfer, overstress
m_WoundPercentChange float
m_WoundPercentMax float Default float.MaxValue
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