StatFileData defines stats available to the game.
Defines the end of a FileData.
If not defined: No FileData is defined.
Defines an identifier used for identification of FileData and overriding of some FileData. Identifiers are converted to all lower case during load.
If not defined: Set to name.
Defines a name used in some FileData.
If not defined: Set to identifier.
Defines a priority that is used for overriding FileData. Higher priority overrides lower priority.
If not defined: Is set to 0.
Defines a value for this file.
If not defined: No Value is set.
Defines the FileData as NSFW, and sets the NSFW categories.
If not defined: FileData is treated as SFW.
Defines file tags that can be used to later in lua scripts.
Defines a value that is inserted into a given data map.
Example: @=extra=can_take_photo=1
Defines this line as being skipped.
Defines a lua script that results in a boolean. When true the stat is displayed for the character, otherwise it is not displayed. Can use x0 > c0.
If not defined: The stat is always displayed.
Example: "?=game.getCharacterData("c0", "extra", "key") ~= "player" "
Defines a short string that can be used to represent the stat without using the longer name. Used internally for InteractionFileData budget checks.
If not defined: The stat has no short string.
Example: ""=⚡"
Defines an attribute scaling for this skill. The definition is separated into two parts, the attribute key and the scaling. The given attribute is multiplied with the scaling and added to the skill.
If not defined: No scaling is applied.
Example: "s=strength:1.0"
Defines the default value of this budget, this is the value this budget starts at.
If not defined: The default is set to 100.0.
Example: "d=0.0"
Defines the max value of this budget, this is the value this budget can't exceed.
If not defined: The max value is set to 100.0.
Example: "m=10.0"
Defines if the value should be clamped when set or got.
If not defined: The value is clamped.
Example: "c=0"