StatFileData

Extension: ".sdata"

StatFileData defines stats available to the game.

The first line of every StatFileData has to be: skill, attribute or budget. This is reset after the "end" definition.

Common Definitions

"e" for End

Defines the end of a FileData.
If not defined: No FileData is defined.

"i" for Identifier "Type > String"

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.

"n" for Name "Type > String"

Defines a name used in some FileData.
If not defined: Set to identifier.

"p" for Priority "Type > Integer"

Defines a priority that is used for overriding FileData. Higher priority overrides lower priority.
If not defined: Is set to 0.

"v" for Value "Type > String=(Any Type)"

Defines a value for this file.
If not defined: No Value is set.

"x" for NSFW "Type > Separated Array of Type > String"

Defines the FileData as NSFW, and sets the NSFW categories.
If not defined: FileData is treated as SFW.

"#" for File Tag "Type > Separated Array of Type > String"

Defines file tags that can be used to later in lua scripts.

"@" for Insert Value

Defines a value that is inserted into a given data map.
Example: @=extra=can_take_photo=1

"~" for Skip

Defines this line as being skipped.

"?" for Requirement Type > LuaCode

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" "

""" for Short String Type > String

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: ""=⚡"

Skill Only

"s" for Scaling "Type > String:Type > Float"

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"

Budget Only

"d" for Default Type > Float

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"

"m" for Max Type > Float

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"

"c" for Clamp Type > Boolean

Defines if the value should be clamped when set or got.
If not defined: The value is clamped.
Example: "c=0"