Engage Enums and XML Flags - DivineDragonFanClub/Lythos GitHub Wiki
This page covers flags and enums used in Engage's XML data files. Flags & Enums related to characters, classes, emblems & eventually items are described in more detail in their respective guides.
Enums are a set of named values, that each of values represented by number (starting from 0). They represent a unique state and cannot be combined.
Flags are several true/false values that are represented by a single number. Each flag is a power of 2 that marks a condition/state to be true. You can combine multiple flags by adding the values together if multiple conditions are true.
For example: Rosado's starting weapon proficiencies of
LanceandAxewould be12(4+8) for his Person entry for theAptitudefield. This will mark Rosado having both innateLanceandAxeproficiencies as a result.
Tip
Since each flag is a power of 2, you can quickly add all preceding flags by doubling the last value and subtracting one.
If wanted to have someone with all weapon proficiencies, the resulting flag would be 1023 (multiplying 512 by 2 and subtracting 1).
WeaponMask - used for weapon proficiencies (Aptitude and SubAptitude) in PersonData and weapon restrictions (WeaponProhibit) in SkillData.
public WeaponMask.Flag
{
None = 1,
Sword = 2,
Lance = 4,
Axe = 8,
Bow = 16,
Dagger = 32,
Magic = 64,
Rod = 128,
Fist = 256,
Special = 512,
}PersonData.Attrs/JobData.Attrs/SkillData.Efficacy - The effectiveness flags. SkillData.EfficacyValue is the effectiveness weapon might multiplier.
public PersonData.Attrs
{
None = 0,
Walk = 1, // Infantry
Horse = 2, // Cavalry
Heavy = 4, // Armored
Fly = 8, // Flier
Dragon = 16,
Evil = 32, // Fell Dragon
Morph = 64, // Corrupted
Mediuth = 128, // Marth
Duma = 256, // Celica
Loptous = 512, // Sigurd
Veld = 1024, // Leif
Idenn = 2048, // Roy
Nergal = 4096, // Lyn
Fodeth = 8192, // Eirika
Ashnard = 16384, // Ike
Astarte = 32768, // Micaiah
Gimle = 65536, // Lucina
Hydra = 131072, // Corrin
Nemesis = 262144, // Byleth
}Kinds
public ItemData.Kinds
{
None = 0,
Sword = 1,
Lance = 2,
Axe = 3,
Bow = 4,
Dagger = 5,
Magic = 6,
Rod = 7,
Fist = 8,
Special = 9,
Tool = 10,
Shield = 11,
Accessory = 12,
Precious = 13,
RefineIron = 14,
RefineSteel = 15,
RefineSilver = 16,
PieceOfBond = 17,
Gold = 18,
Num = 19,
WeaponNum = 10
}Use Types/Add Types
public ItemData.UseTypes
{
None = 0,
Attack = 1, // Weapon
Heal = 2, // Heal staves
RestHeal = 3, // Great Sacrifice / Fortify+
Revive = 4, // Unused
Warp = 5,
Rescue = 6,
EngageAdd = 7, // Restores Engage meter
Rewarp = 8,
Freeze = 9,
Sleep = 10, // Unused
Silence = 11,
Charm = 12, // Unused
Berserk = 13, // Unused
Weakness = 14, // Unused
Again = 15, // Goddess Dance effect / Anew Staff
Torch = 16, // Illume Staff
Food = 17, // Unused
Rest = 18, // Restore
SightUp = 19, // Torch
WeaponLevelUp = 20, // Unused. Most likely an Arms Scroll type of item effect.
GrowUp = 21, // Stat Boosters
Enhance = 22, // Stat Tonics
CCMaster = 23, // Master Seal
CCChange = 24, // Second Seal
CCExtra = 25, // Unused
Creation = 26, // Obstruct Staff
Draw = 27, // Entrap
GainExp = 28, // Unused but implemented. Unit gains Exp
Stun = 29, // Fracture Staff
Detox = 30, // Antitoxin
GiveSkill = 31, // Gives ItemData.GiveSkills to unit
Foodstuff = 32,
Gift = 33,
Material = 34,
FishingRod = 35,
Bless = 36,
BlessRest = 37,
BlessPlus = 38,
BlessRestPlus = 39, // Tiki's Divine Blessing+ Engage Effect (Staff Effect)
CCEnchant = 40, // Allows units to class change into Enchanter
CCGunner = 41, // Allows units to class change into Mage Cannoneer
GainSkillPoint = 42, // SP Gain. Amount of SP gain is 10 x ItemData.Power
}WeaponAttrs
public WeaponAttrs
{
None = 0,
Fire = 1,
Thunder = 2,
Wind = 3,
Ice = 4,
Light = 5,
Dark = 6
}Rod Types
public ItemData.RodTypes
{
None = 0;
Basic = 1;
Heal = 2;
Interference = 3;
}Add Targets
public ItemData.AddTargets
{
None = 0;
Self = 1;
Around = 2;
Whole = 3;
}Flags
public ItemData.Flags
{
Rarity = 1,
NotTrade = 2,
CanUse = 4,
OnlyChapter = 8,
OnlyEnemy = 16,
OnlyMale = 32,
OnlyFemale = 64,
Engage = 128,
IgnoreWeaponLevel = 256,
Unpublic = 512,
NotEntrust = 1024,
InvertInteract = 2048,
Download = 4096,
KeyDoor = 8192,
KeyTreasureBox = 16384,
AIUnequipable = 32768,
ReverseAttribute = 65536,
LunchBox = 131072,
SimpleHelp = 262144,
RangeTarget = 524288,
IgnoreCombat = 1048576,
ForcedCombat = 2097152,
Bless = 16777216,
Breath = 33554432,
Dragon = 67108864,
Bullet = 134217728,
}Interaction Data Flags
May not exist as a data type. This is set in Item xml, but in a different sheet than the above flags, in the 相性 sheet. For every weapon flag set will break that weapon, in phase unit can initiate in. Reverse means that the weapon has the Invert Weapon Triangle Flag enabled. The WeaponInteractCommand down to BadCommand checks for these flags.
1 - None
2 - Sword
4 - Lance
8 - Axe
16 - Bow
32 - Knife
64 - Tome
128 - Staff
256 - Arts
512 - Special
1024 - Reverse None
2048 - Reverse Sword
4096 - Reverse Lance
8192 - Reverse Axe
16384 - Reverse Bow
32768 - Reverse Knife
65536 - Reverse Tome
131072 - Reverse Staff
262144 - Reverse Arts
524288 - Reverse Special
Flags
public JobData.Flags
{
CanCC = 1, // Allows unit to class change to this class. Must be the unit's default class in PersonData
AnyoneCC = 2, // Any unit can class change into this class.
FemaleOnly = 4, // Female gender-locked class
EncountMap = 8, // Class can be used in skirmishes
}Ranks
public JobData.Rank
{
Low = 0, // Base Class if JobData.MaxLevel is 20, Special Class if JobData.MaxLevel is greater than 20
High = 1, // Promoted or Advanced Class
}JobData.MoveType determines the general terrain cost of the class.
public JobData.MoveTypes
{
None = 0,
Foot = 1,
Horse = 2,
Fly = 3,
Dragon = 4,
Pad = 5,
}Flags
public PersonData.Flags
{
CandidateForFriend = 1, // Supportable? idk
BelongName = 2,
Talent = 4,
IgnoreJobSkilLRemove = 8,
DarkWarp = 16,
DressReverse = 32, // Makes the character use the opposite gender's clothing
SimpleUI = 64, // Character info on map UI is hidden, used for Chapter 22 Emblems
DerivedHero = 128, // Allows the character to use the Player's inputted name
SummonWarp = 256,
}PersonData.ExistDieTiming controls when the character can die (defeated with a death quote). Paired with PersonData.ExistDieCid to specify the earliest chapter the character can die.
public PersonData.ExistDieTiming
{
None = 0,
Begin = 1, // Character can die at the start of the chapter
End = 2, // Character can die at the end of the chapter
Chapter = 3, // Unused - During the chapter?
Eternal = 4,
}Countrys
public PersonData.Country
{
Free = 0,
Lithos = 1,
Filene = 2,
Brodia = 3,
Ircion = 4,
Solum = 5,
Gradlon = 6,
}Summon Colors
public PersonData.Colors
{
None = 0, // Colorless
Red = 1,
Green = 2,
Blue = 3,
}Summon Ranks
public PersonData.Ranks
{
None = 0;
Rank1 = 1; // 3 stars
Rank2 = 2; // 4 stars
Rank3 = 3; // 5 stars
}Kinds, in code they are Japanese.
public AchieveData.Kinds
{
無し = 0;
章クリア = 1;
外伝クリア = 2;
戦闘回数 = 3;
杖回数 = 4;
支援会話 = 5;
支援会話B = 6;
支援会話A = 7;
支援会話S = 8;
一般兵撃破 = 9;
異形兵撃破 = 10;
蛮族撃破 = 11;
プレイ時間 = 12;
遭遇戦 = 13;
共に進軍 = 14;
必殺技 = 15;
エンゲージ = 16;
エンゲージ技 = 17;
攻撃回避 = 18;
チェインガード = 19;
チェインアタック = 20;
チェイン人数 = 21;
ブレイク = 22;
スマッシュ = 23;
ミニゲーム = 24;
指輪精製 = 25;
指輪合成 = 26;
指輪獲得C = 27;
指輪獲得B = 28;
指輪獲得A = 29;
指輪獲得S = 30;
指輪磨き = 31;
フィレネ投資 = 32;
ブロディア投資 = 33;
イルシオン投資 = 34;
ソルム投資 = 35;
投資完了 = 36;
投資合計 = 37;
料理製作 = 38;
料理G = 39;
料理F = 40;
料理E = 41;
料理D = 42;
料理C = 43;
料理B = 44;
料理A = 45;
料理S = 46;
料理SS = 47;
寝る = 48;
起床C = 49;
起床B = 50;
起床A = 51;
起床S = 52;
仲間バトル = 53;
仲間バトル勝利 = 54;
紋章士バトル = 55;
紋章士バトル勝利 = 56;
武器購入 = 57;
武器剣購入 = 58;
武器槍購入 = 59;
武器斧購入 = 60;
武器弓購入 = 61;
武器短剣購入 = 62;
武器魔法購入 = 63;
武器拳購入 = 64;
武器売却 = 65;
道具購入 = 66;
道具売却 = 67;
杖購入 = 68;
アクセサリ購入 = 69;
着せ替え = 70;
錬成 = 71;
錬成剣 = 72;
錬成槍 = 73;
錬成斧 = 74;
錬成弓 = 75;
錬成短剣 = 76;
錬成魔法 = 77;
錬成拳 = 78;
紋章を刻む = 79;
通信対戦 = 80;
通信対戦勝利 = 81;
リレーバトル = 82;
リレーバトル勝利 = 83;
連戦1 = 84;
連戦2 = 85;
連戦3 = 86;
連戦4 = 87;
連戦5 = 88;
連戦6 = 89;
Pクラスチェンジ = 90;
P腕立て伏せノーマル = 91;
P腕立て伏せハード = 92;
P腕立て伏せエキスパート = 93;
P腕立て伏せマッスル = 94;
P腹筋ノーマル = 95;
P腹筋ハード = 96;
P腹筋エキスパート = 97;
P腹筋マッスル = 98;
Pスクワットノーマル = 99;
Pスクワットハード = 100;
Pスクワットエキスパート = 101;
Pスクワットマッスル = 102;
Pドラゴンシューターノーマル = 103;
Pドラゴンシューターハード = 104;
Pドラゴンシューターエキスパート = 105;
P釣り小魚用竿回数 = 106;
P釣り頑丈竿回数 = 107;
P釣り万能竿回数 = 108;
P指輪磨き紋章士別 = 109;
P連戦1挑戦数 = 110;
P連戦2挑戦数 = 111;
P連戦3挑戦数 = 112;
P連戦4挑戦数 = 113;
P連戦5挑戦数 = 114;
P連戦6挑戦数 = 115;
P連戦1クリア数 = 116;
P連戦2クリア数 = 117;
P連戦3クリア数 = 118;
P連戦4クリア数 = 119;
P連戦5クリア数 = 120;
P連戦6クリア数 = 121;
Pリレーバトル1開始数 = 122;
Pリレーバトル2開始数 = 123;
Pリレーバトル3開始数 = 124;
Pリレーバトル4開始数 = 125;
Pリレーバトル5開始数 = 126;
Pリレーバトル6開始数 = 127;
Pリレーバトル引き継ぎ数 = 128;
P対戦お手軽総数 = 129;
P対戦お手軽勝利数 = 130;
P対戦お手軽失敗数 = 131;
P対戦本格総数 = 132;
P対戦本格勝利数 = 133;
P対戦本格失敗数 = 134;
P対戦本格防御勝利数 = 135;
P対戦本格防御失敗数 = 136;
Num = 137;
}Kinds, translated via DeepL. P stands for protagonist, which is whoever has SID_主人公.
public AchieveData.Kinds
{
None = 0;
Chapter Cleared = 1;
Side Story Cleared = 2;
Battles Fought = 3;
Staff Usage = 4;
Support Conversation = 5;
Support Conversation B = 6;
Support Conversation A = 7;
Support Conversation S = 8;
Regular Enemy Defeated = 9;
Abnormal Enemy Defeated = 10;
Barbarian Defeated = 11;
Play Time = 12;
Encounter Battles = 13;
Advance Together = 14;
Special Moves = 15;
Engage = 16;
Engage Skills = 17;
Attack Evasion = 18;
Chain Guard = 19;
Chain Attack = 20;
Chain Participants = 21;
Break = 22;
Smash = 23;
Mini-game = 24;
Ring Refinement = 25;
Ring Synthesis = 26;
Ring Acquisition C = 27;
Ring Acquisition B = 28;
Ring Acquisition A = 29;
Ring Acquisition S = 30;
Ring Polishing = 31;
Phylene Investment = 32;
Brodia Investment = 33;
Ilusion Investment = 34;
Solum Investment = 35;
Investment Complete = 36;
Investment Total = 37;
Cooking Production = 38;
Cooking G = 39;
Cooking F = 40;
Cooking E = 41;
Cooking D = 42;
Cooking C = 43;
Cooking B = 44;
Cooking A = 45;
Cooking S = 46;
Cooking SS = 47;
Sleep = 48;
Wake Up C = 49;
Wake Up B = 50;
Wake Up A = 51;
Wake Up S = 52;
Party Battle = 53;
Party Battle Victory = 54;
Emblem Knight Battle = 55;
Emblem Knight Battle Victory = 56;
Weapon Purchase = 57;
Weapon Sword Purchase = 58;
Weapon Spear Purchase = 59;
Weapon Axe Purchase = 60;
Purchase Bow = 61;
Purchase Dagger = 62;
Purchase Magic = 63;
Purchase Fist = 64;
Sell Weapons = 65;
Purchase Items = 66;
Sell Items = 67;
Purchase Staff = 68;
Purchase Accessories = 69;
Change Outfit = 70;
Refine = 71;
Forging Sword = 72;
Forging Spear = 73;
Forging Axe = 74;
Forging Bow = 75;
Forging Dagger = 76;
Forging Magic = 77;
Forging Fist = 78;
Engrave Crest = 79;
Communication Battle = 80;
Communication Battle Victory = 81;
Relay Battle = 82;
Relay Battle Victory = 83;
Consecutive Battles 1 = 84;
Consecutive Battles 2 = 85;
Consecutive Battles 3 = 86;
Consecutive Battles 4 = 87;
Consecutive Battles 5 = 88;
Consecutive Battles 6 = 89;
P Class Change = 90;
P Push-ups Normal = 91;
P Push-ups Hard = 92;
P Push-ups Expert = 93;
P Push-ups Muscle = 94;
P Sit-ups Normal = 95;
P Sit-ups Hard = 96;
P Sit-ups Expert = 97;
P Sit-ups Muscle = 98;
P Squats Normal = 99;
P Squats Hard = 100;
P Squats Expert = 101;
P Squats Muscle = 102;
P Dragon Shooter Normal = 103;
P Dragon Shooter Hard = 104;
P Dragon Shooter Expert = 105;
P Fishing Small Fish Rod Usage = 106;
P Fishing Sturdy Rod Usage = 107;
P Fishing All-Purpose Rod Usage = 108;
P Ring Polishing Heraldry Specialist = 109;
P Consecutive Battles 1 Challenge Count = 110;
P Consecutive Battles 2 Challenge Count = 111;
P-Battle 3 Challenge Count = 112;
P-Battle 4 Challenge Count = 113;
P-Battle 5 Challenge Count = 114;
P-Battle 6 Challenge Count = 115;
P-Battle 1 Clear Count = 116;
P-Battle 2 Clear Count = 117;
P-Battle 3 Clear Count = 118;
P-Battle 4 Clear Count = 119;
P-Battle 5 Clear Count = 120;
P-Battle 6 Clear Count = 121;
P-Relay Battle 1 Start Count = 122;
P-Relay Battle 2 Start Count = 123;
P-Relay Battle 3 Start Count = 124;
P-Relay Battle 4 Start Count = 125;
P Relay Battle Starts = 127;
P Relay Battle Carryovers = 128;
P Casual Matches Total = 129;
P Quick Battle Wins = 130;
P Quick Battle Losses = 131;
P Full Battle Total = 132;
P Full Battle Wins = 133;
P Full Battle Losses = 134;
P Full Battle Defense Wins = 135;
P Full Battle Defense Losses = 136;
Num = 137;
}Modes
public AssetTable.Modes
{
Common = 0;
Onmap = 1;
Combat = 2;
Gmap = 3;
Num = 4;
}AI Flags
public DisposData.AIFlags
{
NotActivateByAttacked = 1,
Dummy = 2,
ZeroAttack = 4,
Heal = 8,
Break = 16,
Chain = 32,
EquipShortAfterLongRange = 64,
MoveBreak = 128,
EngageAttackOnce = 256
}Flags
public DisposData.Flags
{
Normal = 1;
Hard = 2;
Lunatic = 4;
Create = 8;
Leader = 16;
NotMove = 32;
Edge = 64;
Pos = 128;
Must = 256;
Fix = 512;
Guest = 1024;
MaskSortie = 896;
MaskDifficulty = 7;
}Directions
public DisposData.Directions
{
None = 0;
Up = 1; // ⇑
UpperRight = 2; // ⇗
Right = 3; // ⇒
LowerRight = 4; // ⇘
Down = 5; // ⇓
LowerLeft = 6; // ⇙
Left = 7; // ⇐
UpperLeft = 8; // ⇖
}States
public DisposData.State
{
Normal = 0;
Rampage = 1;
Keep = -1;
}God Data - Flag
public ChartGodData.Flags
{
AddGodLueur = 1;
}Taste - Flags
public TasteData.Flags
{
IsBad = 1;
DisableFoodEnhance = 2;
IsMakeBento = 4;
}Ingredients - Flags
public FoodstuffData.Flags
{
IsCategory = 1;
AddToAnything = 2;
NotAffect = 4;
RaiseReliance = 8;
}Types
public EffectData.Types
{
Once = 0;
Endless = 1;
}Residents
public EffectData.Residents
{
None = 0;
Map = 1;
Combat = 2;
Both = 3;
}EnemyType - Flags
public EncountJobData.Flags
{
None = 0;
CcRandomSelected = 1;
Reserve = 2;
}Exercise Types
public Type
{
Cancel = -1;
PushUp = 0;
SitUp = 1;
Squat = 2;
}Levels
public Level
{
Cancel = -1;
Normal = 0;
Hard = 1;
Master = 2;
Endless = 3;
}Large Types
public SizeRank
{
Tiny = 0;
Small = 1;
Middle = 2;
Large = 3;
Big = 4;
Giant = 5;
RankCount = 6;
}Shadow Sizes
public ShadowSize
{
Small = 0;
Middle = 1;
Large = 2;
ShadowCount = 3;
}Levels
public FriendListData.States
{
Hide = 0;
LevelNone = 1;
LevelC = 2;
LevelB = 3;
LevelA = 4;
LevelAPlus = 5;
}Main - Flags
public GodData.Flags
{
NoAddExp = 1;
EnableRingList = 2;
UnitIconDarkness = 4;
GaugeDarkness = 8;
OnlyEngageWeapon = 16;
Armlet = 32;
Hero = -2147483648;
}Main - AI Engage Attack Types
public GodData.AIEngageAttackTypes
{
None = 0;
Attack = 1;
AttackPierce = 2;
AttackCharge = 3;
Heal = 4;
Dance = 5;
Bless = 6;
AttackWait = 7;
Overlap = 8;
Summon = 9;
}Level Data - Flags
public GodGrowthData.Flags
{
UnlockSkillInheritance = 1;
AddEngageTurnLimit = 2;
SubEngageCountLimit = 4;
}Phases
public HubDisposData.PhaseType
{
Any = 0;
Only = 1;
OnAndAfter = 2;
}Timezone Flags
public HubDisposData.TimezoneFlags
{
Morning = 1;
Day = 2;
Evening = 4;
Night = 8;
}Content Types
public HubDisposData.Type
{
Move = 0;
Event = 1;
PriorityCharacter = 2;
RandomCharacter = 3;
God = 4;
NormalCharacter = 5;
Item = 6;
Animal = 7;
Material = 8;
AnimalItem = 9;
Num = 10;
}Access Types
public HubDisposData.AccessTypes
{
None = 0;
Menu = 1;
Door = 2;
}Idle Types
public HubDisposData.IdleTypes
{
Default = 0;
OnlyNeckAim = 1;
NoTurn = 2;
}Dispos Types
public HubDisposData.DisposTypes
{
NoneIK = 0;
UseIK = 1;
Swiming = 2;
}Types
public MascotAccData.PartsType
{
Head = 0;
Tail = 1;
Num = 2;
}Conditions
public ProfileCardCondition
{
Uncondition = 0;
CompletedChapter = 1;
CompletedGame = 2;
UnitJoined = 3;
GodJoined = 4;
Achievement = 5;
ClassChangeFirstAccess = 6;
Sortie5TimesWithAllUnit = 7;
RelianceC_All = 8;
RelianceA = 9;
RelianceS = 10;
GodLevel10 = 11;
GodLevelMax = 12;
AnimalFirstCapture = 13;
HubFacilityFirstAccess = 14;
MascotJoined = 15;
MascotPointMax = 16;
E004_WinningCountSatisfied = 17;
}Categorys
public ProfileCardVisualMenu.Category
{
Bg = 0;
Frame = 1;
TextDeco = 2;
TextColor = 3;
CharacterStamp = 4;
Num = 5;
}Levels
public RelianceData.Level
{
None = 0;
C = 1;
B = 2;
A = 3;
APlus = 4;
Num = 5;
}Bond Rings - Ranks
public RingData.Ranks
{
C = 0;
B = 1;
A = 2;
S = 3;
Max = 4;
}Polish Voice - Labels
public RingCleaningVoiceData.VoiceLabel
{
Touch01 = 0;
Touch02 = 1;
Touch03 = 2;
Touch04 = 3;
Touch05 = 4;
Touch06 = 5;
Touch07 = 6;
Touch08 = 7;
Touch09 = 8;
Touch10 = 9;
Dirt01 = 10;
Dirt02 = 11;
Dirt03 = 12;
Thank01 = 13;
Thank02 = 14;
Thank03 = 15;
}Polish Voice - Play Situations
public RingCleaningVoiceData.Situation
{
Start = 0;
CleanStronglyNotDirty = 1;
CleanDirty = 2;
CleanStronglyDiry = 3;
Finish = 4;
}Attributes
public ShopDataBase.AttributeType<T>
{
None = 0;
RandomGift = 1;
}Layers
public TerrainData.Layers
{
Lower = 0;
Upper = 1;
}Prohibitions
public TerrainData.Prohibitions
{
None = 0;
All = 1;
Ground = 2;
Near = 3;
}Destroyers
public TerrainData.Destroyers
{
None = 0;
Player = 1;
Enemy = 2;
}Commands
public TerrainData.Commands
{
None = 0;
TorchOn = 1;
TorchOff = 2;
}Flags
public TerrainData.Flags
{
Door = 1,
Treasure = 2,
Visit = 4,
BowCannon = 8,
MagicCannon = 16,
FireCannon = 32,
NoShadow = 128,
FootSmoke = 256,
FootPrint = 512,
Roof = 1024,
SightMasking = 2048,
NotStun = 4096,
NotEngageAdd = 8192,
FlyEnable = 16384,
EngageHeal = 32768,
NotTarget = 65536,
NotWarp = 131072,
DamageHalfDisplay = 262144,
HideBreakIcon = 524288,
ShowPhaseIcon = 1048576,
Immobile = 536870912,
Minimap = 1073741824,
HelpSpot = -2147483648,
}Types
public TutorialData.Types
{
Battle = 0;
God = 1;
Hub = 2;
KizunaGmap = 3;
Challenge = 4;
PickUp = 5;
None = 6;
Num = 7;
}Notices
public TutorialData.Notices
{
Normal = 0;
Silent = 1;
Forced = 2;
}SS Types
public TutorialData.SSTypes
{
Common = 0;
ByLanguage = 1;
}Target 1-8
public FadeType
{
Zero = 0;
VeryFast = 1;
Fast = 2;
Normal = 3;
Slow = 4;
VerySlow = 5;
}Types
public EndRollData.Kind
{
None = 0;
Staff = 1;
Name1 = 2;
Name2 = 3;
Name3 = 4;
Cast = 5;
CompanyS = 6;
CompanyM = 7;
CompanyL = 8;
Image = 9;
SpaceS = 10;
SpaceM = 11;
SpaceL = 12;
}Button Index
public KeyHelpController.Type/KeyHelpTitleBarController.Type
{
A = 0;
B = 1;
X = 2;
Y = 3;
L = 4;
R = 5;
LR = 6;
ZL = 7;
ZR = 8;
ZLR = 9;
Plus = 10;
Minus = 11;
Up = 12;
Down = 13;
UpDown = 14;
Left = 15;
Right = 16;
LeftRight = 17;
StickL = 18;
StickR = 19;
Num = 20;
}Value 1-8
public RangeData.Targets
{
None = 0;
Self = 1;
Enemy = 2;
Friend = 3;
Both = 4;
}