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 Lance and Axe would be 12 (4 + 8) for his Person entry for the Aptitude field. This will mark Rosado having both innate Lance and Axe proficiencies 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).

Common Flags/Enums

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
}

ItemData

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

JobData

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,
}

PersonData

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
}

The Rest

AchieveData

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;
}

Asset Table

Modes
public AssetTable.Modes
{
	Common = 0;
	Onmap = 1;
	Combat = 2;
	Gmap = 3;
	Num = 4;
}

Chapters - Dispos

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;
}

Chart

God Data - Flag
public ChartGodData.Flags
{
	AddGodLueur = 1;
}

Cook

Taste - Flags
public TasteData.Flags
{
	IsBad = 1;
	DisableFoodEnhance = 2;
	IsMakeBento = 4;
}
Ingredients - Flags
public FoodstuffData.Flags
{
	IsCategory = 1;
	AddToAnything = 2;
	NotAffect = 4;
	RaiseReliance = 8;
}

EffectData

Types
public EffectData.Types
{
	Once = 0;
	Endless = 1;
}
Residents
public EffectData.Residents
{
	None = 0;
	Map = 1;
	Combat = 2;
	Both = 3;
}

Encount

EnemyType - Flags
public EncountJobData.Flags
{
	None = 0;
	CcRandomSelected = 1;
	Reserve = 2;
}

Exercise

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;
}

Fishing

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;
}

FriendListData

Levels
public FriendListData.States
{
	Hide = 0;
	LevelNone = 1;
	LevelC = 2;
	LevelB = 3;
	LevelA = 4;
	LevelAPlus = 5;
}

God

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;
}

Hub Spawn

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;
}

MascotAccData

Types
public MascotAccData.PartsType
{
	Head = 0;
	Tail = 1;
	Num = 2;
}

Profile

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;
}

RelianceData

Levels
public RelianceData.Level
{
	None = 0;
	C = 1;
	B = 2;
	A = 3;
	APlus = 4;
	Num = 5;
}

Ring

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;
}

Shop

Attributes
public ShopDataBase.AttributeType<T>
{
	None = 0;
	RandomGift = 1;
}

TerrainData

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,
}

TutorialData

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;
}

WyvernRide

Target 1-8
public FadeType
{
	Zero = 0;
	VeryFast = 1;
	Fast = 2;
	Normal = 3;
	Slow = 4;
	VerySlow = 5;
}

Misc.

Credits

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;
}

KeyHelp

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;
}

RangeData

Value 1-8
public RangeData.Targets
{
	None = 0;
	Self = 1;
	Enemy = 2;
	Friend = 3;
	Both = 4;
}
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