Expand description
Trigger/Effect Stone configuration — the catalog and every tunable the runtime reads.
Everything the runtime needs is here and editable from the LiveOps panel:
the per-template gauge gain (BAL-027), the one global trigger cooldown, the
(trigger tier × effect tier) coefficient matrix, the socket unlock
schedule, and the per-kill drop chance.
Structs§
- Effect
Stone Template - One entry of the Effect Stone catalog.
- Stone
Kill Drop Settings - Where Trigger/Effect stones come from: enemy kills.
- Stone
Milestone Grant - One guaranteed package: the stones a character must own from
chapteron. - Stone
Rarity Weight - One rarity rung of the equipment-stone drop roll (BAL-012, released with BAL-031’s roll order).
- Stone
Socket Unlock - When one socket opens. Sockets open gradually — one piece of gear at a time
— modelled on
FlipSettings.unlock_chapter. - Stone
Stat - One plain passive stat a stone grants while it is socketed.
- Stone
Tier Coefficient - One cell of the
(trigger tier × effect tier) → effect power multipliermatrix. - Stone
Upgrade Step - One rung of the upgrade ladder: how many raw copies it costs to reach
level. - Stones
Settings - All Trigger/Effect Stone tunables.
- Trigger
Stone Template - One entry of the Trigger Stone catalog.
Enums§
- Effect
Stone Action - Action shape of an Effect Stone. The magnitudes, the duration and the charge
count are separate config fields for the same reason as
TriggerCondition. - Trigger
Condition - Condition shape of a Trigger Stone. The numeric parameter (streak length,
counter period, percentage) lives in
TriggerStoneTemplate::condition_valueand the time window inTriggerStoneTemplate::condition_window_ticks, so a designer retunes a trigger without a code change.