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Medals

Medal data are split in 3 TextAssets in the game loaded on boot by SetVariables:

  • Ressources/data/BadgeData
  • Ressources/data/BadgeOrder
  • BadgeName from the corresponding dialogue directory of the current languageid

BadgeData data

The asset contains one line per Medal whose id corresponds to the line index. Each line contains fields separated by @:

Loaded index Name Type Description
2 MP cost int The cost of the medal in MP to equip
3 Party equipable bool Tells if this medal can be equipped to the whole party or not.
4 Medal effects ; separated list of string[] separated by , The list of effects this medal has (see below for details)
5 Value int The buying price of the medal in berries
7 Crystal Berries value int The buying price of the medal in Crystal Berries

The data will be loaded into badgedata[id, x], where id is the Medal id and x is the loaded index.

Medal effects

A medal effect is defined by 2 fields separated by ,:

Name Type Description
effect BadgeEffects The effect the medal has
value int A value that influences the BadgeEffects (usually an amount)

The BadgeEffects must be specified as a string or int representation of an BadgeEffects enum value.

These effects doesn't necessarily tell everything the medal can do. These are a category of effects that can be applied statically without the need for checking if the medal is equipped at a particular moment. The method that applies all of the equipped ones at once is called ApplyBadges.

Here are the valid values, anything else is considered invalid (the apply to column specify if the effect is compatible with member equip or party equip or both):

Value Name Apply to Value Meaning Description
0 None N/A None No effects
1 HPUP Member only The amount to add to the hp Add the value to the playerdata's hp
2 TPUP Party only The amount to add to the instance.maxtp Add the value to instance.maxtp
3 HPRecover N/A None UNUSED
4 TPRecover N/A None UNUSED
5 AttackUp Member / Party The amount to add to the attack value(s) For a member, add the value to the playerdata's atk and for the party, add the value to all playerdata's atk
6 DefenseUp Member only The amount to add to the def Add the value to the playerdata's def
7 LockSkills Member only None Set the playerdata's lockskills to true
8 Detect N/A None UNUSED (The Detector medal has it defined, but no logic backs this effect)
9 SpeedUp Party only None Set instance.speedup to true (this field is never read making the whole effect practically UNUSED)
10 PoisonRes Member only The amount to add to the poisonres Add the value to the playerdata's poisonres
11 SleepRes Member only The amount to add to the sleepres Add the value to the playerdata's sleepres
12 NumbRes Member only The amount to add to the numbres Add the value to the playerdata's numbres
13 FreezeRes Member only The amount to add to the freezeres Add the value to the playerdata's freezeres
14 PoisonAttack N/A None UNUSED (the PoisonAttacker medal has it defined, but no logic backs this effect)
15 PoisonDefense N/A None UNUSED (the PoisonDefender medal has it defined, but no logic backs this effect)
16 SleepDefense N/A None UNUSED
17 NumbDefense N/A None UNUSED
18 FreezeDefense N/A None UNUSED
19 AttackMultiply Member only The multiplier to multiply the atk by Multiply the playerdata's atk by the value. No medals defines this effect under normal gameplay making it practically UNUSED
20 DefenseMuliply N/A None UNUSED
21 LockItems Member only None Set the playerdata's lockitems to true
22 LockRelay Member only None Set the playerdata's locktri to true
23 LockRelayPass Member only None Set the playerdata's lockrelayreceive to true

BadgeName data

The asset contains one line per Medal whose id corresponds to the line index. Each line contains fields separated by @:

Loaded index Name Type Description
0 Name SetText string The name of the medal
1 Description SetText string The description of the medal
6 Prepender SetText string The prepender string used with the Anstring command for this medal

The data will be loaded into badgedata[id, x], where id is the Medal id and x is the loaded index.

Unlike Items data, the prepender is mandatory.

BadgeOrder data

The asset contains the order to render the medals in the Medals List Type where each line contains one field:

Name Type Description
Medal id int The Medal id of the medal to render at the position of the line index

The data will be loaded into badgeorder[i] where i is the line index.

It should be noted that this data doesn't just affect the rendering, but also the backing list containing the medals currently in possession. The whole thing is done in RefreshBadgeOrder.