Tuning Data

There is a great deal of data that drives Crea such as monster stats and the power of skills. All of this data is stored in tuning files in the mods/core/tuning/ directory. This helps make locating and changing values much easier.

Status Effect Tuning

All of the data pertaining to monsters are located in core.tuning.effect. Most status effect data only contains the name, icon and description.

POISON = AttrDict(
    NAME = "Poison",
    ICON = "mods/core/effect/poison.png",
    DESC = "PoisonDesc",
)

Monster Tuning

All of the data pertaining to monsters are located in core.tuning.monster. This includes a great deal of data including stats, attack powers, and loot.

OIL_SLIME = AttrDict(
    STATS=AttrDict(
        HP=30,
        SP=30,
        ATK=5,
        DEF=5,
        INT=5,
        MIND=5,
        AGI=5,
        LUCK=5,
    ),
    LEVEL_STATS=[
        AttrDict(level=1, HP=5, SP=2, ATK=1, DEF=3, INT=1, MIND=3, AGI=1, LUCK=0),
        AttrDict(level=6, HP=15, SP=2, ATK=2, DEF=3, INT=2, MIND=3, AGI=2, LUCK=0),
        AttrDict(level=11, HP=18, SP=3, ATK=3, DEF=4, INT=3, MIND=4, AGI=3, LUCK=0),
        AttrDict(level=16, HP=20, SP=3, ATK=4, DEF=5, INT=4, MIND=5, AGI=4, LUCK=0),
        AttrDict(level=21, HP=25, SP=4, ATK=4, DEF=6, INT=4, MIND=6, AGI=4, LUCK=0),
        AttrDict(level=26, HP=25, SP=4, ATK=5, DEF=7, INT=5, MIND=7, AGI=5, LUCK=0),
        AttrDict(level=31, HP=30, SP=5, ATK=5, DEF=8, INT=5, MIND=8, AGI=5, LUCK=0),
        AttrDict(level=36, HP=30, SP=5, ATK=6, DEF=9, INT=6, MIND=9, AGI=5, LUCK=0),
        AttrDict(level=41, HP=35, SP=6, ATK=6, DEF=10, INT=6, MIND=10, AGI=6, LUCK=0),
        AttrDict(level=46, HP=35, SP=6, ATK=7, DEF=10, INT=7, MIND=10, AGI=6, LUCK=0)
    ],
    MELEE_POWER=60,
    MELEE_POWER_LEVEL=2,
    BLOB_POWER=55,
    BLOB_POWER_LEVEL=2,
    BLOB_ATTACK_TYPE = AttackType.Ranged,
    MIN_LEVEL=1,
    WEIGHT = 100,
    EXPERIENCE_YIELD = 25,
    REMNA = RemnaType.Earth,
    BIOMES = ["Plains", "Desert", "Underground"],
    GROWL_SOUND = "mods/core/audio/sfx/monster/oil_slime_growl_[1-7].ogg",
    NIGHT_DETECTION_AREA = Rect(20, -14, 100, 40),
    ATTACK_RANGE = 40,
    LOOT = [
        ImbuableLoot("oil_clot", dropRates={1: 66, 2: 34}),
        ImbuableLoot("bone", dropRates={0: 65, 1: 35})
    ],
)

Skill Tuning

All of the data pertaining to skills are located in core.tuning.skill. This contains data such as the skill name, cooldown times, TP cost to level and so on. Below is an example of the tuning data for the Focus skill.

FOCUS = AttrDict(
    NAME = "Focus",
    DESCRIPTION = "FocusDesc",
    ICON = "mods/core/talent/arms/focus_skill_icon.png",
    UNLOCK_LEVELS = [1, 6, 11, 16, 21, 26, 31, 36, 41, 46],
    LEVEL_COSTS = [350, 375, 375, 375, 400, 400, 400, 400, 450, 450],
    CAST_TIME = 800,
    CRITICAL_MODIFIERS = [100, 120, 120, 150, 150, 150, 200, 200, 200, 250],
    COOLDOWNS = [seconds(20), seconds(20), seconds(17), seconds(17), seconds(17), seconds(14), seconds(14), seconds(14), seconds(11), seconds(11)],
    SP_COSTS = [40, 35, 35, 35, 30, 30, 30, 25, 25, 25],
    TP_AMOUNT = 12,
    TP_CHANCE = 30,
    SOUND = "mods/core/audio/sfx/talent/arms/focus.ogg",
)

The following bits of data are required for all skills:

NAME
The name locale key of the skill to be localized.
DESCRIPTION
The description locale key of the skill to be localized.
ICON
The path to the icon that is used to represent the skill in the UI6.
UNLOCK_LEVELS
The required level the associated talent must be in order to level up the skill.
LEVEL_COSTS
The talent point (TP) cost to level up the skill for each level.