Refactor Gameplay Tags: Split DT_ProjectTags.csv into 11 per-category Data Tables

- Removed DT_ProjectTags.csv and migrated tags into separate Data Tables:
  - DT_Tags_Player.csv (35 tags)
  - DT_Tags_Interaction.csv (37 tags)
  - DT_Tags_Item.csv (28 tags)
  - DT_Tags_Narrative.csv (55 tags)
  - DT_Tags_AI.csv (24 tags)
  - DT_Tags_Save.csv (25 tags)
  - DT_Tags_Environment.csv (35 tags)
  - DT_Tags_Combat.csv (28 tags)
  - DT_Tags_State.csv (43 tags)
  - DT_Tags_Audio.csv (29 tags)
  - DT_Tags_Achievement.csv (22 tags)

- Updated INDEX.md to reflect new structure and deprecated DT_ProjectTags.csv.
- Enhanced documentation in 01-core-foundation.md regarding tag-driven architecture.
This commit is contained in:
Lefteris Notas
2026-05-19 19:20:40 +03:00
parent bec6cb715e
commit 209f24a0f8
17 changed files with 491 additions and 176 deletions

View File

@@ -0,0 +1,24 @@
Name,Tag,DevComment
Framework_AI_Alert_None,Framework.AI.Alert.None,No awareness of player
Framework_AI_Alert_Suspicious,Framework.AI.Alert.Suspicious,Heard or glimpsed something
Framework_AI_Alert_Alerted,Framework.AI.Alert.Alerted,Confirmed player presence
Framework_AI_Alert_Engaged,Framework.AI.Alert.Engaged,Actively fighting
Framework_AI_Alert_Searching,Framework.AI.Alert.Searching,Lost sight searching area
Framework_AI_Alert_Fleeing,Framework.AI.Alert.Fleeing,Retreating from combat
Framework_AI_Archetype_Patrol,Framework.AI.Archetype.Patrol,Standard patrol guard
Framework_AI_Archetype_Ambush,Framework.AI.Archetype.Ambush,Lurking ambush predator
Framework_AI_Archetype_Stalker,Framework.AI.Archetype.Stalker,Persistent slow stalker
Framework_AI_Archetype_Passive,Framework.AI.Archetype.Passive,Non-aggressive NPC
Framework_AI_Archetype_Berserker,Framework.AI.Archetype.Berserker,Aggressive rush-down enemy
Framework_AI_Archetype_Sniper,Framework.AI.Archetype.Sniper,Long-range stationary enemy
Framework_AI_Stimulus_Sight,Framework.AI.Stimulus.Sight,Visual perception trigger
Framework_AI_Stimulus_Hearing,Framework.AI.Stimulus.Hearing,Audio perception trigger
Framework_AI_Stimulus_Damage,Framework.AI.Stimulus.Damage,Damage perception trigger
Framework_AI_Stimulus_TeamAlert,Framework.AI.Stimulus.TeamAlert,Ally alert shared perception
Framework_AI_Behavior_Aggressive,Framework.AI.Behavior.Aggressive,Aggressive combat style
Framework_AI_Behavior_Defensive,Framework.AI.Behavior.Defensive,Defensive combat style
Framework_AI_Behavior_Cautious,Framework.AI.Behavior.Cautious,Cautious slow approach
Framework_AI_Behavior_Reckless,Framework.AI.Behavior.Reckless,Reckless rush style
Framework_AI_Memory_LastKnownLocation,Framework.AI.Memory.LastKnownLocation,Last known player position
Framework_AI_Memory_InvestigationPoint,Framework.AI.Memory.InvestigationPoint,Point of interest to investigate
Framework_AI_Memory_ThreatHistory,Framework.AI.Memory.ThreatHistory,Record of damage sources
1 Name Tag DevComment
2 Framework_AI_Alert_None Framework.AI.Alert.None No awareness of player
3 Framework_AI_Alert_Suspicious Framework.AI.Alert.Suspicious Heard or glimpsed something
4 Framework_AI_Alert_Alerted Framework.AI.Alert.Alerted Confirmed player presence
5 Framework_AI_Alert_Engaged Framework.AI.Alert.Engaged Actively fighting
6 Framework_AI_Alert_Searching Framework.AI.Alert.Searching Lost sight searching area
7 Framework_AI_Alert_Fleeing Framework.AI.Alert.Fleeing Retreating from combat
8 Framework_AI_Archetype_Patrol Framework.AI.Archetype.Patrol Standard patrol guard
9 Framework_AI_Archetype_Ambush Framework.AI.Archetype.Ambush Lurking ambush predator
10 Framework_AI_Archetype_Stalker Framework.AI.Archetype.Stalker Persistent slow stalker
11 Framework_AI_Archetype_Passive Framework.AI.Archetype.Passive Non-aggressive NPC
12 Framework_AI_Archetype_Berserker Framework.AI.Archetype.Berserker Aggressive rush-down enemy
13 Framework_AI_Archetype_Sniper Framework.AI.Archetype.Sniper Long-range stationary enemy
14 Framework_AI_Stimulus_Sight Framework.AI.Stimulus.Sight Visual perception trigger
15 Framework_AI_Stimulus_Hearing Framework.AI.Stimulus.Hearing Audio perception trigger
16 Framework_AI_Stimulus_Damage Framework.AI.Stimulus.Damage Damage perception trigger
17 Framework_AI_Stimulus_TeamAlert Framework.AI.Stimulus.TeamAlert Ally alert shared perception
18 Framework_AI_Behavior_Aggressive Framework.AI.Behavior.Aggressive Aggressive combat style
19 Framework_AI_Behavior_Defensive Framework.AI.Behavior.Defensive Defensive combat style
20 Framework_AI_Behavior_Cautious Framework.AI.Behavior.Cautious Cautious slow approach
21 Framework_AI_Behavior_Reckless Framework.AI.Behavior.Reckless Reckless rush style
22 Framework_AI_Memory_LastKnownLocation Framework.AI.Memory.LastKnownLocation Last known player position
23 Framework_AI_Memory_InvestigationPoint Framework.AI.Memory.InvestigationPoint Point of interest to investigate
24 Framework_AI_Memory_ThreatHistory Framework.AI.Memory.ThreatHistory Record of damage sources

View File

@@ -0,0 +1,22 @@
Name,Tag,DevComment
Game_Achievement,Game.Achievement,Root achievement namespace
Game_Achievement_FirstBlood,Game.Achievement.FirstBlood,First enemy killed
Game_Achievement_Survivor,Game.Achievement.Survivor,Survived first chapter without dying
Game_Achievement_Pacifist,Game.Achievement.Pacifist,Completed a chapter without killing any enemy
Game_Achievement_Ghost,Game.Achievement.Ghost,Never detected by enemies in a chapter
Game_Achievement_Collector,Game.Achievement.Collector,Collected all collectibles
Game_Achievement_LoreMaster,Game.Achievement.LoreMaster,Discovered all lore entries
Game_Achievement_SpeedRunner,Game.Achievement.SpeedRunner,Completed game in under 3 hours
Game_Achievement_TrueEnding,Game.Achievement.TrueEnding,Unlocked the true ending
Game_Achievement_BadEnding,Game.Achievement.BadEnding,Witnessed the bad ending
Game_Achievement_WeaponsMaster,Game.Achievement.WeaponsMaster,Used every weapon type
Game_Achievement_Crafter,Game.Achievement.Crafter,Crafted 10 items
Game_Achievement_Untouchable,Game.Achievement.Untouchable,Completed a chapter without taking damage
Game_Achievement_Hoarder,Game.Achievement.Hoarder,Carried 100 items at once
Game_Achievement_Completionist,Game.Achievement.Completionist,Completed all side objectives
Game_Achievement_FirstDeath,Game.Achievement.FirstDeath,Died for the first time
Game_Achievement_TenDeaths,Game.Achievement.TenDeaths,Died 10 times
Game_Achievement_Chapter1Complete,Game.Achievement.Chapter1Complete,Completed Chapter 1
Game_Achievement_Chapter2Complete,Game.Achievement.Chapter2Complete,Completed Chapter 2
Game_Achievement_Chapter3Complete,Game.Achievement.Chapter3Complete,Completed Chapter 3
Game_Achievement_AllEndings,Game.Achievement.AllEndings,Unlocked every ending
1 Name Tag DevComment
2 Game_Achievement Game.Achievement Root achievement namespace
3 Game_Achievement_FirstBlood Game.Achievement.FirstBlood First enemy killed
4 Game_Achievement_Survivor Game.Achievement.Survivor Survived first chapter without dying
5 Game_Achievement_Pacifist Game.Achievement.Pacifist Completed a chapter without killing any enemy
6 Game_Achievement_Ghost Game.Achievement.Ghost Never detected by enemies in a chapter
7 Game_Achievement_Collector Game.Achievement.Collector Collected all collectibles
8 Game_Achievement_LoreMaster Game.Achievement.LoreMaster Discovered all lore entries
9 Game_Achievement_SpeedRunner Game.Achievement.SpeedRunner Completed game in under 3 hours
10 Game_Achievement_TrueEnding Game.Achievement.TrueEnding Unlocked the true ending
11 Game_Achievement_BadEnding Game.Achievement.BadEnding Witnessed the bad ending
12 Game_Achievement_WeaponsMaster Game.Achievement.WeaponsMaster Used every weapon type
13 Game_Achievement_Crafter Game.Achievement.Crafter Crafted 10 items
14 Game_Achievement_Untouchable Game.Achievement.Untouchable Completed a chapter without taking damage
15 Game_Achievement_Hoarder Game.Achievement.Hoarder Carried 100 items at once
16 Game_Achievement_Completionist Game.Achievement.Completionist Completed all side objectives
17 Game_Achievement_FirstDeath Game.Achievement.FirstDeath Died for the first time
18 Game_Achievement_TenDeaths Game.Achievement.TenDeaths Died 10 times
19 Game_Achievement_Chapter1Complete Game.Achievement.Chapter1Complete Completed Chapter 1
20 Game_Achievement_Chapter2Complete Game.Achievement.Chapter2Complete Completed Chapter 2
21 Game_Achievement_Chapter3Complete Game.Achievement.Chapter3Complete Completed Chapter 3
22 Game_Achievement_AllEndings Game.Achievement.AllEndings Unlocked every ending

View File

@@ -0,0 +1,29 @@
Name,Tag,DevComment
Framework_Audio_Bus_Master,Framework.Audio.Bus.Master,Master audio bus
Framework_Audio_Bus_SFX,Framework.Audio.Bus.SFX,Sound effects bus
Framework_Audio_Bus_Ambient,Framework.Audio.Bus.Ambient,Ambient audio bus
Framework_Audio_Bus_Music,Framework.Audio.Bus.Music,Music bus
Framework_Audio_Bus_Dialogue,Framework.Audio.Bus.Dialogue,Dialogue/VO bus
Framework_Audio_Room_Small,Framework.Audio.Room.Small,Small room acoustics
Framework_Audio_Room_Large,Framework.Audio.Room.Large,Large room acoustics
Framework_Audio_Room_Outdoor,Framework.Audio.Room.Outdoor,Outdoor acoustics
Framework_Audio_Room_Cave,Framework.Audio.Room.Cave,Cave acoustics
Framework_Audio_Room_Hallway,Framework.Audio.Room.Hallway,Hallway acoustics
Framework_Audio_Room_Bathroom,Framework.Audio.Room.Bathroom,Bathroom acoustics
Framework_Audio_Room_Cathedral,Framework.Audio.Room.Cathedral,Cathedral acoustics
Framework_Audio_Room_Anchoric,Framework.Audio.Room.Anchoric,Anechoic/dead acoustics
Framework_Audio_Parameter_HeartRate,Framework.Audio.Parameter.HeartRate,Heart rate audio parameter
Framework_Audio_Parameter_Stress,Framework.Audio.Parameter.Stress,Stress audio parameter
Framework_Audio_Parameter_Fear,Framework.Audio.Parameter.Fear,Fear audio parameter
Framework_Audio_Parameter_MusicIntensity,Framework.Audio.Parameter.MusicIntensity,Music intensity parameter
Framework_Audio_Parameter_Tension,Framework.Audio.Parameter.Tension,Tension parameter
Framework_Audio_Surface_Concrete,Framework.Audio.Surface.Concrete,Concrete footstep
Framework_Audio_Surface_Wood,Framework.Audio.Surface.Wood,Wood footstep
Framework_Audio_Surface_Metal,Framework.Audio.Surface.Metal,Metal footstep
Framework_Audio_Surface_Water,Framework.Audio.Surface.Water,Water footstep
Framework_Audio_Surface_Carpet,Framework.Audio.Surface.Carpet,Carpet footstep
Framework_Audio_Surface_Gravel,Framework.Audio.Surface.Gravel,Gravel footstep
Framework_Audio_Surface_Glass,Framework.Audio.Surface.Glass,Glass footstep
Framework_Audio_Surface_Dirt,Framework.Audio.Surface.Dirt,Dirt footstep
Framework_Audio_Surface_Grass,Framework.Audio.Surface.Grass,Grass footstep
Framework_Audio_Surface_Tile,Framework.Audio.Surface.Tile,Tile footstep
1 Name Tag DevComment
2 Framework_Audio_Bus_Master Framework.Audio.Bus.Master Master audio bus
3 Framework_Audio_Bus_SFX Framework.Audio.Bus.SFX Sound effects bus
4 Framework_Audio_Bus_Ambient Framework.Audio.Bus.Ambient Ambient audio bus
5 Framework_Audio_Bus_Music Framework.Audio.Bus.Music Music bus
6 Framework_Audio_Bus_Dialogue Framework.Audio.Bus.Dialogue Dialogue/VO bus
7 Framework_Audio_Room_Small Framework.Audio.Room.Small Small room acoustics
8 Framework_Audio_Room_Large Framework.Audio.Room.Large Large room acoustics
9 Framework_Audio_Room_Outdoor Framework.Audio.Room.Outdoor Outdoor acoustics
10 Framework_Audio_Room_Cave Framework.Audio.Room.Cave Cave acoustics
11 Framework_Audio_Room_Hallway Framework.Audio.Room.Hallway Hallway acoustics
12 Framework_Audio_Room_Bathroom Framework.Audio.Room.Bathroom Bathroom acoustics
13 Framework_Audio_Room_Cathedral Framework.Audio.Room.Cathedral Cathedral acoustics
14 Framework_Audio_Room_Anchoric Framework.Audio.Room.Anchoric Anechoic/dead acoustics
15 Framework_Audio_Parameter_HeartRate Framework.Audio.Parameter.HeartRate Heart rate audio parameter
16 Framework_Audio_Parameter_Stress Framework.Audio.Parameter.Stress Stress audio parameter
17 Framework_Audio_Parameter_Fear Framework.Audio.Parameter.Fear Fear audio parameter
18 Framework_Audio_Parameter_MusicIntensity Framework.Audio.Parameter.MusicIntensity Music intensity parameter
19 Framework_Audio_Parameter_Tension Framework.Audio.Parameter.Tension Tension parameter
20 Framework_Audio_Surface_Concrete Framework.Audio.Surface.Concrete Concrete footstep
21 Framework_Audio_Surface_Wood Framework.Audio.Surface.Wood Wood footstep
22 Framework_Audio_Surface_Metal Framework.Audio.Surface.Metal Metal footstep
23 Framework_Audio_Surface_Water Framework.Audio.Surface.Water Water footstep
24 Framework_Audio_Surface_Carpet Framework.Audio.Surface.Carpet Carpet footstep
25 Framework_Audio_Surface_Gravel Framework.Audio.Surface.Gravel Gravel footstep
26 Framework_Audio_Surface_Glass Framework.Audio.Surface.Glass Glass footstep
27 Framework_Audio_Surface_Dirt Framework.Audio.Surface.Dirt Dirt footstep
28 Framework_Audio_Surface_Grass Framework.Audio.Surface.Grass Grass footstep
29 Framework_Audio_Surface_Tile Framework.Audio.Surface.Tile Tile footstep

View File

@@ -0,0 +1,28 @@
Name,Tag,DevComment
Framework_Combat_Damage_Physical,Framework.Combat.Damage.Physical,Physical/blunt damage type
Framework_Combat_Damage_Arcane,Framework.Combat.Damage.Arcane,Arcane/magic damage type
Framework_Combat_Damage_Fire,Framework.Combat.Damage.Fire,Fire damage type
Framework_Combat_Damage_Poison,Framework.Combat.Damage.Poison,Poison damage type
Framework_Combat_Damage_Fear,Framework.Combat.Damage.Fear,Fear/psychological damage type
Framework_Combat_Damage_Environmental,Framework.Combat.Damage.Environmental,Environmental hazard damage
Framework_Combat_Damage_True,Framework.Combat.Damage.True,True damage (bypasses all resistance)
Framework_Combat_Weapon_Firearm,Framework.Combat.Weapon.Firearm,Firearm weapon type
Framework_Combat_Weapon_Melee,Framework.Combat.Weapon.Melee,Melee weapon type
Framework_Combat_Weapon_Throwable,Framework.Combat.Weapon.Throwable,Throwable weapon
Framework_Combat_Ammo_Pistol,Framework.Combat.Ammo.Pistol,Pistol ammunition
Framework_Combat_Ammo_Rifle,Framework.Combat.Ammo.Rifle,Rifle ammunition
Framework_Combat_Ammo_Shotgun,Framework.Combat.Ammo.Shotgun,Shotgun shells
Framework_Combat_Ammo_Energy,Framework.Combat.Ammo.Energy,Energy cells
Framework_Combat_FireMode_SemiAuto,Framework.Combat.FireMode.SemiAuto,One shot per trigger press
Framework_Combat_FireMode_FullAuto,Framework.Combat.FireMode.FullAuto,Continuous fire while held
Framework_Combat_FireMode_Burst,Framework.Combat.FireMode.Burst,Fixed burst count
Framework_Combat_FireMode_Charge,Framework.Combat.FireMode.Charge,Hold to charge release
Framework_Combat_HitReaction_Flinch,Framework.Combat.HitReaction.Flinch,Minor directional flinch
Framework_Combat_HitReaction_Stagger,Framework.Combat.HitReaction.Stagger,Heavy stagger
Framework_Combat_HitReaction_Knockdown,Framework.Combat.HitReaction.Knockdown,Knocked to ground
Framework_Combat_HitReaction_Ragdoll,Framework.Combat.HitReaction.Ragdoll,Full ragdoll on death
Framework_Combat_Feedback_HitMarker,Framework.Combat.Feedback.HitMarker,Hit marker UI element
Framework_Combat_Feedback_KillConfirm,Framework.Combat.Feedback.KillConfirm,Kill confirm UI element
Framework_Combat_Shield_Active,Framework.Combat.Shield.Active,Shield is blocking
Framework_Combat_Shield_Broken,Framework.Combat.Shield.Broken,Shield durability zero
Framework_Combat_Shield_Recharging,Framework.Combat.Shield.Recharging,Shield recharging
1 Name Tag DevComment
2 Framework_Combat_Damage_Physical Framework.Combat.Damage.Physical Physical/blunt damage type
3 Framework_Combat_Damage_Arcane Framework.Combat.Damage.Arcane Arcane/magic damage type
4 Framework_Combat_Damage_Fire Framework.Combat.Damage.Fire Fire damage type
5 Framework_Combat_Damage_Poison Framework.Combat.Damage.Poison Poison damage type
6 Framework_Combat_Damage_Fear Framework.Combat.Damage.Fear Fear/psychological damage type
7 Framework_Combat_Damage_Environmental Framework.Combat.Damage.Environmental Environmental hazard damage
8 Framework_Combat_Damage_True Framework.Combat.Damage.True True damage (bypasses all resistance)
9 Framework_Combat_Weapon_Firearm Framework.Combat.Weapon.Firearm Firearm weapon type
10 Framework_Combat_Weapon_Melee Framework.Combat.Weapon.Melee Melee weapon type
11 Framework_Combat_Weapon_Throwable Framework.Combat.Weapon.Throwable Throwable weapon
12 Framework_Combat_Ammo_Pistol Framework.Combat.Ammo.Pistol Pistol ammunition
13 Framework_Combat_Ammo_Rifle Framework.Combat.Ammo.Rifle Rifle ammunition
14 Framework_Combat_Ammo_Shotgun Framework.Combat.Ammo.Shotgun Shotgun shells
15 Framework_Combat_Ammo_Energy Framework.Combat.Ammo.Energy Energy cells
16 Framework_Combat_FireMode_SemiAuto Framework.Combat.FireMode.SemiAuto One shot per trigger press
17 Framework_Combat_FireMode_FullAuto Framework.Combat.FireMode.FullAuto Continuous fire while held
18 Framework_Combat_FireMode_Burst Framework.Combat.FireMode.Burst Fixed burst count
19 Framework_Combat_FireMode_Charge Framework.Combat.FireMode.Charge Hold to charge release
20 Framework_Combat_HitReaction_Flinch Framework.Combat.HitReaction.Flinch Minor directional flinch
21 Framework_Combat_HitReaction_Stagger Framework.Combat.HitReaction.Stagger Heavy stagger
22 Framework_Combat_HitReaction_Knockdown Framework.Combat.HitReaction.Knockdown Knocked to ground
23 Framework_Combat_HitReaction_Ragdoll Framework.Combat.HitReaction.Ragdoll Full ragdoll on death
24 Framework_Combat_Feedback_HitMarker Framework.Combat.Feedback.HitMarker Hit marker UI element
25 Framework_Combat_Feedback_KillConfirm Framework.Combat.Feedback.KillConfirm Kill confirm UI element
26 Framework_Combat_Shield_Active Framework.Combat.Shield.Active Shield is blocking
27 Framework_Combat_Shield_Broken Framework.Combat.Shield.Broken Shield durability zero
28 Framework_Combat_Shield_Recharging Framework.Combat.Shield.Recharging Shield recharging

View File

@@ -0,0 +1,35 @@
Name,Tag,DevComment
Game_Achievement,Game.Achievement,Root achievement namespace
Game_Achievement_FirstBlood,Game.Achievement.FirstBlood,First kill
Game_Achievement_Survivor,Game.Achievement.Survivor,Survived first chapter
Game_Achievement_Pacifist,Game.Achievement.Pacifist,Completed chapter without killing
Game_Achievement_Ghost,Game.Achievement.Ghost,Never detected in a chapter
Game_Achievement_Collector,Game.Achievement.Collector,Collected all items
Game_Achievement_LoreMaster,Game.Achievement.LoreMaster,Found all lore entries
Game_Achievement_SpeedRunner,Game.Achievement.SpeedRunner,Completed game under time limit
Game_Achievement_TrueEnding,Game.Achievement.TrueEnding,Unlocked true ending
Game_Environment_Atmosphere_Safe,Game.Environment.Atmosphere.Safe,Safe zone atmosphere
Game_Environment_Atmosphere_Neutral,Game.Environment.Atmosphere.Neutral,Neutral atmosphere
Game_Environment_Atmosphere_Tense,Game.Environment.Atmosphere.Tense,Tension building
Game_Environment_Atmosphere_Danger,Game.Environment.Atmosphere.Danger,Active danger
Game_Environment_Atmosphere_Terror,Game.Environment.Atmosphere.Terror,Peak terror
Game_Environment_Atmosphere_Eerie,Game.Environment.Atmosphere.Eerie,Eerie ambient
Game_Environment_Scare,Game.Environment.Scare,Scare event namespace
Game_Environment_Scare_MirrorJump,Game.Environment.Scare.MirrorJump,Mirror jump scare
Game_Environment_Scare_CeilingDrop,Game.Environment.Scare.CeilingDrop,Body drops from ceiling
Game_Environment_Scare_DoorSlam,Game.Environment.Scare.DoorSlam,Door slams behind player
Game_Environment_Scare_Whisper,Game.Environment.Scare.Whisper,Ghost whisper audio
Game_Environment_Scare_LightFlicker,Game.Environment.Scare.LightFlicker,Lights flicker then blackout
Game_Environment_Light_Flicker,Game.Environment.Light.Flicker,Rapid flicker event
Game_Environment_Light_Strobe,Game.Environment.Light.Strobe,Strobe light event
Game_Environment_Light_Blackout,Game.Environment.Light.Blackout,Complete blackout event
Game_Environment_Light_ColorShift,Game.Environment.Light.ColorShift,Color temperature shift
Game_Environment_Pacing_Calm,Game.Environment.Pacing.Calm,Calm pacing band
Game_Environment_Pacing_Exploration,Game.Environment.Pacing.Exploration,Exploration pacing
Game_Environment_Pacing_Tension,Game.Environment.Pacing.Tension,Tension building
Game_Environment_Pacing_Combat,Game.Environment.Pacing.Combat,Combat encounter
Game_Environment_Pacing_Climax,Game.Environment.Pacing.Climax,Story climax
Game_Environment_Pacing_Resolution,Game.Environment.Pacing.Resolution,Post-climax resolution
Game_Environment_Performance_High,Game.Environment.Performance.High,High quality LOD target
Game_Environment_Performance_Medium,Game.Environment.Performance.Medium,Medium quality
Game_Environment_Performance_Low,Game.Environment.Performance.Low,Low quality LOD target
1 Name Tag DevComment
2 Game_Achievement Game.Achievement Root achievement namespace
3 Game_Achievement_FirstBlood Game.Achievement.FirstBlood First kill
4 Game_Achievement_Survivor Game.Achievement.Survivor Survived first chapter
5 Game_Achievement_Pacifist Game.Achievement.Pacifist Completed chapter without killing
6 Game_Achievement_Ghost Game.Achievement.Ghost Never detected in a chapter
7 Game_Achievement_Collector Game.Achievement.Collector Collected all items
8 Game_Achievement_LoreMaster Game.Achievement.LoreMaster Found all lore entries
9 Game_Achievement_SpeedRunner Game.Achievement.SpeedRunner Completed game under time limit
10 Game_Achievement_TrueEnding Game.Achievement.TrueEnding Unlocked true ending
11 Game_Environment_Atmosphere_Safe Game.Environment.Atmosphere.Safe Safe zone atmosphere
12 Game_Environment_Atmosphere_Neutral Game.Environment.Atmosphere.Neutral Neutral atmosphere
13 Game_Environment_Atmosphere_Tense Game.Environment.Atmosphere.Tense Tension building
14 Game_Environment_Atmosphere_Danger Game.Environment.Atmosphere.Danger Active danger
15 Game_Environment_Atmosphere_Terror Game.Environment.Atmosphere.Terror Peak terror
16 Game_Environment_Atmosphere_Eerie Game.Environment.Atmosphere.Eerie Eerie ambient
17 Game_Environment_Scare Game.Environment.Scare Scare event namespace
18 Game_Environment_Scare_MirrorJump Game.Environment.Scare.MirrorJump Mirror jump scare
19 Game_Environment_Scare_CeilingDrop Game.Environment.Scare.CeilingDrop Body drops from ceiling
20 Game_Environment_Scare_DoorSlam Game.Environment.Scare.DoorSlam Door slams behind player
21 Game_Environment_Scare_Whisper Game.Environment.Scare.Whisper Ghost whisper audio
22 Game_Environment_Scare_LightFlicker Game.Environment.Scare.LightFlicker Lights flicker then blackout
23 Game_Environment_Light_Flicker Game.Environment.Light.Flicker Rapid flicker event
24 Game_Environment_Light_Strobe Game.Environment.Light.Strobe Strobe light event
25 Game_Environment_Light_Blackout Game.Environment.Light.Blackout Complete blackout event
26 Game_Environment_Light_ColorShift Game.Environment.Light.ColorShift Color temperature shift
27 Game_Environment_Pacing_Calm Game.Environment.Pacing.Calm Calm pacing band
28 Game_Environment_Pacing_Exploration Game.Environment.Pacing.Exploration Exploration pacing
29 Game_Environment_Pacing_Tension Game.Environment.Pacing.Tension Tension building
30 Game_Environment_Pacing_Combat Game.Environment.Pacing.Combat Combat encounter
31 Game_Environment_Pacing_Climax Game.Environment.Pacing.Climax Story climax
32 Game_Environment_Pacing_Resolution Game.Environment.Pacing.Resolution Post-climax resolution
33 Game_Environment_Performance_High Game.Environment.Performance.High High quality LOD target
34 Game_Environment_Performance_Medium Game.Environment.Performance.Medium Medium quality
35 Game_Environment_Performance_Low Game.Environment.Performance.Low Low quality LOD target

View File

@@ -0,0 +1,37 @@
Name,Tag,DevComment
Framework_Interaction_Type_Pickup,Framework.Interaction.Type.Pickup,Pick up an item
Framework_Interaction_Type_Door,Framework.Interaction.Type.Door,Open/close a door
Framework_Interaction_Type_Drawer,Framework.Interaction.Type.Drawer,Open/close a drawer
Framework_Interaction_Type_Container,Framework.Interaction.Type.Container,Open/loot a container
Framework_Interaction_Type_Inspect,Framework.Interaction.Type.Inspect,Examine an object in 3D
Framework_Interaction_Type_Climb,Framework.Interaction.Type.Climb,Vault or mantle traversal
Framework_Interaction_Type_Hide,Framework.Interaction.Type.Hide,Enter a hiding spot
Framework_Interaction_Type_Use,Framework.Interaction.Type.Use,Use a world object (lever/button/terminal)
Framework_Interaction_Type_Combine,Framework.Interaction.Type.Combine,Combine two items
Framework_Interaction_Type_Grab,Framework.Interaction.Type.Grab,Grab a physics object
Framework_Interaction_Type_Push,Framework.Interaction.Type.Push,Push a physics object
Framework_Interaction_Type_Talk,Framework.Interaction.Type.Talk,Talk to an NPC
Framework_Interaction_Type_Puzzle,Framework.Interaction.Type.Puzzle,Interact with a puzzle device
Framework_Interaction_Context_Requires_Key,Framework.Interaction.Context.Requires.Key,Interaction requires a specific key item
Framework_Interaction_Context_Requires_Item,Framework.Interaction.Context.Requires.Item,Interaction requires a specific item
Framework_Interaction_Context_Locked,Framework.Interaction.Context.Locked,Interaction is locked
Framework_Interaction_Context_Disabled,Framework.Interaction.Context.Disabled,Interaction is disabled
Framework_Interaction_Context_OneShot,Framework.Interaction.Context.OneShot,Single-use interaction
Framework_Interaction_Context_Cooldown,Framework.Interaction.Context.Cooldown,Interaction on cooldown
Framework_Interaction_Prompt_Press,Framework.Interaction.Prompt.Press,Press-to-interact prompt
Framework_Interaction_Prompt_Hold,Framework.Interaction.Prompt.Hold,Hold-to-interact prompt
Framework_Interaction_Prompt_DoubleTap,Framework.Interaction.Prompt.DoubleTap,Double-tap prompt
Framework_Interaction_HidingSpot_Locker,Framework.Interaction.HidingSpot.Locker,Full enclosure
Framework_Interaction_HidingSpot_BehindCover,Framework.Interaction.HidingSpot.BehindCover,Behind low cover
Framework_Interaction_HidingSpot_Under,Framework.Interaction.HidingSpot.Under,Under furniture
Framework_Interaction_HidingSpot_Shadow,Framework.Interaction.HidingSpot.Shadow,In darkness
Framework_Interaction_HidingSpot_Grass,Framework.Interaction.HidingSpot.Grass,In tall grass
Framework_Interaction_Traversal_Vault,Framework.Interaction.Traversal.Vault,Vault over obstacle
Framework_Interaction_Traversal_Mantle,Framework.Interaction.Traversal.Mantle,Mantle onto ledge
Framework_Interaction_Traversal_Slide,Framework.Interaction.Traversal.Slide,Slide under barrier
Framework_Interaction_Traversal_Squeeze,Framework.Interaction.Traversal.Squeeze,Squeeze through gap
Framework_Interaction_Traversal_LedgeGrab,Framework.Interaction.Traversal.LedgeGrab,Grab ledge
Framework_Interaction_Door_Closed,Framework.Interaction.Door.Closed,Door state closed
Framework_Interaction_Door_Open,Framework.Interaction.Door.Open,Door state open
Framework_Interaction_Door_Locked,Framework.Interaction.Door.Locked,Door locked
Framework_Interaction_Door_Barricaded,Framework.Interaction.Door.Barricaded,Door barricaded
1 Name Tag DevComment
2 Framework_Interaction_Type_Pickup Framework.Interaction.Type.Pickup Pick up an item
3 Framework_Interaction_Type_Door Framework.Interaction.Type.Door Open/close a door
4 Framework_Interaction_Type_Drawer Framework.Interaction.Type.Drawer Open/close a drawer
5 Framework_Interaction_Type_Container Framework.Interaction.Type.Container Open/loot a container
6 Framework_Interaction_Type_Inspect Framework.Interaction.Type.Inspect Examine an object in 3D
7 Framework_Interaction_Type_Climb Framework.Interaction.Type.Climb Vault or mantle traversal
8 Framework_Interaction_Type_Hide Framework.Interaction.Type.Hide Enter a hiding spot
9 Framework_Interaction_Type_Use Framework.Interaction.Type.Use Use a world object (lever/button/terminal)
10 Framework_Interaction_Type_Combine Framework.Interaction.Type.Combine Combine two items
11 Framework_Interaction_Type_Grab Framework.Interaction.Type.Grab Grab a physics object
12 Framework_Interaction_Type_Push Framework.Interaction.Type.Push Push a physics object
13 Framework_Interaction_Type_Talk Framework.Interaction.Type.Talk Talk to an NPC
14 Framework_Interaction_Type_Puzzle Framework.Interaction.Type.Puzzle Interact with a puzzle device
15 Framework_Interaction_Context_Requires_Key Framework.Interaction.Context.Requires.Key Interaction requires a specific key item
16 Framework_Interaction_Context_Requires_Item Framework.Interaction.Context.Requires.Item Interaction requires a specific item
17 Framework_Interaction_Context_Locked Framework.Interaction.Context.Locked Interaction is locked
18 Framework_Interaction_Context_Disabled Framework.Interaction.Context.Disabled Interaction is disabled
19 Framework_Interaction_Context_OneShot Framework.Interaction.Context.OneShot Single-use interaction
20 Framework_Interaction_Context_Cooldown Framework.Interaction.Context.Cooldown Interaction on cooldown
21 Framework_Interaction_Prompt_Press Framework.Interaction.Prompt.Press Press-to-interact prompt
22 Framework_Interaction_Prompt_Hold Framework.Interaction.Prompt.Hold Hold-to-interact prompt
23 Framework_Interaction_Prompt_DoubleTap Framework.Interaction.Prompt.DoubleTap Double-tap prompt
24 Framework_Interaction_HidingSpot_Locker Framework.Interaction.HidingSpot.Locker Full enclosure
25 Framework_Interaction_HidingSpot_BehindCover Framework.Interaction.HidingSpot.BehindCover Behind low cover
26 Framework_Interaction_HidingSpot_Under Framework.Interaction.HidingSpot.Under Under furniture
27 Framework_Interaction_HidingSpot_Shadow Framework.Interaction.HidingSpot.Shadow In darkness
28 Framework_Interaction_HidingSpot_Grass Framework.Interaction.HidingSpot.Grass In tall grass
29 Framework_Interaction_Traversal_Vault Framework.Interaction.Traversal.Vault Vault over obstacle
30 Framework_Interaction_Traversal_Mantle Framework.Interaction.Traversal.Mantle Mantle onto ledge
31 Framework_Interaction_Traversal_Slide Framework.Interaction.Traversal.Slide Slide under barrier
32 Framework_Interaction_Traversal_Squeeze Framework.Interaction.Traversal.Squeeze Squeeze through gap
33 Framework_Interaction_Traversal_LedgeGrab Framework.Interaction.Traversal.LedgeGrab Grab ledge
34 Framework_Interaction_Door_Closed Framework.Interaction.Door.Closed Door state closed
35 Framework_Interaction_Door_Open Framework.Interaction.Door.Open Door state open
36 Framework_Interaction_Door_Locked Framework.Interaction.Door.Locked Door locked
37 Framework_Interaction_Door_Barricaded Framework.Interaction.Door.Barricaded Door barricaded

View File

@@ -0,0 +1,28 @@
Name,Tag,DevComment
Framework_Item_Type_Weapon,Framework.Item.Type.Weapon,Firearm or melee weapon
Framework_Item_Type_Consumable,Framework.Item.Type.Consumable,Health pack stim stamina item
Framework_Item_Type_KeyItem,Framework.Item.Type.KeyItem,Story key item
Framework_Item_Type_Document,Framework.Item.Type.Document,Readable document or note
Framework_Item_Type_Collectible,Framework.Item.Type.Collectible,Collectible with set tracking
Framework_Item_Type_Ammo,Framework.Item.Type.Ammo,Ammunition pickup
Framework_Item_Type_Tool,Framework.Item.Type.Tool,Flashlight lockpick etc
Framework_Item_Type_Resource,Framework.Item.Type.Resource,Crafting resource
Framework_Item_Type_Misc,Framework.Item.Type.Misc,Miscellaneous item
Framework_Item_Slot_PrimaryWeapon,Framework.Item.Slot.PrimaryWeapon,Equipped primary weapon slot
Framework_Item_Slot_SecondaryWeapon,Framework.Item.Slot.SecondaryWeapon,Equipped secondary weapon slot
Framework_Item_Slot_Flashlight,Framework.Item.Slot.Flashlight,Equipped flashlight slot
Framework_Item_Slot_Shield,Framework.Item.Slot.Shield,Equipped shield slot
Framework_Item_Slot_Active,Framework.Item.Slot.Active,Active quick-slot item
Framework_Item_Slot_Quick1,Framework.Item.Slot.Quick1,Quick slot 1
Framework_Item_Slot_Quick2,Framework.Item.Slot.Quick2,Quick slot 2
Framework_Item_Slot_Quick3,Framework.Item.Slot.Quick3,Quick slot 3
Framework_Item_Slot_Quick4,Framework.Item.Slot.Quick4,Quick slot 4
Framework_Item_Rarity_Trash,Framework.Item.Rarity.Trash,Trash tier loot
Framework_Item_Rarity_Common,Framework.Item.Rarity.Common,Common tier loot
Framework_Item_Rarity_Uncommon,Framework.Item.Rarity.Uncommon,Uncommon tier loot
Framework_Item_Rarity_Rare,Framework.Item.Rarity.Rare,Rare tier loot
Framework_Item_Rarity_Legendary,Framework.Item.Rarity.Legendary,Legendary tier loot
Framework_Item_Context_Stackable,Framework.Item.Context.Stackable,Item can stack in inventory
Framework_Item_Context_Unique,Framework.Item.Context.Unique,Only one can exist
Framework_Item_Context_Quest,Framework.Item.Context.Quest,Quest-related item
Framework_Item_Context_Droppable,Framework.Item.Context.Droppable,Can be dropped from inventory
1 Name Tag DevComment
2 Framework_Item_Type_Weapon Framework.Item.Type.Weapon Firearm or melee weapon
3 Framework_Item_Type_Consumable Framework.Item.Type.Consumable Health pack stim stamina item
4 Framework_Item_Type_KeyItem Framework.Item.Type.KeyItem Story key item
5 Framework_Item_Type_Document Framework.Item.Type.Document Readable document or note
6 Framework_Item_Type_Collectible Framework.Item.Type.Collectible Collectible with set tracking
7 Framework_Item_Type_Ammo Framework.Item.Type.Ammo Ammunition pickup
8 Framework_Item_Type_Tool Framework.Item.Type.Tool Flashlight lockpick etc
9 Framework_Item_Type_Resource Framework.Item.Type.Resource Crafting resource
10 Framework_Item_Type_Misc Framework.Item.Type.Misc Miscellaneous item
11 Framework_Item_Slot_PrimaryWeapon Framework.Item.Slot.PrimaryWeapon Equipped primary weapon slot
12 Framework_Item_Slot_SecondaryWeapon Framework.Item.Slot.SecondaryWeapon Equipped secondary weapon slot
13 Framework_Item_Slot_Flashlight Framework.Item.Slot.Flashlight Equipped flashlight slot
14 Framework_Item_Slot_Shield Framework.Item.Slot.Shield Equipped shield slot
15 Framework_Item_Slot_Active Framework.Item.Slot.Active Active quick-slot item
16 Framework_Item_Slot_Quick1 Framework.Item.Slot.Quick1 Quick slot 1
17 Framework_Item_Slot_Quick2 Framework.Item.Slot.Quick2 Quick slot 2
18 Framework_Item_Slot_Quick3 Framework.Item.Slot.Quick3 Quick slot 3
19 Framework_Item_Slot_Quick4 Framework.Item.Slot.Quick4 Quick slot 4
20 Framework_Item_Rarity_Trash Framework.Item.Rarity.Trash Trash tier loot
21 Framework_Item_Rarity_Common Framework.Item.Rarity.Common Common tier loot
22 Framework_Item_Rarity_Uncommon Framework.Item.Rarity.Uncommon Uncommon tier loot
23 Framework_Item_Rarity_Rare Framework.Item.Rarity.Rare Rare tier loot
24 Framework_Item_Rarity_Legendary Framework.Item.Rarity.Legendary Legendary tier loot
25 Framework_Item_Context_Stackable Framework.Item.Context.Stackable Item can stack in inventory
26 Framework_Item_Context_Unique Framework.Item.Context.Unique Only one can exist
27 Framework_Item_Context_Quest Framework.Item.Context.Quest Quest-related item
28 Framework_Item_Context_Droppable Framework.Item.Context.Droppable Can be dropped from inventory

View File

@@ -0,0 +1,55 @@
Name,Tag,DevComment
Game_Narrative_Flag,Game.Narrative.Flag,Root narrative flag namespace
Game_Narrative_Phase,Game.Narrative.Phase,Story phase namespace
Game_Narrative_Choice,Game.Narrative.Choice,Dialogue choice consequence tags
Game_Narrative_Ending,Game.Narrative.Ending,Ending evaluation tags
Game_Narrative_Flag_PrologueComplete,Game.Narrative.Flag.PrologueComplete,Prologue chapter completed
Game_Narrative_Flag_Chapter1Complete,Game.Narrative.Flag.Chapter1Complete,Chapter 1 completed
Game_Narrative_Flag_Chapter2Complete,Game.Narrative.Flag.Chapter2Complete,Chapter 2 completed
Game_Narrative_Flag_Chapter3Complete,Game.Narrative.Flag.Chapter3Complete,Chapter 3 completed
Game_Narrative_Flag_Act1Complete,Game.Narrative.Flag.Act1Complete,Act 1 completed
Game_Narrative_Flag_Act2Complete,Game.Narrative.Flag.Act2Complete,Act 2 completed
Game_Narrative_Flag_Act3Complete,Game.Narrative.Flag.Act3Complete,Act 3 completed
Game_Narrative_Flag_FoundKey,Game.Narrative.Flag.FoundKey,Player found the basement key
Game_Narrative_Flag_BasementDoorOpened,Game.Narrative.Flag.BasementDoorOpened,Basement door unlocked
Game_Narrative_Flag_SawMonster,Game.Narrative.Flag.SawMonster,Player first saw the monster
Game_Narrative_Flag_SavedNPC,Game.Narrative.Flag.SavedNPC,Player saved the trapped NPC
Game_Narrative_Phase_Act1,Game.Narrative.Phase.Act1,Story phase: Act 1
Game_Narrative_Phase_Act2,Game.Narrative.Phase.Act2,Story phase: Act 2
Game_Narrative_Phase_Act3,Game.Narrative.Phase.Act3,Story phase: Act 3
Game_Narrative_Phase_Prologue,Game.Narrative.Phase.Prologue,Story phase: Prologue
Game_Narrative_Phase_Epilogue,Game.Narrative.Phase.Epilogue,Story phase: Epilogue
Game_Narrative_Phase_Chapter1,Game.Narrative.Phase.Chapter1,Chapter 1: The Awakening
Game_Narrative_Phase_Chapter2,Game.Narrative.Phase.Chapter2,Chapter 2: Into Darkness
Game_Narrative_Phase_Chapter3,Game.Narrative.Phase.Chapter3,Chapter 3: The Truth
Game_Narrative_Phase_Chapter4,Game.Narrative.Phase.Chapter4,Chapter 4: Confrontation
Game_Narrative_Choice_SparedEnemy,Game.Narrative.Choice.SparedEnemy,Player chose to spare
Game_Narrative_Choice_KilledEnemy,Game.Narrative.Choice.KilledEnemy,Player chose to kill
Game_Narrative_Choice_AcceptedDeal,Game.Narrative.Choice.AcceptedDeal,Player accepted the deal
Game_Narrative_Choice_RejectedDeal,Game.Narrative.Choice.RejectedDeal,Player rejected the deal
Game_Narrative_Choice_RevealedSecret,Game.Narrative.Choice.RevealedSecret,Player revealed the secret
Game_Narrative_Choice_KeptSilent,Game.Narrative.Choice.KeptSilent,Player stayed silent
Game_Narrative_Ending_Good,Game.Narrative.Ending.Good,Good ending path
Game_Narrative_Ending_Bad,Game.Narrative.Ending.Bad,Bad ending path
Game_Narrative_Ending_True,Game.Narrative.Ending.True,True/secret ending path
Game_Narrative_Ending_Sacrifice,Game.Narrative.Ending.Sacrifice,Sacrifice ending path
Game_Narrative_Ending_Escape,Game.Narrative.Ending.Escape,Escape ending path
Game_Narrative_Trial_HospitalEscape,Game.Narrative.Trial.HospitalEscape,Trial: escape the hospital
Game_Narrative_Trial_StealthBasement,Game.Narrative.Trial.StealthBasement,Trial: stealth through basement
Game_Narrative_Trial_SurviveSiege,Game.Narrative.Trial.SurviveSiege,Trial: survive the creature siege
Game_Narrative_Trial_Timebomb,Game.Narrative.Trial.Timebomb,Trial: defuse before timer expires
Game_Narrative_Cutscene_Intro,Game.Narrative.Cutscene.Intro,Intro cutscene
Game_Narrative_Cutscene_Act1End,Game.Narrative.Cutscene.Act1End,Act 1 ending cutscene
Game_Narrative_Cutscene_Act2End,Game.Narrative.Cutscene.Act2End,Act 2 ending cutscene
Game_Narrative_Cutscene_Finale,Game.Narrative.Cutscene.Finale,Final confrontation cutscene
Game_Narrative_Lore_Journal1,Game.Narrative.Lore.Journal1,Lore entry: Dr. Voss Journal 1
Game_Narrative_Lore_Newspaper,Game.Narrative.Lore.Newspaper,Lore entry: Abandoned Newspaper
Game_Narrative_Lore_AudioLog,Game.Narrative.Lore.AudioLog,Lore entry: Audio Log
Framework_Objective_Status_Active,Framework.Objective.Status.Active,Objective currently active
Framework_Objective_Status_Complete,Framework.Objective.Status.Complete,Objective completed
Framework_Objective_Status_Failed,Framework.Objective.Status.Failed,Objective failed
Framework_Objective_Status_Hidden,Framework.Objective.Status.Hidden,Objective hidden until discovered
Framework_Objective_Category_Main,Framework.Objective.Category.Main,Main quest objective
Framework_Objective_Category_Side,Framework.Objective.Category.Side,Optional side objective
Framework_Objective_Category_Hidden,Framework.Objective.Category.Hidden,Secret objective
Framework_Objective_Category_Tutorial,Framework.Objective.Category.Tutorial,Tutorial objective
1 Name Tag DevComment
2 Game_Narrative_Flag Game.Narrative.Flag Root narrative flag namespace
3 Game_Narrative_Phase Game.Narrative.Phase Story phase namespace
4 Game_Narrative_Choice Game.Narrative.Choice Dialogue choice consequence tags
5 Game_Narrative_Ending Game.Narrative.Ending Ending evaluation tags
6 Game_Narrative_Flag_PrologueComplete Game.Narrative.Flag.PrologueComplete Prologue chapter completed
7 Game_Narrative_Flag_Chapter1Complete Game.Narrative.Flag.Chapter1Complete Chapter 1 completed
8 Game_Narrative_Flag_Chapter2Complete Game.Narrative.Flag.Chapter2Complete Chapter 2 completed
9 Game_Narrative_Flag_Chapter3Complete Game.Narrative.Flag.Chapter3Complete Chapter 3 completed
10 Game_Narrative_Flag_Act1Complete Game.Narrative.Flag.Act1Complete Act 1 completed
11 Game_Narrative_Flag_Act2Complete Game.Narrative.Flag.Act2Complete Act 2 completed
12 Game_Narrative_Flag_Act3Complete Game.Narrative.Flag.Act3Complete Act 3 completed
13 Game_Narrative_Flag_FoundKey Game.Narrative.Flag.FoundKey Player found the basement key
14 Game_Narrative_Flag_BasementDoorOpened Game.Narrative.Flag.BasementDoorOpened Basement door unlocked
15 Game_Narrative_Flag_SawMonster Game.Narrative.Flag.SawMonster Player first saw the monster
16 Game_Narrative_Flag_SavedNPC Game.Narrative.Flag.SavedNPC Player saved the trapped NPC
17 Game_Narrative_Phase_Act1 Game.Narrative.Phase.Act1 Story phase: Act 1
18 Game_Narrative_Phase_Act2 Game.Narrative.Phase.Act2 Story phase: Act 2
19 Game_Narrative_Phase_Act3 Game.Narrative.Phase.Act3 Story phase: Act 3
20 Game_Narrative_Phase_Prologue Game.Narrative.Phase.Prologue Story phase: Prologue
21 Game_Narrative_Phase_Epilogue Game.Narrative.Phase.Epilogue Story phase: Epilogue
22 Game_Narrative_Phase_Chapter1 Game.Narrative.Phase.Chapter1 Chapter 1: The Awakening
23 Game_Narrative_Phase_Chapter2 Game.Narrative.Phase.Chapter2 Chapter 2: Into Darkness
24 Game_Narrative_Phase_Chapter3 Game.Narrative.Phase.Chapter3 Chapter 3: The Truth
25 Game_Narrative_Phase_Chapter4 Game.Narrative.Phase.Chapter4 Chapter 4: Confrontation
26 Game_Narrative_Choice_SparedEnemy Game.Narrative.Choice.SparedEnemy Player chose to spare
27 Game_Narrative_Choice_KilledEnemy Game.Narrative.Choice.KilledEnemy Player chose to kill
28 Game_Narrative_Choice_AcceptedDeal Game.Narrative.Choice.AcceptedDeal Player accepted the deal
29 Game_Narrative_Choice_RejectedDeal Game.Narrative.Choice.RejectedDeal Player rejected the deal
30 Game_Narrative_Choice_RevealedSecret Game.Narrative.Choice.RevealedSecret Player revealed the secret
31 Game_Narrative_Choice_KeptSilent Game.Narrative.Choice.KeptSilent Player stayed silent
32 Game_Narrative_Ending_Good Game.Narrative.Ending.Good Good ending path
33 Game_Narrative_Ending_Bad Game.Narrative.Ending.Bad Bad ending path
34 Game_Narrative_Ending_True Game.Narrative.Ending.True True/secret ending path
35 Game_Narrative_Ending_Sacrifice Game.Narrative.Ending.Sacrifice Sacrifice ending path
36 Game_Narrative_Ending_Escape Game.Narrative.Ending.Escape Escape ending path
37 Game_Narrative_Trial_HospitalEscape Game.Narrative.Trial.HospitalEscape Trial: escape the hospital
38 Game_Narrative_Trial_StealthBasement Game.Narrative.Trial.StealthBasement Trial: stealth through basement
39 Game_Narrative_Trial_SurviveSiege Game.Narrative.Trial.SurviveSiege Trial: survive the creature siege
40 Game_Narrative_Trial_Timebomb Game.Narrative.Trial.Timebomb Trial: defuse before timer expires
41 Game_Narrative_Cutscene_Intro Game.Narrative.Cutscene.Intro Intro cutscene
42 Game_Narrative_Cutscene_Act1End Game.Narrative.Cutscene.Act1End Act 1 ending cutscene
43 Game_Narrative_Cutscene_Act2End Game.Narrative.Cutscene.Act2End Act 2 ending cutscene
44 Game_Narrative_Cutscene_Finale Game.Narrative.Cutscene.Finale Final confrontation cutscene
45 Game_Narrative_Lore_Journal1 Game.Narrative.Lore.Journal1 Lore entry: Dr. Voss Journal 1
46 Game_Narrative_Lore_Newspaper Game.Narrative.Lore.Newspaper Lore entry: Abandoned Newspaper
47 Game_Narrative_Lore_AudioLog Game.Narrative.Lore.AudioLog Lore entry: Audio Log
48 Framework_Objective_Status_Active Framework.Objective.Status.Active Objective currently active
49 Framework_Objective_Status_Complete Framework.Objective.Status.Complete Objective completed
50 Framework_Objective_Status_Failed Framework.Objective.Status.Failed Objective failed
51 Framework_Objective_Status_Hidden Framework.Objective.Status.Hidden Objective hidden until discovered
52 Framework_Objective_Category_Main Framework.Objective.Category.Main Main quest objective
53 Framework_Objective_Category_Side Framework.Objective.Category.Side Optional side objective
54 Framework_Objective_Category_Hidden Framework.Objective.Category.Hidden Secret objective
55 Framework_Objective_Category_Tutorial Framework.Objective.Category.Tutorial Tutorial objective

View File

@@ -0,0 +1,35 @@
Name,Tag,DevComment
Framework_Player_State_Alive,Framework.Player.State.Alive,Player is alive and active
Framework_Player_State_Dead,Framework.Player.State.Dead,Player health reached zero
Framework_Player_State_Dying,Framework.Player.State.Dying,Player in downed-but-not-dead state
Framework_Player_State_Hidden,Framework.Player.State.Hidden,Player inside a hiding spot
Framework_Player_State_Interacting,Framework.Player.State.Interacting,Player using an object or UI
Framework_Player_Stress_Low,Framework.Player.Stress.Low,Calm or slightly uneasy
Framework_Player_Stress_Mid,Framework.Player.Stress.Mid,Distressed
Framework_Player_Stress_High,Framework.Player.Stress.High,Panicked
Framework_Player_Stress_Critical,Framework.Player.Stress.Critical,Terrified or catatonic
Framework_Player_Posture_Standing,Framework.Player.Posture.Standing,Default upright posture
Framework_Player_Posture_Crouching,Framework.Player.Posture.Crouching,Crouch-walking or stealth
Framework_Player_Posture_Prone,Framework.Player.Posture.Prone,Lying flat
Framework_Player_Posture_Vaulting,Framework.Player.Posture.Vaulting,Climbing or vaulting obstacle
Framework_Player_Movement_Idle,Framework.Player.Movement.Idle,Not moving
Framework_Player_Movement_Walking,Framework.Player.Movement.Walking,Slow movement
Framework_Player_Movement_Jogging,Framework.Player.Movement.Jogging,Normal movement
Framework_Player_Movement_Sprinting,Framework.Player.Movement.Sprinting,Fast movement with stamina drain
Framework_Player_Movement_Sneaking,Framework.Player.Movement.Sneaking,Quiet crouched movement
Framework_Player_Camera_Default,Framework.Player.Camera.Default,Normal camera
Framework_Player_Camera_Aiming,Framework.Player.Camera.Aiming,ADS zoomed camera
Framework_Player_Camera_Peeking,Framework.Player.Camera.Peeking,Camera offset for hiding peek
Framework_Player_Camera_Injured,Framework.Player.Camera.Injured,Low-health camera effects
Framework_Player_Body_FullBody,Framework.Player.Body.FullBody,Third-person or mirror mode
Framework_Player_Body_ArmsOnly,Framework.Player.Body.ArmsOnly,Default first-person
Framework_Player_Body_ArmsAndShadow,Framework.Player.Body.ArmsAndShadow,Arms plus shadow casting
Framework_Player_Body_Hidden,Framework.Player.Body.Hidden,No body visible (cutscenes/UI)
Framework_Player_Overlay_Clean,Framework.Player.Overlay.Clean,No body overlay
Framework_Player_Overlay_Blood,Framework.Player.Overlay.Blood,Blood splatter on body
Framework_Player_Overlay_Water,Framework.Player.Overlay.Water,Water droplets on body
Framework_Player_Overlay_Mud,Framework.Player.Overlay.Mud,Mud/dirt on body
Framework_Player_Vitals_Stamina_Normal,Framework.Player.Vitals.Stamina.Normal,Full stamina
Framework_Player_Vitals_Stamina_Low,Framework.Player.Vitals.Stamina.Low,Below low threshold
Framework_Player_Vitals_Stamina_Exhausted,Framework.Player.Vitals.Stamina.Exhausted,Below exhausted threshold
Framework_Player_Vitals_Health_Critical,Framework.Player.Vitals.Health.Critical,Below critical health threshold
1 Name Tag DevComment
2 Framework_Player_State_Alive Framework.Player.State.Alive Player is alive and active
3 Framework_Player_State_Dead Framework.Player.State.Dead Player health reached zero
4 Framework_Player_State_Dying Framework.Player.State.Dying Player in downed-but-not-dead state
5 Framework_Player_State_Hidden Framework.Player.State.Hidden Player inside a hiding spot
6 Framework_Player_State_Interacting Framework.Player.State.Interacting Player using an object or UI
7 Framework_Player_Stress_Low Framework.Player.Stress.Low Calm or slightly uneasy
8 Framework_Player_Stress_Mid Framework.Player.Stress.Mid Distressed
9 Framework_Player_Stress_High Framework.Player.Stress.High Panicked
10 Framework_Player_Stress_Critical Framework.Player.Stress.Critical Terrified or catatonic
11 Framework_Player_Posture_Standing Framework.Player.Posture.Standing Default upright posture
12 Framework_Player_Posture_Crouching Framework.Player.Posture.Crouching Crouch-walking or stealth
13 Framework_Player_Posture_Prone Framework.Player.Posture.Prone Lying flat
14 Framework_Player_Posture_Vaulting Framework.Player.Posture.Vaulting Climbing or vaulting obstacle
15 Framework_Player_Movement_Idle Framework.Player.Movement.Idle Not moving
16 Framework_Player_Movement_Walking Framework.Player.Movement.Walking Slow movement
17 Framework_Player_Movement_Jogging Framework.Player.Movement.Jogging Normal movement
18 Framework_Player_Movement_Sprinting Framework.Player.Movement.Sprinting Fast movement with stamina drain
19 Framework_Player_Movement_Sneaking Framework.Player.Movement.Sneaking Quiet crouched movement
20 Framework_Player_Camera_Default Framework.Player.Camera.Default Normal camera
21 Framework_Player_Camera_Aiming Framework.Player.Camera.Aiming ADS zoomed camera
22 Framework_Player_Camera_Peeking Framework.Player.Camera.Peeking Camera offset for hiding peek
23 Framework_Player_Camera_Injured Framework.Player.Camera.Injured Low-health camera effects
24 Framework_Player_Body_FullBody Framework.Player.Body.FullBody Third-person or mirror mode
25 Framework_Player_Body_ArmsOnly Framework.Player.Body.ArmsOnly Default first-person
26 Framework_Player_Body_ArmsAndShadow Framework.Player.Body.ArmsAndShadow Arms plus shadow casting
27 Framework_Player_Body_Hidden Framework.Player.Body.Hidden No body visible (cutscenes/UI)
28 Framework_Player_Overlay_Clean Framework.Player.Overlay.Clean No body overlay
29 Framework_Player_Overlay_Blood Framework.Player.Overlay.Blood Blood splatter on body
30 Framework_Player_Overlay_Water Framework.Player.Overlay.Water Water droplets on body
31 Framework_Player_Overlay_Mud Framework.Player.Overlay.Mud Mud/dirt on body
32 Framework_Player_Vitals_Stamina_Normal Framework.Player.Vitals.Stamina.Normal Full stamina
33 Framework_Player_Vitals_Stamina_Low Framework.Player.Vitals.Stamina.Low Below low threshold
34 Framework_Player_Vitals_Stamina_Exhausted Framework.Player.Vitals.Stamina.Exhausted Below exhausted threshold
35 Framework_Player_Vitals_Health_Critical Framework.Player.Vitals.Health.Critical Below critical health threshold

View File

@@ -0,0 +1,25 @@
Name,Tag,DevComment
Framework_Save_Type_Checkpoint,Framework.Save.Type.Checkpoint,Checkpoint auto-save
Framework_Save_Type_HardSave,Framework.Save.Type.HardSave,Manual save slot
Framework_Save_Type_AutoSave,Framework.Save.Type.AutoSave,Periodic auto-save
Framework_Save_Type_ChapterTransition,Framework.Save.Type.ChapterTransition,Save on chapter load
Framework_Save_Slot_1,Framework.Save.Slot.1,Save slot 1
Framework_Save_Slot_2,Framework.Save.Slot.2,Save slot 2
Framework_Save_Slot_3,Framework.Save.Slot.3,Save slot 3
Framework_Save_Slot_Auto,Framework.Save.Slot.Auto,Autosave slot
Framework_Save_Context_NewGame,Framework.Save.Context.NewGame,First save of new game
Framework_Save_Context_Continue,Framework.Save.Context.Continue,Load existing save
Framework_Save_Context_Delete,Framework.Save.Context.Delete,Delete save slot
Framework_Save_Context_Corrupted,Framework.Save.Context.Corrupted,Save file corrupted
Framework_DeathSpace_Active,Framework.DeathSpace.Active,Player in alternate death space
Framework_DeathSpace_Entered,Framework.DeathSpace.Entered,Player entered death space
Framework_DeathSpace_Exited,Framework.DeathSpace.Exited,Player exited death space
Framework_DeathSpace_FoundExit,Framework.DeathSpace.FoundExit,Player found the exit
Framework_Checkpoint_Active,Framework.Checkpoint.Active,Current active checkpoint
Framework_Checkpoint_Previous,Framework.Checkpoint.Previous,Previous checkpoint
Framework_Checkpoint_Reached,Framework.Checkpoint.Reached,A checkpoint was triggered
Framework_Respawn_Point,Framework.Respawn.Point,Default respawn location
Framework_Respawn_Start,Framework.Respawn.Start,Respawn sequence started
Framework_Respawn_Complete,Framework.Respawn.Complete,Respawn sequence completed
Framework_RunHistory_Death,Framework.RunHistory.Death,Death recorded in run history
Framework_RunHistory_Chapter,Framework.RunHistory.Chapter,Chapter completed in run history
1 Name Tag DevComment
2 Framework_Save_Type_Checkpoint Framework.Save.Type.Checkpoint Checkpoint auto-save
3 Framework_Save_Type_HardSave Framework.Save.Type.HardSave Manual save slot
4 Framework_Save_Type_AutoSave Framework.Save.Type.AutoSave Periodic auto-save
5 Framework_Save_Type_ChapterTransition Framework.Save.Type.ChapterTransition Save on chapter load
6 Framework_Save_Slot_1 Framework.Save.Slot.1 Save slot 1
7 Framework_Save_Slot_2 Framework.Save.Slot.2 Save slot 2
8 Framework_Save_Slot_3 Framework.Save.Slot.3 Save slot 3
9 Framework_Save_Slot_Auto Framework.Save.Slot.Auto Autosave slot
10 Framework_Save_Context_NewGame Framework.Save.Context.NewGame First save of new game
11 Framework_Save_Context_Continue Framework.Save.Context.Continue Load existing save
12 Framework_Save_Context_Delete Framework.Save.Context.Delete Delete save slot
13 Framework_Save_Context_Corrupted Framework.Save.Context.Corrupted Save file corrupted
14 Framework_DeathSpace_Active Framework.DeathSpace.Active Player in alternate death space
15 Framework_DeathSpace_Entered Framework.DeathSpace.Entered Player entered death space
16 Framework_DeathSpace_Exited Framework.DeathSpace.Exited Player exited death space
17 Framework_DeathSpace_FoundExit Framework.DeathSpace.FoundExit Player found the exit
18 Framework_Checkpoint_Active Framework.Checkpoint.Active Current active checkpoint
19 Framework_Checkpoint_Previous Framework.Checkpoint.Previous Previous checkpoint
20 Framework_Checkpoint_Reached Framework.Checkpoint.Reached A checkpoint was triggered
21 Framework_Respawn_Point Framework.Respawn.Point Default respawn location
22 Framework_Respawn_Start Framework.Respawn.Start Respawn sequence started
23 Framework_Respawn_Complete Framework.Respawn.Complete Respawn sequence completed
24 Framework_RunHistory_Death Framework.RunHistory.Death Death recorded in run history
25 Framework_RunHistory_Chapter Framework.RunHistory.Chapter Chapter completed in run history

View File

@@ -0,0 +1,43 @@
Name,Tag,DevComment
Framework_State_Action_Fire,Framework.State.Action.Fire,Firing a weapon
Framework_State_Action_Reload,Framework.State.Action.Reload,Reloading a weapon
Framework_State_Action_Melee,Framework.State.Action.Melee,Melee attack
Framework_State_Action_UseItem,Framework.State.Action.UseItem,Using an item
Framework_State_Action_Interact,Framework.State.Action.Interact,Interacting with world object
Framework_State_Action_OpenMenu,Framework.State.Action.OpenMenu,Opening a menu
Framework_State_Action_Hide,Framework.State.Action.Hide,Entering/occupying hiding spot
Framework_State_Action_Peek,Framework.State.Action.Peek,Peeking from hiding
Framework_State_Action_Sprint,Framework.State.Action.Sprint,Sprinting
Framework_State_Action_Jump,Framework.State.Action.Jump,Jumping
Framework_State_Action_Dodge,Framework.State.Action.Dodge,Dodging/evading
Framework_State_Action_Climb,Framework.State.Action.Climb,Climbing/vaulting
Framework_State_Action_Slide,Framework.State.Action.Slide,Sliding
Framework_State_Action_Squeeze,Framework.State.Action.Squeeze,Squeezing through gap
Framework_State_Action_Grab,Framework.State.Action.Grab,Grabbing a physics object
Framework_State_Action_Throw,Framework.State.Action.Throw,Throwing a held object
Framework_State_Action_Aim,Framework.State.Action.Aim,Aiming down sights
Framework_State_Action_Equip,Framework.State.Action.Equip,Equipping a weapon/item
Framework_State_Action_Holster,Framework.State.Action.Holster,Holstering a weapon
Framework_State_Action_Consume,Framework.State.Action.Consume,Consuming a consumable
Framework_State_Action_Inspect,Framework.State.Action.Inspect,Inspecting an object
Framework_State_Action_ReadDocument,Framework.State.Action.ReadDocument,Reading a document
Framework_State_Action_Dialogue,Framework.State.Action.Dialogue,In dialogue
Framework_State_Action_Choosing,Framework.State.Action.Choosing,Making a dialogue choice
Framework_State_Action_Cutscene,Framework.State.Action.Cutscene,In a cutscene
Framework_State_Overlay_Menu,Framework.State.Overlay.Menu,Menu overlay active
Framework_State_Overlay_Inventory,Framework.State.Overlay.Inventory,Inventory screen open
Framework_State_Overlay_Journal,Framework.State.Overlay.Journal,Journal screen open
Framework_State_Overlay_Map,Framework.State.Overlay.Map,Map screen open
Framework_State_Overlay_Settings,Framework.State.Overlay.Settings,Settings screen open
Framework_State_Overlay_Dialogue,Framework.State.Overlay.Dialogue,Dialogue overlay active
Framework_State_Overlay_Death,Framework.State.Overlay.Death,Death overlay active
Framework_State_Overlay_Loading,Framework.State.Overlay.Loading,Loading screen active
Framework_State_Vital_Health,Framework.State.Vital.Health,Health vital signal
Framework_State_Vital_Stamina,Framework.State.Vital.Stamina,Stamina vital signal
Framework_State_Vital_Stress,Framework.State.Vital.Stress,Stress vital signal
Framework_State_Vital_Fear,Framework.State.Vital.Fear,Fear vital signal
Framework_State_Gating_BlockSprint,Framework.State.Gating.BlockSprint,Gate: sprint blocked
Framework_State_Gating_BlockJump,Framework.State.Gating.BlockJump,Gate: jump blocked
Framework_State_Gating_BlockInteract,Framework.State.Gating.BlockInteract,Gate: interaction blocked
Framework_State_Gating_BlockFire,Framework.State.Gating.BlockFire,Gate: fire blocked
Framework_State_Gating_BlockReload,Framework.State.Gating.BlockReload,Gate: reload blocked
1 Name Tag DevComment
2 Framework_State_Action_Fire Framework.State.Action.Fire Firing a weapon
3 Framework_State_Action_Reload Framework.State.Action.Reload Reloading a weapon
4 Framework_State_Action_Melee Framework.State.Action.Melee Melee attack
5 Framework_State_Action_UseItem Framework.State.Action.UseItem Using an item
6 Framework_State_Action_Interact Framework.State.Action.Interact Interacting with world object
7 Framework_State_Action_OpenMenu Framework.State.Action.OpenMenu Opening a menu
8 Framework_State_Action_Hide Framework.State.Action.Hide Entering/occupying hiding spot
9 Framework_State_Action_Peek Framework.State.Action.Peek Peeking from hiding
10 Framework_State_Action_Sprint Framework.State.Action.Sprint Sprinting
11 Framework_State_Action_Jump Framework.State.Action.Jump Jumping
12 Framework_State_Action_Dodge Framework.State.Action.Dodge Dodging/evading
13 Framework_State_Action_Climb Framework.State.Action.Climb Climbing/vaulting
14 Framework_State_Action_Slide Framework.State.Action.Slide Sliding
15 Framework_State_Action_Squeeze Framework.State.Action.Squeeze Squeezing through gap
16 Framework_State_Action_Grab Framework.State.Action.Grab Grabbing a physics object
17 Framework_State_Action_Throw Framework.State.Action.Throw Throwing a held object
18 Framework_State_Action_Aim Framework.State.Action.Aim Aiming down sights
19 Framework_State_Action_Equip Framework.State.Action.Equip Equipping a weapon/item
20 Framework_State_Action_Holster Framework.State.Action.Holster Holstering a weapon
21 Framework_State_Action_Consume Framework.State.Action.Consume Consuming a consumable
22 Framework_State_Action_Inspect Framework.State.Action.Inspect Inspecting an object
23 Framework_State_Action_ReadDocument Framework.State.Action.ReadDocument Reading a document
24 Framework_State_Action_Dialogue Framework.State.Action.Dialogue In dialogue
25 Framework_State_Action_Choosing Framework.State.Action.Choosing Making a dialogue choice
26 Framework_State_Action_Cutscene Framework.State.Action.Cutscene In a cutscene
27 Framework_State_Overlay_Menu Framework.State.Overlay.Menu Menu overlay active
28 Framework_State_Overlay_Inventory Framework.State.Overlay.Inventory Inventory screen open
29 Framework_State_Overlay_Journal Framework.State.Overlay.Journal Journal screen open
30 Framework_State_Overlay_Map Framework.State.Overlay.Map Map screen open
31 Framework_State_Overlay_Settings Framework.State.Overlay.Settings Settings screen open
32 Framework_State_Overlay_Dialogue Framework.State.Overlay.Dialogue Dialogue overlay active
33 Framework_State_Overlay_Death Framework.State.Overlay.Death Death overlay active
34 Framework_State_Overlay_Loading Framework.State.Overlay.Loading Loading screen active
35 Framework_State_Vital_Health Framework.State.Vital.Health Health vital signal
36 Framework_State_Vital_Stamina Framework.State.Vital.Stamina Stamina vital signal
37 Framework_State_Vital_Stress Framework.State.Vital.Stress Stress vital signal
38 Framework_State_Vital_Fear Framework.State.Vital.Fear Fear vital signal
39 Framework_State_Gating_BlockSprint Framework.State.Gating.BlockSprint Gate: sprint blocked
40 Framework_State_Gating_BlockJump Framework.State.Gating.BlockJump Gate: jump blocked
41 Framework_State_Gating_BlockInteract Framework.State.Gating.BlockInteract Gate: interaction blocked
42 Framework_State_Gating_BlockFire Framework.State.Gating.BlockFire Gate: fire blocked
43 Framework_State_Gating_BlockReload Framework.State.Gating.BlockReload Gate: reload blocked