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Visual editor

These sheets can be edited in the browser with Elin ModMaker. A character's sprites, portrait, talk lines, dramas and per-language text are gathered in one place, and cross-sheet references such as race, job and elements come with completion and validation.

Race Sheet

The Race Sheet is stored inside the Chara sheet; change the tab at the bottom.

When making source sheets, you must copy the first 3 rows of the official source sheet completely and start your data at the 4th row.

About columns, empty rows and empty cells

Missing columns are silently filled with empty values with no error at all — so copy the whole official header row and do not delete columns or change their order.

A row with an empty id aborts the rest of the sheet, every row after it is skipped, again with no warning. Do not use blank rows to group your data unless intentionally.

An empty cell is not an empty value — the game falls back to the default on row 3. This sheet defaults vigor to 100, DV/PV to 0, geneCap to 3, material to meat, corpse to _meat,20, blood to 2, age to 8,50 and food to 100.

You can change your default row 3 values to apply it to all other rows. Your data should start at the 4th row.

Sheet Columns

ColumnTypeDescription
idstringThe most important cell of an entry that distinguishes it from everything else on the SourceChara sheet. If the ID matches a vanilla entry's or another mod's entry's ID, the last sheet to load will override all the others. This value cannot have any spaces or special characters in it.
name_JPstringThe name of this race in Japanese.
namestringThe name of this race in English. Other languages use SourceLocalization.json.
playableintegerDesignates whether this race is usable by players during character creation. 1: available by default. 26: requires the "extra races" option. 78: requires the "all races" option. 9: never selectable, usually reserved for special races like gods/demons.
tagstring[]A comma-separated list of tags applied to this race. See Tag Reference below for common tags.
lifeintegerThe base life stat; determines HP pool.
manaintegerThe base mana stat; determines MP pool.
vigorintegerThe base vigor stat; determines stamina (SP) pool.
DVintegerThe base dodge value. Gives this race built-in dodging (e.g., fairy).
PVintegerThe base protection value. Gives this race built-in protection (e.g., golem).
PDRintegerPhysical Damage Reduction. A percent reduction in damage taken from physical sources.
EDRintegerElemental Damage Reduction. A percent reduction in damage taken from elemental sources.
EPintegerEvade Perfect. This race has an additional protection layer via perfect evasion, which is a separate evasion roll.
STR/END/DEX/PER/LER/WIL/MAG/CHA/SPDintegerBase attribute parameters.
ratioMacro to approximate the race strength; unused in-game but must be present in the sheet. Leave blank.
INTintegerThe "intelligence" of this race. Used to determine whether they are smart enough to open a door on their own. Less than 10 means they cannot.
martialintegerThe starting level of the Martial Arts skill. Like the nine attributes, it is part of what the race grants and is applied when a character is generated.
penintegerUnused by the game. Keep the column; the value does not matter.
elementselementsInherent elements added to this race. Used to add racial feats and base skill bonuses (which also add base potential). Format: element_alias/value.
skillstringUnused by the game. What vanilla puts here are author notes (, or skill names separated by spaces) and is never read; elements is the column that actually applies skills.
figurestringDictates what body parts this race starts with. See Figure Reference below.
geneCapintegerHow many gene slots this race has.
materialstringWhat material this race is made of.
corpsestring[]The corpse drop, formatted as itemID,chance. The chance is a numerator over 1500, so the default _meat,20 is about 1.3%. Both parts are required; a missing chance fails when the drop is rolled.
lootstring[]Loot specific to this race.
bloodintegerThe blood decal this race leaves when wounded, using the same numbering as the material table's decal column. 2 is normal red blood. Please refer to the blood column in the chara sub-table of the official source. Still follow the general rule: if it is empty, use the default value.
meleeStylestringThe attack type used when this race attacks unarmed (with a weapon in hand the weapon's own type applies, except for martial-arts weapons). Leave blank to randomise between punch and kick each time. Options: Slash, Pierce, Blunt, Punch, Kick, Bow, Gun, Claw, Bite, Spore, Gaze, Sting, Touch, Canenot case sensitive. A word outside this list fails when the character attacks unarmed rather than being ignored.
castStylestringThe casting effect of this race. Mostly used for flavor text.
EQstring[]Determines what kind of equipment this race spawns with. EQ is an alternate way to enable equipment assignment when creating characters; you can fill in anything. Two common options are "all" and blank.
sexintegerUnused by the game (gender comes from the first segment of the Chara sheet's bio column). Keep the column; the value does not matter.
ageinteger[]The age range used when spawning this race, as comma-separated start,end. For example, 8,50 means they spawn between ages 8 and 50.
heightintegerThe average height of this race. Generated characters vary by about 20% around it. It also has two effects that are easy to miss: corpse weight is derived from height, and characters shorter than 500 without the webfree tag can be caught in spider webs.
breederintegerThe breeding chance while kept as livestock, rolled against a baseline of 2500 — higher values breed more often (breeding policies lower the baseline and so raise the chance). 0 does not mean never: it still breeds at roughly 1/2500, even though the ranch screen shows 0%.
foodstring[]A multiplier for how good the meat of this race is, as a percentage. Only the first entry is read.
furstringThe shearing yield, formatted as itemID/materialAlias (for example fiber/wool). A non-empty value is what makes the race shearable, so a half-filled value fails at shearing time. Leave it blank if the race cannot be sheared.
detail_JPstringThe details/backstory of this race in Japanese.
detailstringThe details/backstory of this race in English.

Tag Reference

Common tags used in the tag column:

TagDescription
humanThe race speaks common.
fairyThis race is a fairy.
humanSpeakNon-humanoid races that can speak common.
gelatinEquivalent to setting jelly in the material column (represents a slime-like material similar to a Putit). Note: Please avoid using the gelatin tag.
sandThis race will spawn in sand zones.
rideThis race has good riding aptitude.
mofuThis race will be incessantly harassed and fluffed without consent by everyone and everything.
fishThis race is considered a fish. Used for Bane.
undeadThis race is considered undead. Used for Bane. Cannot be detected with Telepathy.
godThis race is considered a god. Do not watch birds with.
animalThis race is considered an animal. Used for Bane; can show up in Animal Tamers.
sleepBesideThis race will try to sleep alongside you if it's in your faction and zone.
noRideThis race has bad riding aptitude.
insectThis race is considered an insect.
plantThis race is considered a plant. Can be dominated by Kumiromi.
filthUsage unclear.
dragonThis race is considered a dragon.
webfreeThis race can freely move through webs; used for spiders.
catThis race is a cat. Do not eat.
waterThis race will spawn in water zones.
machineThis race is considered a machine. Can be dominated by Mani. Can be upgraded by Mani Shotgun Faction effect.
horrorThis race is considered a horror. Cannot be detected with Telepathy.

Figure Reference

The figure column uses Kanji characters separated by pipes (|) to represent body parts. A part can repeat, and each repetition is one more slot — 手|手|指|指 means two hands and two finger slots. Most vanilla humanoids use 頭|首|体|背|手|手|指|指|腕|腰|脚|足|.

CharacterBody Part
Head
Neck
Body
Back
Hand
Finger
Arm
Waist
Leg
Foot

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