# Configuration

### Configuration

All parameters are loaded from the `{game}/x64/scripts/config/TheInsurgentsStatLoresConfig.lua` file.

This configuration file can be modified via any text editor. The following configuration is the default and equivalent to how the stat lores work in the vanilla game:

<details>

<summary>Default Configuration</summary>

{% code fullWidth="false" %}

```lua
local function config(augments, types)
  local lores = {
    --{augment0, type0, parameter0}, {...}, {augmentX, typeX, parameterX}
    {augments.hpLore1, types.hp, 30},
    {augments.hpLore2, types.hp, 70},
    {augments.hpLore3, types.hp, 110},
    {augments.hpLore4, types.hp, 150},
    {augments.hpLore5, types.hp, 190},
    {augments.hpLore6, types.hp, 230},
    {augments.hpLore7, types.hp, 270},
    {augments.hpLore8, types.hp, 310},
    {augments.hpLore9, types.hp, 350},
    {augments.hpLore10, types.hp, 390},
    {augments.hpLore11, types.hp, 435},
    {augments.hpLore12, types.hp, 500},
    {augments.battleLore1, types.strength, 1},
    {augments.battleLore2, types.strength, 1},
    {augments.battleLore3, types.strength, 1},
    {augments.battleLore4, types.strength, 1},
    {augments.battleLore5, types.strength, 1},
    {augments.battleLore6, types.strength, 1},
    {augments.battleLore7, types.strength, 1},
    {augments.battleLore8, types.strength, 1},
    {augments.battleLore9, types.strength, 1},
    {augments.battleLore10, types.strength, 1},
    {augments.battleLore11, types.strength, 1},
    {augments.battleLore12, types.strength, 1},
    {augments.battleLore13, types.strength, 1},
    {augments.battleLore14, types.strength, 1},
    {augments.battleLore15, types.strength, 1},
    {augments.battleLore16, types.strength, 1},
    {augments.magickLore1, types.magickPower, 1},
    {augments.magickLore2, types.magickPower, 1},
    {augments.magickLore3, types.magickPower, 1},
    {augments.magickLore4, types.magickPower, 1},
    {augments.magickLore5, types.magickPower, 1},
    {augments.magickLore6, types.magickPower, 1},
    {augments.magickLore7, types.magickPower, 1},
    {augments.magickLore8, types.magickPower, 1},
    {augments.magickLore9, types.magickPower, 1},
    {augments.magickLore10, types.magickPower, 1},
    {augments.magickLore11, types.magickPower, 1},
    {augments.magickLore12, types.magickPower, 1},
    {augments.magickLore13, types.magickPower, 1},
    {augments.magickLore14, types.magickPower, 1},
    {augments.magickLore15, types.magickPower, 1},
    {augments.magickLore16, types.magickPower, 1}
  }

  return lores
end

return config
```

{% endcode %}

</details>

Below is a list of all configurable options and what they are used for:

#### Augment

The identifier of the augment (e.g. `74` for `HP Lore 1`).

#### Type

The type of the augment.

<table data-full-width="false"><thead><tr><th width="164">Identifier</th><th>Name</th></tr></thead><tbody><tr><td>0</td><td>HP</td></tr><tr><td>1</td><td>MP</td></tr><tr><td>2</td><td>Strength</td></tr><tr><td>3</td><td>Magick Power</td></tr><tr><td>4</td><td>Vitality</td></tr><tr><td>5</td><td>Speed</td></tr><tr><td>6</td><td>Attack Power</td></tr><tr><td>7</td><td>Defense</td></tr><tr><td>8</td><td>Magick Resist</td></tr><tr><td>9</td><td>Evade (Parry)</td></tr><tr><td>10</td><td>Evade (Weapon)</td></tr><tr><td>11</td><td>Evade (Shield)</td></tr><tr><td>12</td><td>Magick Evade (Shield)</td></tr></tbody></table>

#### Parameter

The efficiency of the augment.

For example: The augment `74` with the type `0` and parameter `30` would result in the augment `HP Lore 1` granting `30` HP.

### Notes

{% hint style="danger" %}
You can only remove or move around the effect of existing stat lores (e.g. `Battle Lore 1`), not other augments (e.g. `Elemental Shift`) as those are hardcoded (e.g. to an action formula).

However, you can expand these other augments by giving them stats like hp, mp, etc. on top of their already existing effect.
{% endhint %}

{% hint style="info" %}
For a list of augment identifiers, you can view the battlepack spreadsheet in [Resources](/the-insurgents-stat-lores/getting-started/resources.md). All augments can be used, even those that give other effects such as *Shield Boost*, or *Warmage*.
{% endhint %}

{% hint style="info" %}
An augment can be used by one or more stat lores. In such a case, acquiring the augment (e.g. with a license node) will result in all stat lores being used.
{% endhint %}

{% hint style="info" %}
You can use [The Insurgent's Toolkit](https://xeavin.gitbook.io/the-insurgents-toolkit/) for the following things while modding:

* Check which augments a party member currently has: Save Game Editor -> Battle Info -> Party Members -> (Permanent / Temporary) Augments.&#x20;
* Apply an augment to an equipment: Battlepack Editor -> Equipment -> Remains -> Helm / Armor / Accessory -> Augment.
* Apply an augment to a license node: Battlepack Editor -> License Nodes -> Contents -> Augments.

After modifying an equipment or license node, refresh your stats by either touching a save crystal, or using the refresh stats script of the party member editor of the toolkit.
{% endhint %}

{% hint style="info" %}
This mod only changes the effect on an augment. To change its text, you can use [The Insurgent's Workshop](https://xeavin.gitbook.io/the-insurgents-workshop/) to modify the following files:

* Augment descriptions in the licenses menu: `ps2data/image/ff12/test_battle/.../binaryfile/battle_pack.bin.dir/section_061.bin.dir/section_010.bin`.
* Augment descriptions in the equipment menu: `ps2data/image/ff12/test_battle/.../binaryfile/listhelp_ability.bin`.

Instructions on how to unpack and pack these text files are found on the respective mod page.
{% endhint %}

{% hint style="info" %}
Since this script also allows modifying existing stat lores, the ones configured under *Battlepack -> Section 58* will be ignored to prevent having to maintain 2 differently structured configuration files.
{% endhint %}


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