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Unit flags

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Unit flags are variables used in Arknights to provide a unit with properties that affects their behavior in-game.

Attributes[edit]

ID

Information Min. value Max. value

0

Code: MAX_HP
In-game designation: HP
0

1

Code: ATK
In-game designation: ATK
0

2

Code: DEF
In-game designation: DEF
0

3

Code: MAGIC_RES
In-game designation: RES
0 100

4

Code: COST
In-game designation: Cost
0 99

5

Code: BLOCK_CNT
In-game designation: Block
0

6

Code: MOVE_SPEED
In-game designation: Movement Speed
0.1

7

Code: ATTACK_SPEED
In-game designation: ASPD/Attack Speed
20

8

Code: BASE_ATTACK_TIME
In-game designation: Attack Interval
0

9

Code: RESERVED_0

10

Code: RESERVED_1

11

Code: RESERVED_2

12

Code: RESERVED_3

13

Code: HP_RECOVERY_PER_SEC
In-game designation: "Restores/Recovers x HP every/per second"
0

14

Code: SP_RECOVERY_PER_SEC
In-game designation: "Restores/Recovers x SP every/per second"
0

15

Code: ABILITY_RANGE_FORWARD_EXTEND
In-game designation: "Attack Range +x tile(s)"
0

16

Code: MAX_DEPLOY_COUNT
In-game designation: "Deployment/Unit Limit +x"
0

17

Code: DEF_PENETRATE
In-game designation: "Ignores x% (of the target's) DEF"
0 100

18

Code: MAGIC_RESIST_PENETRATE
In-game designation: "Ignores x% (of the target's) RES"
0 100

19

Code: HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO
In-game designation: "Restores/Recovers x% of Max HP every/per second"
0 100

20

Code: TAUNT_LEVEL
In-game designation: See Aggression
−2 2

21

Code: RESPAWN_TIME
In-game designation: Redeployment time
0

22

Code: MAX_DECK_STACK_CNT
In-game designation: "Number of (summon) +x/+x (summon)"
0

23

Code: MASS_LEVEL
In-game designation: Weight

24

Code: BASE_FORCE_LEVEL
In-game designation: See Shift

25

Code: DEF_PENETRATE_FIXED
In-game designation: "Ignores x (of the target's) DEF"
0

26

Code: ONE_MINUS_STATUS_RESISTANCE
In-game designation: See Status Resistance
1 100

27

Code: MAGIC_RESIST_PENETRATE_FIXED
In-game designation: "Ignores x (of the target's) RES"
0

28

Code: MAX_EP
In-game designation: "(Elemental Injury) reaches x"
0

29

Code: EP_RECOVERY_PER_SEC
In-game designation: "Restores/Recovers x (Elemental Injury) every/per second"
0

30

Code: SP_RECOVER_RATIO
In-game designation: "SP recovery rate +x"
? ?

AbnormalFlag[edit]

ID

Information

0

Code: STUNNED
In-game designation: See Stun.

1

Code: SP_RECOVER_STOPPED
In-game designation: Prevents the unit from generating SP for their skill.

2

Code: TARGET_FREE
In-game designation: Prevents the unit from being targeted by enemies.
Example: Manticore's Hidden Killer

3

Code: BLOCK_FREE
In-game designation: Prevents the unit from being blocked by friendly units.
Example: Wraiths

4

Code: HIDDEN
In-game designation: The unit will not be shown on the map and cannot be targeted by attacks/abilities.

5

Code: INVINCIBLE
In-game designation: The unit cannot be attacked/targeted by abilities and takes no damage at all.
Example: Certain boss enemies when reviving

6

Code: UNDEADABLE
In-game designation: The unit cannot be knocked out or defeated; any damage or HP loss that would do so will leave the unit with at least 1 HP.

7

Code: HEAL_FREE
In-game designation: The unit cannot be targeted by active HP restoration (which would show the value, e.g. Medics' healing).

8

Code: UNBALANCE_IMMUNE
In-game designation: The unit is unaffected by Shift effects.
Example: Awaken

9

Code: INVISIBILITY
In-game designation: See Invisible.

10

Code: UNUSED_PLACEHOLDER_1
Example: Originally used for detection effects, but went unused

11

Code: DISARMED
In-game designation: Disarms the unit unless if they cannot be targeted.
Example: Degenbrecher's Momentum Murder

12

Code: SILENCED
In-game designation: See Silence (debuff).

13

Code: UNMOVABLE
In-game designation: Prevents the unit from moving.
Example: Bind

14

Code: UNUSED_PLACEHOLDER_2

15

Code: ALLY_TARGET_FREE
In-game designation: Prevents the unit from being targeted by friendly units.
Example: Jammers

16

Code: FROZEN
In-game designation: See Freeze.

17

Code: CAMOUFLAGE
In-game designation: See Camouflage.

18

Code: FORCE_DISARMED
In-game designation: Disarms the unit.
Example: Inactive L-44 Gramophones, Angelina w/ Skill-Angelina2.png Arcane Staff - Particle Mode or Skill-Angelina3.png Arcane Staff - Anti-Gravity Mode

19

Code: STUNNED_NO_AMPLIFY_DAMAGE
In-game designation: Same as STUNNED, but will not be subjected to W's Insult to Injury.

20

Code: DISABLE_COMBAT
In-game designation: The unit can neither attack nor be blocked.

21

Code: ELEMENT_FREE_ALL
In-game designation: The unit will take no Elemental Injury at all.

22

Code: UNMOVABLE_PRIVATE
In-game designation: Similar to UNMOVABLE.

23

Code: COLD
In-game designation: See Cold.

24

Code: SKILL_NOT_ACTIVATABLE
In-game designation: Prevents the unit from activating their skill.

25

Code: LEVITATE
In-game designation: See Levitate.

26

Code: DURANCE
In-game designation: Prevents the unit from being relieved (only in Stationary Security Service).
Example: Crude Spheres

27

Code: NOT_WITHDRAWABLE
In-game designation: Prevents the unit from being retreated.
Example: Zaaro, "Signore dei Lupi"'s Hemolytic Horror

28

Code: OUT_OF_GROUND
In-game designation: The unit is considered to be outside of the map and disjoints any projectiles targeting them.
Example: The Last Steam Knight's Unto My Last Breath

29

Code: SP_MODIFY_STOPPED
In-game designation: The skill's effect cannot be influenced by any modifiers except those provided by the skill itself.

30

Code: ANTI_STATUS_RESISTABLE
In-game designation: The unit is unaffected by effects that are subject to Status Resistance.
Example: Lessing's Skill-Lessing3.png Oathbreaker

31

Code: DISARMED_COMBAT
In-game designation: See Frighten.

AbnormalCombo[edit]

ID

Information

0

Code: SLEEPING
In-game designation: STUNNED_NO_AMPLIFY_DAMAGE + INVINCIBLE + BLOCK_FREE
Example: Sleep

1

Code: SHELTERING
In-game designation: FORCE_DISARM + INVINCIBLE + BLOCK_FREE
Example: The first stage of Mudrock's Skill-Mudrock3.png Bloodline of Desecrated Earth

AbnormalImmune and AbnormalComboImmune[edit]

A unit with an AbnormalImmune flag will become unaffected by the corresponding AbnormalFlag, but the flag itself will not be removed. If the AbnormalImmune effect wears off, the AbnormalFlag will take effect again if it is still present. One example of this would be Operators that can temporarily reveal Invisible enemies in range, who will lose their invisibility but regain it once they exit the operator's range.

AbnormalComboImmune is functionally identical to AbnormalImmune, but used for AbnormalCombo flags instead. An example of this is Sleep immunity.

All units utilize several boolean variables for debuff immunity that determine if the unit is naturally immune to the corresponding status. If the variable is set to TRUE, then the unit will gain the corresponding immunity flag when spawning.

  • stunImmune: Blocks STUNNED.
  • silenceImmune: Blocks SILENCED.
  • sleepImmune: Blocks SLEEPING.
  • freezeImmune: Blocks FROZEN.
  • levitateImmune: Blocks LEVITATE.
  • disarmedCombatImmune: Blocks DISARMED_COMBAT.

AbnormalAnti[edit]

A unit with an AbnormalAnti flag will immediately clear the status conferring the corresponding AbnormalFlag on themselves, and prevent the unit from gaining that effect for the lifetime of the flag. This is distinct from AbnormalImmune in that it affects the status that carries the corresponding flag, but not the flag itself.

AbnormalFlagMask[edit]

A method used by the game to consolidate all of the unit flags carried by a status into a single value.

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