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PassivityIconData

VersionStatus
v92Full
v90-
v86-

PassivityIconData.xml defines icon mappings: links passivity IDs to icon asset names for UI display.


Entity: passivityIconData Operations: create, update, delete, upsert


spec:
version: "1.0"
passivityIconData:
create:
- passivityId: 100001
iconName: "icon_crit_dmg.png"
spec:
version: "1.0"
passivityIconData:
create:
- passivityId: 100001
iconName: "icon_crit_dmg.png"
- passivityId: 100002
iconName: "icon_defense.png"
- passivityId: 100003
iconName: "icon_speed.png"
spec:
version: "1.0"
passivityIconData:
update:
- passivityId: 100001
changes:
iconName: "icon_crit_dmg_v2.png"

Creates the entry if it doesn’t exist, or updates it if it does.

spec:
version: "1.0"
passivityIconData:
upsert:
- passivityId: 100004
iconName: "icon_new_passive.png"
spec:
version: "1.0"
passivityIconData:
delete:
- 100001

PropertyTypeRequiredSinceDescription
passivityIdintYesv92Passivity ID this icon belongs to
iconNamestringNov92Icon asset filename

PassivityIconData.xml
└── PassivityIconData (root)
└── Icon (0..∞)
@passivityId (required)
@iconName?

  • Icon asset paths: The iconName is just the filename, not a full path. The game client resolves the actual asset location.
  • Optional iconName: While passivityId is required, iconName is optional. An entry without iconName creates a placeholder mapping.
  • One-to-one mapping: Each passivityId should have at most one icon entry. Creating duplicate entries for the same ID may cause undefined behavior.
  • Coordinate with Passivity: Ensure the passivityId references an existing entry in Passivity.