System Documents / FALL.SYS.STORYBOARD-SOURCE
Storyboard Continuity Engine
WORKING108-sheet reference workbook for identity, relationships, context, and future runtime design.
AI README
Notation | Sheet Structure | Runtime Skill Registry | Query Order / Routing Order | System Rules
Sheet Structure
Category | Sheet Name
Runtime Skill Registry
Skill_ID | Skill_Name | Trigger_Pattern | Resolved_Input_States | Required_Sheets | Output_Sheet | Output_Fields | Step_01 | Step_02 | Step_03 | Step_04 | Step_05 | Step_06 | Step_07 | Step_08 | Step_09 | Step_10
Runtime Output Glossary
Output_Field | Field_Type | Definition | Allowed_Values | Value_Format | Produced_By_Skills | Written_To_Sheets | Persistence_Type | Media_Agnostic_Use | Notes
Runtime Directions
1. Start with the right mental model
Action Registry
Action_ID | Action_Name | Description | Action_Taxonomy_ID | Allowed_User_Taxonomy | Target_Type | Allowed_Target_Taxonomy | Base_Damage | Base_Heal | Base_Noise
Action Taxonomy
Action_Taxonomy_ID | Parent_Action_Taxonomy_ID | Taxonomy_Name | Description | Primary_Result_Class | Secondary_Result_Class | Notes
Force Profile Registry
taxonomy_id | intimidate_mult | attack_mult | warn_mult | noise_mult
Goal Registry
Goal_ID | Goal_Name | Description
Response Profile Registry
taxonomy_id | intimidate_threshold | warn_threshold | attack_threshold | curiosity_threshold
Character Registry
CharacterID | Name | SMT | AMT | BID | Goals | Capabilities | Relationship | REL_Type | Backstory | Doc_Link
NPC Alert Thresholds
NPC_ID | Trigger_ID | Trigger_Type | Threshold_Metric | Threshold_Value | Comparison_Type | Result_State_Type | Triggered_Goal_ID | Goal_Weight_Modifier | Duration_Minutes | Cooldown_Minutes | Notes
NPC Knowledge Graph
Element ID | Knowledge Level
NPC Routine
Routine_ID | Role_ID | Start_Time | End_Time | Goal_ID | Zone_ID | Tile_ID | Target_Type | Priority | Notes
Event Metric Weights
Event Metric Weights
Event Records
Event Registry
Event Registry
Scene Context
SceneID | ConditionType | Value
Scene Records
Scene ID | TimeIndex | Sequence Order | Visibility | Location ID | Characters present | Plot Threads Active | Events | Actions | State Change | Writes To | Continuity Notes
Scene Runtime Packet
SceneID | Time | Location | Participants | Loaded Character States | Loaded Entity States | Active Conditions | Active Modifiers | Current Metrics
States
State ID | Name | Category | Scope | Persistence | Description
T3 Choreography
InterstitialID | FromNodeKey | TriggerEvent | Condition | Action | ToNodeKey | ResultingEvent | Status
T3 Sheet
T3_ID | Step_ID | From_NodeKey | Operation_Type | Condition | Input_Ref | Output_Ref | To_NodeKey | Next_Step_ID
Fauna Affinity
ElementID | Name | on_hunt | on_spot | on_track | on_harvest
Fauna Alert Thresholds
Fauna_ID | Trigger_ID | Trigger_Type | Threshold_Metric | Threshold_Value | Comparison_Type | Triggered_Goal_ID | Goal_Weight_Modifier | Duration_Minutes | Cooldown_Minutes | Notes
Fauna Components Registry
Fauna_ID | Component_ID | Component_Quantity | Harvest_Priority | Notes
Fauna Goal Pool
Fauna_Taxonomy_ID | Goal_ID | Available_Actions | Action_Selection_Weight | Notes
Fauna Inspector
Fauna Herd Mechanics
Herd_Profile_ID | Goal_ID | Herd_Type_ID | Herd_Execution | Individual_Execution | Notes
Fauna Knowledge Unlocks
ElementID or TaxonomyID | Level | Threshold | Reveals
Fauna Mating Periods
Fauna_ID | Mating_Period_ID | Season_ID | Goal_ID | Goal_Weight_Modifier | Notes
Fauna Registry
FaunaID | Name | Description | Can_Herd | Herd_Profile_ID | Morphology | Height | Weight | Health_Multiplier | Hunger_Multiplier | Hunger_Change_Per_Update | Thirst_Multiplier | Thirst_Change_Per_Update | Zone_ID | Temperament | predator_of | prey_of | peer_to | eats_fauna | eats_flora | TaxonomyID | Doc_Link
Fauna Schedule
Fauna_Taxonomy_ID | Schedule_Block_ID | Start_Time_Source | Start_Offset_Minutes | End_Time_Source | End_Offset_Minutes | Goal_Trigger | Priority | Notes
Fauna Taxonomy Registry
taxonomy_id | name | parent_taxonomy_id | description
Herd Type
Herd_Type_ID | Herd_Type_Name | Member_Spacing_Min | Member_Spacing_Max | Notes
Flora Affinity
Flora Components Registry
Flora_ID | Component_ID | Component_Quantity | Harvest_Priority | Notes
Flora Inspector
Flora Knowledge Unlocks
Flora Registry
FloraID | Name | Description | Morphology | Height | HabitatID | consumed_by_fauna | peer_to | Taxonomy ID | Doc_Link
Flora Taxonomy Registry
taxonomy_id | name | parent_taxonomy_id | description
Modifier Registry
Modifier_ID | Applies_To | Condition_Type | Condition_Value | Affected_Filed | Modifier_Type | Modifier_Value | Notes
Atmosphere
Atmospheric composition | Pressure | Temperature ranges | Climate modifiers
Component Registry
Component_ID | Component_Name | Component_Type | Trait_Modifiable | Notes
Context Multiplier Registry
ContextID | AppliesToType | AppliesToID | ForceType | Multiplier | Condition | Notes
Global Alias Registry
Alias_ID | Category | Canonical_ID | Canonical_Name | Alias_Name | Source_Sheet | Same_AliasName_AliasID | Disambiguation_Hint | Priority | Status
Global Stats
Stat_ID | Stat_Name | Default_Value | Max_Value | Notes
Global Stat Formula
Formula_ID | Formula_Name | Source_Stat | Threshold_Type | Threshold_Value | Formula | Affected_Stat | Stat_Change_Type | Notes
Global Update Interval
Update_Type | Interval_Minutes | Notes
Noise Propagation
Condition_Type | Condition_Value | Noise_Multiplier | Notes
Knowledge Level Registry
KnowledgeLevelID | Name | RevealStyle | AllowedDetailTypes
Planetary Regions
5. Planetary Regions
Plot Thread Registry
Regional Zone Distribution
5. Planetary Regions
Satiety Registry
Satiety_Source_ID | Satiety_Type | Satiety_Value | Status_Change_ID | Notes
Status Change Registry
Status_Change_ID | Status_Type | Status_Change_Value | Target_Field | Target_Field_Effect | Target_Field_Effect_Value | Max_Stacks | Stack_Effects | Stack_Effects _Values | Decay_Method | Decay_Value | Notes
Trait Component Modifier
Trait_ID | Trait_Name | Fauna_Effect | Fauna_Effect_Type | Fauna_Effect_Type_Value | Armor_Effect | Armor_Effect_Type | Armor_Effect_Type_Value | Weapon_Effect | Weapon_Effect_Type | Weapon_Effect_Type_Value
World Time
Season_ID | Season_Name | Sun_Up_Time | Sun_Down_Time | Notes
Adjacency Signal Registry
Source Tile Type ID | Affected Metric | Signal Strength | Distance Band
Emergence Condition Registry
ConditionID | SpawnableID | RequiredCenterTile | RequiredRing1Pattern | RequiredRing2Pattern | RequiredZone | TimeCondition | SeasonCondition | WeatherCondition | RarityWeight | MaxInstancesPerRegion
Habitat Affinity
Habitat Inspector
Habitat Knowledge Unlocks
Habitat Registry
HabitatID | Name | Type | Climate | Terrain | contains_fauna | contains_flora | noise_mult | Doc_Link
Habitat Structural Map
HabNode ID | Hab Scope | HabParent ID | Hab Name | Primary Biome | Secondary Biome
Spawn Logic Registry
SpawnID | SpeciesID | RequiredZone | MinZoneSize | SpawnChancePerTile | DensityCap | Notes
Tile Instance Sheet
Tile ID | Seed | BaseTileTypeID | Region ID | Computed Fields | Spawned Outputs Summary
Tile Metric Profile
Water | Vegetation | Density | Openness | Fertility | etc…
Tile Type Registry
Tile Type ID | Name | Base Traits | Color | Biome Class
Zone Membership
AreaID | TileID | PrimaryZone | SecondaryZone | PrimaryScore | SecondaryScore
Zone Metric Profile
Water | Vegetation | Density | Openness | Fertility | etc…
Zone Type Registry
ZoneID | Name | PrimaryRequirements | SecondaryRequirements | OverlapAllowed
Active Heat Gauge
Heat Gauge Map
Heat Gauge Map & Registry
Heat Gauge Thresholds
Heat Gauge Thresholds
Object Registry
Rock Affinity
Rock Components Registry
Rock_ID | Component_ID | Component_Quantity | Harvest_Priority | Notes
Rock Distribution
which zones / tiles allow it | rarity | mineral composition chance | emergence conditions | region overrides
Rock Inspector
Rock Knowledge Unlocks
Rock Registry
Rock_ID | Name | Base rock type | Size class | hardness / density if needed | visual / morphology info | Doc_Link
Rock Taxonomy Registry
2. Rocks & Minerals Taxonomy Registry
Societal Structural Map
SocNodeID | Soc Scope | Soc Parent ID | Soc Name | Faction ID | Authority Type
Society Inspector
Tribal Mechanics
Tribes Registry
TribeID | Name | Description | Template | PrimaryLocationID | uses_fauna | uses_flora | Relations | REL_Type | Doc_Link
Master Field Glossary
Field Name | Field Type | Field Source | Used In | Definition | Notes
Sheet Alias
SheetID | CanonicalSheetName | Alias | Category | Status
Sheet Metadata
Category | Sheet Name | Depends On | Purpose | When to Use
Sheet Runtime & Behavior
Sheet Name | Example Row | Relationships to Other Sheet | AI / Runtime Interpretation
Sheet to Field Mapping
Category | Sheet Name | Field 1 | Field 2 | Field 3 | Field 4 | Field 5 | Field 6 | Field 7 | Field 8 | Field 9 | Field 10 | Field 11 | Field 12 | Field 13 | Field 14 | Field 15 | Field 16 | Field 17 | Field 18 | Field 19 | Field 20 | Field 21 | Field 22 | Field 23
Natural Language Parsing
Parsed_Value | Resolved_ID | Canonical_Name | Resolved_Type | Source_Sheet | Alias_Match | Enitity_Role | Notes
Action Simulation
ACTION SIMULATION: Crystal Bat uses Screech on Forest Elk
Event Simulation
Spawn Simulation
Ecology Simulation
Relationship Simulation
Knowledge Simulation
Tool Action Mapping
Tool_Taxonomy_ID | Action_ID | Relationship_Type | Modifier_Type | Modifier_Value | Notes
Tool Affinity
Tool Registry
Tool_ID | Tool_Name | Tool_Taxonomy | Tool Strength
Tool Taxonomy
Tool_Taxonomy_ID | Taxonomy Name | Description | Allowed_User_Taxonomy | Notes
Global Weather Settings
Weather_ID | Max_Particle_Density | Max_Wind_Speed | Max_Sound_Volume | Max_Visibility_Reduction | Ramp_Up_Speed | Ramp_Down_Speed | Notes
Weather Distribution
Weather_ID | Zone_Type | Season | Time_Block | Base_Chance | Min_Intensity | Max_Intensity | Priority | Override_Flag | Notes
Weather Effects Registry
Weather_ID | Affected_System | Target_Scope | Target_Field | Modifier_Type | Base_Modifier_Value | Intensity_Scaling_Type | Application_Order | Condition_Type | Condition_Value | Notes
Weather Registry
Weather_ID | Weather_Name | Weather_Type | Description | Notes
JUST USED FOR EXAMPLE
ACTION SIMULATION: Crystal Bat uses Screech on Forest Elk
MIRROR assets
Open MIRROR Network ↗No visual assets linked. A preferred asset is optional.