Rune Tablet System
This page contains information about the System\Rune\ folder and all it's files, which I collected myself.
Note: There might be mistakes and misunderstandings in there, if you have more information about it, let me know.
The following list has the official name declared first, then the project's version.
Texture Folder¶
All textures are located in the data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\runesystem\ folder.
Each file is declared/called via the files explained below.
Subfolders are:
Holds the center images for the Rune Tablets
Holds the center images for the Runes
Holds the small images for the Runes
Holds the images for the Tags
System/Rune | SystemEN/Rune¶
This is the main folder all related files are located.
The project uses, like other System folder related files, the SystemEN folder.
Also slightly different names compared to the official ones.
Guide Example
For the sake of showing examples, I will use one official entry:
Rune
Rp_Ep17_Melee - Doubtful Components(Melee)
Rune Tablet
Rt_Ep17_Doubt - Doubtful Components
runesystemid.lub | systemid.lub¶
This file is one of most important ones as it holds all entries required for the whole system to work.
It defines the Runes as well as the Rune Tablets (Set Effects) with a unique ID, which needs to match the server side, similiar to an Item ID.
There are three tables present:
RUNESETIDTBL
Holds the unique IDs for each Rune Tablet (Set), they start with 1260000
Key values (like Rt_Ep17_Doubt), have a prefix of Rt which is not required,
makes it easier to identify later on, based on my assumption it is short for Rune Tablet.
RUNEIDTBL
Holds the unique IDs for each single Rune, they start with 1263000
Key values (like Rp_Ep17_Melee) have a prefix of Rp which is not required,
makes it easier to identify later on, based on my assumption it is short for Rune Page.
RUNETAGIDTBL
Tags can be seen as categories, it also defines the texture file name:
tag\bt_tag_<Tag>_0.bmptag\bt_tag_<Tag>_1.bmptag\bt_tag_<Tag>_equip.bmp
runeSystem_table.lub | System_table.lub¶
Contains Activation and Upgrade requirements which are defined via an index value,
they linked to info.lub (Rune_ActiveList) and set_info.lub (RuneSetActiveList/RuneSet_UpGradeList).
This file format is simple, based on the available "visual" slots, you can have up to 8 items.
RuneTable_itemList table
rune_info.lub | info.lub¶
Runetbl_info table
This file holds the item list requirements to activate Runes.
Defines the Texture file name
Refers to the requirement table (RuneTable_itemList) in System_table.lub to activate it
rune_desc.lub | desc.lub¶
Runetbl_desc
Simple file to define the display name of Runes themself.
runeset_info.lub | set_info.lub¶
GradeTable
Table for upgrade success
GradeTable_Fail
Table for increase of success chance if upgrade fails
All values are called via RuneSet_UpGrade_Percentage_table and RuneSet_UpGrade_Percentage_table_Fail respectively,
value being the index of the table.
Format: [<Index>] = {<Chance_1>,...,<Chance_15>} (1)
<Chance>: Value * 1000 (8% > 8 * 1000 = 8000)
RuneSettbl_info table
RuneSetRes
Texture file name
RuneSetActiveList
Value refers to item requirements to activate it, located in System_table.lub
RuneSet_SlotList
Values refers to RUNEIDTBL table and can have less values than 6, but that screws the slots
RuneSet_UpGradeList
Value refers to item requirements to upgrade (refine) it, located in System_table.lub
RuneSet_UpGrade_Percentage_table and RuneSet_UpGrade_Percentage_table_Fail
Both values refer to table index of GradeTable and GradeTable_Fail respectively,
representing the success chance and the increase of the success chance in case the upgrade fails.
Example
[RUNETAGIDTBL.EPISODE17] = {
[RUNESETIDTBL.Rt_Ep17_Doubt] = {
RuneSetRes = "Rt_Ep17_Doubt",
RuneSetActiveList = 1,
RuneSet_SlotList = {RUNEIDTBL.Rp_Ep17_Melee, RUNEIDTBL.Rp_Ep17_Range, 0, 0, RUNEIDTBL.Rp_Ep17_Magic, RUNEIDTBL.Rp_Ep17_Razor},
RuneSet_UpGradeList = {45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59},
RuneSet_UpGrade_Percentage_table = 1,
RuneSet_UpGrade_Percentage_table_Fail = 1
},


runeset_desc.lub | set_desc.lub¶
Runesystemtbl_tag table
Declares a tooltip when you move your mouse over the Tags.
RuneSettbl_desc table
Contains the description of set effects and the name of the Set
Display Name for Set
Will be split into set effects based on index value:
[2] = 2 set effects, each "", will be printed in a new line
runeset_reward.lub | set_reward.lub¶
The Rune Reward UI was implemented with 2024-10-16, adds new texture files as well as this file.
Up to 7 rewards can be received based on existing entries, I didn't test what happens if you have less values.
File Format
This is simple and uses Item IDs.
{ <Reward_1>, <Reward_2>, <Reward_3>, <Reward_4>, <Reward_5>, <Reward_6>, <Completion_Reward> }

Example
itemDecom.lub | itemDecom.lub¶
This file controls the Disassembly part has 3 tables.
For this I will take a Step Card (ID: 4698) as example.
itemDecomItemNum_tbl table
Disassemble Amount to select from, you can have 2 values.

itemDecomType_tbl table
Defines the list of disassembled materials per <Type>
[<Type>] = {
Disassembled materials per entry (more entries means more possible materials)
{ <Item ID>, <Min Amount>, <Max Amount>, <Chance> }
ID of the material
Random value between these two values
100% = 100000, 25% = 25000 (so % * 1000; 10% = 10000)
itemDecom_tbl table
Simple list of items which can be disassembled
[<Item ID>] = {<Type1>,<Type2>}
ID which can be disassembled
Will be selected if you dismantle "1"
Will be selected if you dismantle "30"
Images


runesysteminfo.lub | systeminfo.lub¶
Even I'm not sure why this file exists.
It just calls the function GetDefultTag to define a default tag...
Same as the dofile line, the client reads it anyway.