GS2-SeasonRating Master Data Reference

Reference for the master data format and the models to be imported

Master Data Format

{
  "version": "2024-02-23",
  "seasonModels": [
    {
      "name": "[string]Season Model name",
      "metadata": "[string?]Metadata",
      "tiers": [
        {
          "metadata": "[string?]Metadata",
          "raiseRankBonus": "[int]Raise Rank Bonus",
          "entryFee": "[int]Entry Fee",
          "minimumChangePoint": "[int]Minimum Change Point",
          "maximumChangePoint": "[int]Maximum Change Point"
        }
      ],
      "experienceModelId": "[string]Experience Model ID",
      "challengePeriodEventId": "[string?]Challenge Period Event ID"
    }
  ]
}
TypeConditionRequiredDefaultValue LimitsDescription
versionstring
2024-02-23Format version of master data
seasonModelsList<SeasonModel>~ 50 itemsSeason Model
Defines the tier structure and point adjustment rules applied during a season.
Specifies tier-based point change ranges, entry fees, rank-up bonuses, and the Experience Model used for point management.
Actual user data (points and tier affiliation) is managed by GS2-Experience.

Model

SeasonModel

Season Model

Defines the tier structure and point adjustment rules applied during a season. Specifies tier-based point change ranges, entry fees, rank-up bonuses, and the Experience Model used for point management. Actual user data (points and tier affiliation) is managed by GS2-Experience.

TypeConditionRequiredDefaultValue LimitsDescription
seasonModelIdstring
*
~ 1024 charsSeason Model GRN
* Set automatically by the server
namestring
~ 128 charsSeason Model name
Season Model-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).
metadatastring~ 128 charsMetadata
Arbitrary values can be set in the metadata.
Since they do not affect GS2’s behavior, they can be used to store information used in the game.
tiersList<TierModel>
1 ~ 100 itemsList of Tier Models
The ordered list of tier definitions that compose the season’s ranking ladder.
Each tier defines its own point adjustment rules (entry fee, min/max change, rank-up bonus).
Players progress through tiers based on their accumulated points managed by GS2-Experience.
Minimum 1 tier, maximum 100 tiers.
experienceModelIdstring
~ 1024 charsExperience Model ID
GRN of the GS2-Experience experience model used to manage season points and tier progression.
The experience model’s rank thresholds determine tier boundaries, and experience values represent the player’s current season points.
Point changes from match results are applied to this experience model.
challengePeriodEventIdstring~ 1024 charsChallenge Period Event ID
GRN of the GS2-Schedule event that defines the period during which the season is open for competitive matches.
When set, players can only participate in matches while the referenced event is active.
If not set, the season has no time restriction.

TierModel

Tier Model

TierModel defines the point adjustment rules for each tier within a season. Specifies point change ranges by rank, entry fees, and promotion bonuses. While actual point data is managed by GS2-Experience, the calculation logic for point adjustments is determined by the TierModel configuration.

TypeConditionRequiredDefaultValue LimitsDescription
metadatastring~ 128 charsMetadata
Arbitrary values can be set in the metadata.
Since they do not affect GS2’s behavior, they can be used to store information used in the game.
raiseRankBonusint
0 ~ 10000Raise Rank Bonus
Bonus points added when a player is promoted to this tier, providing a buffer to prevent immediate demotion.
For example, if set to 100, the player starts the new tier with 100 extra points above the promotion threshold.
Valid range: 0 to 10000.
entryFeeint
0 ~ 10000Entry Fee
Points deducted from the player before the match begins as a participation cost.
This fee is always subtracted regardless of the match outcome, creating a risk element in competitive play.
Valid range: 0 to 10000.
minimumChangePointint
-99999999 ~ -1Minimum Change Point
The minimum (most negative) point change that can occur from a single match result, typically representing the worst-case loss.
Must be a negative value. The actual point change for a losing player falls between this value and 0.
Valid range: -99999999 to -1.
maximumChangePointint
1 ~ 99999999Maximum Change Point
The maximum (most positive) point change that can occur from a single match result, typically representing the best-case win.
Must be a positive value. The actual point change for a winning player falls between 0 and this value.
Valid range: 1 to 99999999.