| 0001Development | Development→Development Diagram | ACTIVE | 5 FIELDS- TRANSITION TYPE
- STATE CHANGE
- TRIGGER CONDITION
- Required Units, Capital and special items are available and Development is executed
- COST INPUT
- Required inputs stated in trigger
- RESOURCE OR STATE TRANSFER
- New Unit ownership and series development state
- CADENCE RESET
- Persistent / series-specific
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| 0002Upgrade Stages | Upgrade Stages→Upgrade | ACTIVE | 5 FIELDS- TRANSITION TYPE
- RESOURCE SUPPLY
- TRIGGER CONDITION
- Stage is cleared
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- Upgrade materials and Capital become available
- CADENCE RESET
- Recurring / stage-specific
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| 0003Main Stage | Main Stage→Eternal Road | ACTIVE | 5 FIELDS- TRANSITION TYPE
- UNLOCK
- TRIGGER CONDITION
- Mobile Suit Gundam Main Stage access coordinate is cleared
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- Content access permission
- CADENCE RESET
- One-time unlock
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| 0004Main Stage | Main Stage→Development Diagram | ACTIVE | 5 FIELDS- TRANSITION TYPE
- UNLOCK
- TRIGGER CONDITION
- A work is implemented as a Main Stage
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- Permanent series availability state
- CADENCE RESET
- Permanent
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| 0005Story Event | Story Event→Development Diagram | CONDITIONAL | 5 FIELDS- TRANSITION TYPE
- EVENT ACTIVATION
- TRIGGER CONDITION
- Corresponding Event is active
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- Temporary access state
- CADENCE RESET
- Event period
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| 0006HARD STAGE | HARD STAGE→Development | ACTIVE | 5 FIELDS- TRANSITION TYPE
- REWARD
- TRIGGER CONDITION
- Mobile Fighter G Gundam HARD STAGE 1 is cleared
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- Development Material becomes owned
- CADENCE RESET
- First-clear / drop-specific
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| 0007HARD STAGE | HARD STAGE→Upgrade | ACTIVE | 5 FIELDS- TRANSITION TYPE
- REWARD
- TRIGGER CONDITION
- Mobile Fighter G Gundam HARD STAGE 1 is cleared
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- Upgrade Data and Weapons Upgrade Material become owned
- CADENCE RESET
- First-clear / drop-specific
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| 0008HARD STAGE | HARD STAGE→Capture | ACTIVE | 5 FIELDS- TRANSITION TYPE
- ACQUISITION
- TRIGGER CONDITION
- Capturable enemy condition is satisfied
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- Unit ownership
- CADENCE RESET
- Stage-specific
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| 0009Master League | Master League→Master League Medal (Silver) | ACTIVE | 5 FIELDS- TRANSITION TYPE
- REWARD
- TRIGGER CONDITION
- Promotion reward condition is met
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- Silver medal ownership
- CADENCE RESET
- Seasonal
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| 0010Master League | Master League→Master League Medal (Gold) | ACTIVE | 5 FIELDS- TRANSITION TYPE
- REWARD
- TRIGGER CONDITION
- Season reward condition is met
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- Gold medal ownership
- CADENCE RESET
- Seasonal
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| 0011Master League Medal (Silver) | Master League Medal (Silver)→League Shop | ACTIVE | 5 FIELDS- TRANSITION TYPE
- PURCHASE
- TRIGGER CONDITION
- A listed League Shop exchange is selected
- COST INPUT
- A listed League Shop exchange is selected
- RESOURCE OR STATE TRANSFER
- Medal balance converted into listed item ownership
- CADENCE RESET
- Purchase limits may reset by season
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| 0012Master League Medal (Gold) | Master League Medal (Gold)→League Shop | ACTIVE | 5 FIELDS- TRANSITION TYPE
- PURCHASE
- TRIGGER CONDITION
- A listed League Shop exchange is selected
- COST INPUT
- A listed League Shop exchange is selected
- RESOURCE OR STATE TRANSFER
- Medal balance converted into listed item ownership
- CADENCE RESET
- Purchase limits may reset by season
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| 0013League Shop | League Shop→Upgrade | ACTIVE | 5 FIELDS- TRANSITION TYPE
- GROWTH APPLICATION
- TRIGGER CONDITION
- Upgrade item exchange is completed
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- Upgrade item ownership
- CADENCE RESET
- Seasonal shop cycle
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| 0014Master League Season 14 - Gundam Fight | Master League Season 14 - Gundam Fight→Master League | ACTIVE | 5 FIELDS- TRANSITION TYPE
- EVENT ACTIVATION
- TRIGGER CONDITION
- Player Rank 5 달성 후 2026-07-24 12:00 JST에 Season 14 경쟁 창 개방
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- Season-specific competition access
- CADENCE RESET
- 2026-07-24 12:00~2026-07-31 10:59 JST
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| 0015Premium Unit Assembly Ver.2 | Premium Unit Assembly Ver.2→Unit Assembly | ACTIVE | 5 FIELDS- TRANSITION TYPE
- EVENT ACTIVATION
- TRIGGER CONDITION
- Version 2 availability begins
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- Versioned pool access
- CADENCE RESET
- Versioned availability
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| 0016Warship Cruise | Warship Cruise→AP | ACTIVE | 5 FIELDS- TRANSITION TYPE
- RESOURCE SUPPLY
- TRIGGER CONDITION
- Periodic receipt becomes available
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- AP ownership / balance increase
- CADENCE RESET
- Periodic; exact timer Unknown
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| 0017Invitation Code | Invitation Code→Diamonds | ACTIVE | 5 FIELDS- TRANSITION TYPE
- REWARD
- TRIGGER CONDITION
- A valid invitation code is entered and confirmed
- COST INPUT
- One valid code input
- RESOURCE OR STATE TRANSFER
- Direct Diamond reward
- CADENCE RESET
- One-time per account
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| 0018Invitation Points | Invitation Points→Diamonds | ACTIVE | 5 FIELDS- TRANSITION TYPE
- REWARD
- TRIGGER CONDITION
- Published Invitation Point threshold is reached
- COST INPUT
- Invitation Points threshold
- RESOURCE OR STATE TRANSFER
- Diamond reward
- CADENCE RESET
- Milestone-based
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| 0019Scouting | Scouting→캐릭터 | ACTIVE | 5 FIELDS- TRANSITION TYPE
- ACQUISITION
- TRIGGER CONDITION
- An unlocked Character is scouted
- COST INPUT
- Scouting eligibility / cost not fixed in
- RESOURCE OR STATE TRANSFER
- Character ownership
- CADENCE RESET
- Initial acquisition
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| 0020Eternal Pass | Eternal Pass→Upgrade Stages | ACTIVE | 5 FIELDS- TRANSITION TYPE
- EVENT ACTIVATION
- TRIGGER CONDITION
- エターナルパス 구독 유효 상태
- COST INPUT
- Active Eternal Pass subscription
- RESOURCE OR STATE TRANSFER
- Upgrade Stages 4종의 일일 도전 횟수 각 +1
- CADENCE RESET
- 월 단위 자동 갱신
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| 0021Eternal Pass II | Eternal Pass II→SSP 전환 칩 | ACTIVE | 5 FIELDS- TRANSITION TYPE
- RESOURCE SUPPLY
- TRIGGER CONDITION
- Subscription purchase or renewal grants listed benefits
- COST INPUT
- Active Eternal Pass II subscription
- RESOURCE OR STATE TRANSFER
- SSP Conversion Chips ownership
- CADENCE RESET
- Monthly subscription cycle
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| 0022Capital | Capital→Development | ACTIVE | 4 FIELDS- TRANSITION TYPE
- COST
- TRIGGER CONDITION
- Development is executed with required inputs
- COST INPUT
- Capital plus Units and special items
- RESOURCE OR STATE TRANSFER
- Capital balance is consumed as a Development input
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| 0023Rare Medals | Rare Medals→Rare Medal Shop | ACTIVE | 5 FIELDS- TRANSITION TYPE
- PURCHASE
- TRIGGER CONDITION
- A Rare Medal Shop exchange is selected
- COST INPUT
- Rare Medals
- RESOURCE OR STATE TRANSFER
- Medal balance converted into listed item ownership
- CADENCE RESET
- Recurring / item-specific limits
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| 0024GP / Gショップポイント | GP / Gショップポイント→G Shop | ACTIVE | 5 FIELDS- TRANSITION TYPE
- PURCHASE
- TRIGGER CONDITION
- A listed G Shop exchange is selected
- COST INPUT
- GP Coins / G Shop Points
- RESOURCE OR STATE TRANSFER
- GP balance converted into listed item ownership
- CADENCE RESET
- Recurring / inventory limits
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| 0025AP Pack | AP Pack→AP | ACTIVE | 5 FIELDS- TRANSITION TYPE
- RESOURCE SUPPLY
- TRIGGER CONDITION
- AP Pack is consumed
- COST INPUT
- Owned AP Pack
- RESOURCE OR STATE TRANSFER
- AP recovery
- CADENCE RESET
- Product-specific validity
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| 0026Unit Assembly | Unit Assembly→유닛 | ACTIVE | 5 FIELDS- TRANSITION TYPE
- ACQUISITION
- TRIGGER CONDITION
- A Unit Assembly result is confirmed
- COST INPUT
- Applicable Diamonds or ticket
- RESOURCE OR STATE TRANSFER
- Unit ownership
- CADENCE RESET
- Assembly-specific
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| 0027Unit Assembly | Unit Assembly→서포터 | ACTIVE | 5 FIELDS- TRANSITION TYPE
- ACQUISITION
- TRIGGER CONDITION
- A Unit Assembly result is confirmed
- COST INPUT
- Applicable Diamonds or ticket
- RESOURCE OR STATE TRANSFER
- Supporter ownership
- CADENCE RESET
- Assembly-specific
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| 0028Unit Assembly | Unit Assembly→캐릭터 | ACTIVE | 5 FIELDS- TRANSITION TYPE
- ACQUISITION
- TRIGGER CONDITION
- An eligible Unit is obtained for the first time
- COST INPUT
- Applicable Diamonds or ticket
- RESOURCE OR STATE TRANSFER
- Character ownership
- CADENCE RESET
- Conditional by Unit result
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| 0029Diamonds | Diamonds→Unit Assembly | ACTIVE | 5 FIELDS- TRANSITION TYPE
- COST
- TRIGGER CONDITION
- A Diamond-eligible Unit Assembly draw is executed
- COST INPUT
- Assembly-specific Diamond cost
- RESOURCE OR STATE TRANSFER
- Diamond balance is consumed and a draw is executed
- CADENCE RESET
- Assembly-specific
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| 0030Exchange Pts | Exchange Pts→Rare Medals | ENDED | 5 FIELDS- TRANSITION TYPE
- STATE CHANGE
- TRIGGER CONDITION
- Premium Unit Assembly Ver.1 ends with unused Exchange Pts
- COST INPUT
- Unused Ver.1 Exchange Pts
- RESOURCE OR STATE TRANSFER
- Rare Medal balance
- CADENCE RESET
- Historical Ver.1→Ver.2 transition
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| 0031Premium Unit Assembly Ticket | Premium Unit Assembly Ticket→Premium Unit Assembly Ver.2 | ACTIVE | 5 FIELDS- TRANSITION TYPE
- ENTRY
- TRIGGER CONDITION
- A ticket-compatible Premium Unit Assembly draw is selected
- COST INPUT
- One applicable Premium Unit Assembly Ticket
- RESOURCE OR STATE TRANSFER
- Assembly entry / draw eligibility
- CADENCE RESET
- During Ver.2 availability
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| 0032Master League Season 14 Celebration! Unit EXP x1.5 Campaign | Master League Season 14 Celebration! Unit EXP x1.5 Campaign→유닛 레벨 | ACTIVE | 5 FIELDS- TRANSITION TYPE
- GROWTH APPLICATION
- TRIGGER CONDITION
- A specified Main Stage is cleared during the campaign
- COST INPUT
- Campaign eligibility and stage play
- RESOURCE OR STATE TRANSFER
- Unit EXP x1.5 growth application
- CADENCE RESET
- Season-linked campaign window
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| 0033Upgrade/Train Stages Increased Attempt Limit Campaign | Upgrade/Train Stages Increased Attempt Limit Campaign→Upgrade Stages | ENDED | 5 FIELDS- TRANSITION TYPE
- EVENT ACTIVATION
- TRIGGER CONDITION
- Campaign window is active
- COST INPUT
- Campaign eligibility
- RESOURCE OR STATE TRANSFER
- One additional Upgrade Stage attempt permission
- CADENCE RESET
- 2026-07-16–2026-07-24 JST
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| 0034Mobile Suit Gundam 0080: War in the Pocket Story Event | Mobile Suit Gundam 0080: War in the Pocket Story Event→History Stage: Mobile Suit Gundam 0080: War in the Pocket | ACTIVE | 5 FIELDS- TRANSITION TYPE
- STATE CHANGE
- TRIGGER CONDITION
- History Stage archive opens after the limited Story Event
- COST INPUT
- Ended Story Event state
- RESOURCE OR STATE TRANSFER
- Permanent narrative/stage access without original event currencies
- CADENCE RESET
- Post-event archive
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| 0035Mobile Suit Gundam SEED X Astray Story Event | Mobile Suit Gundam SEED X Astray Story Event→History Stage: Mobile Suit Gundam SEED X Astray | ACTIVE | 5 FIELDS- TRANSITION TYPE
- STATE CHANGE
- TRIGGER CONDITION
- History Stage archive opens after the limited Story Event
- COST INPUT
- Ended Story Event state
- RESOURCE OR STATE TRANSFER
- Permanent narrative/stage access without original event currencies
- CADENCE RESET
- Post-event archive
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| 0036Movie Release Celebration Campaign | Movie Release Celebration Campaign→Development | ENDED | 5 FIELDS- TRANSITION TYPE
- UNLOCK
- TRIGGER CONDITION
- Campaign main scenario is cleared
- COST INPUT
- Campaign clear state
- RESOURCE OR STATE TRANSFER
- Development access for Ξ Gundam / Penelope
- CADENCE RESET
- Campaign-specific
|
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| 0037[Buy & Get!] G Generation ETERNAL × GCG Collaboration Campaign | [Buy & Get!] G Generation ETERNAL × GCG Collaboration Campaign→Premium Unit Assembly Ticket | CONDITIONAL | 5 FIELDS- TRANSITION TYPE
- REWARD
- TRIGGER CONDITION
- Eligible product purchase and valid promotion-code redemption are completed
- COST INPUT
- Eligible purchase plus one valid code
- RESOURCE OR STATE TRANSFER
- Premium Unit Assembly Ticket ×1
- CADENCE RESET
- Stock-dependent; code expiry applies
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| 0038[Join & Get!] G Generation ETERNAL × GCG Collaboration Campaign | [Join & Get!] G Generation ETERNAL × GCG Collaboration Campaign→Premium Unit Assembly Ticket | CONDITIONAL | 5 FIELDS- TRANSITION TYPE
- REWARD
- TRIGGER CONDITION
- Eligible card-game event participation and valid promotion-code redemption are completed
- COST INPUT
- Eligible participation plus one valid code
- RESOURCE OR STATE TRANSFER
- Premium Unit Assembly Ticket ×1
- CADENCE RESET
- Stock-dependent; code expiry applies
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| 0039Eternal Pass | Eternal Pass→Eternal Pass | ACTIVE | 5 FIELDS- TRANSITION TYPE
- Reset and Re-entry
- TRIGGER CONDITION
- The next billing cycle is reached without prior cancellation
- COST INPUT
- Auto-renewing subscription authorization
- RESOURCE OR STATE TRANSFER
- Benefits renew for the next validity period
- CADENCE RESET
- Monthly
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| 0040Eternal Pass II | Eternal Pass II→Eternal Pass II | ACTIVE | 5 FIELDS- TRANSITION TYPE
- Reset and Re-entry
- TRIGGER CONDITION
- The next billing cycle is reached without prior cancellation
- COST INPUT
- Auto-renewing subscription authorization
- RESOURCE OR STATE TRANSFER
- Benefits renew for the next validity period
- CADENCE RESET
- Monthly
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| 0041Master League | Master League→Master League | CONDITIONAL | 5 FIELDS- TRANSITION TYPE
- Reset and Re-entry
- TRIGGER CONDITION
- A new Master League season opens
- COST INPUT
- Season registration / roster conditions
- RESOURCE OR STATE TRANSFER
- Seasonal competition re-entry
- CADENCE RESET
- Recurring season
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| 0042Daily Updated Free Enhancement Pack | Daily Updated Free Enhancement Pack→Daily Updated Free Enhancement Pack | CONDITIONAL | 5 FIELDS- TRANSITION TYPE
- Reset and Re-entry
- TRIGGER CONDITION
- Daily shop refresh occurs
- COST INPUT
- Daily claim state resets
- RESOURCE OR STATE TRANSFER
- New daily claim eligibility
- CADENCE RESET
- Daily
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| 0043Mobile Suit Gundam: The 08th MS Team Story Event | Mobile Suit Gundam: The 08th MS Team Story Event→ヒストリーステージ (History Stage) | ACTIVE | 5 FIELDS- TRANSITION TYPE
- STATE CHANGE
- TRIGGER CONDITION
- 이벤트 종료 후 복각 대상 선정
- COST INPUT
- Ended Story Event state
- RESOURCE OR STATE TRANSFER
- 과거 이벤트 스테이지 접근권
- CADENCE RESET
- 복각 회차별
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| 0044Eternal Pass II | Eternal Pass II→Main Stage | ACTIVE | 5 FIELDS- TRANSITION TYPE
- STATE CHANGE
- TRIGGER CONDITION
- 구독 유효 상태
- COST INPUT
- Active subscription
- RESOURCE OR STATE TRANSFER
- 메인스테이지 스킵 횟수 +1
- CADENCE RESET
- 월 단위 자동 갱신
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| 0045Generation Tower WEST TOWER | Generation Tower WEST TOWER→Unit Upgrade Data / ユニット強化データ / Unit Upgrade Data | ACTIVE | 5 FIELDS- TRANSITION TYPE
- RESOURCE SUPPLY
- TRIGGER CONDITION
- 층 클리어
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- ダイヤ·武装強化パーツUR·SP化チップ·オプションパーツ
- CADENCE RESET
- 차기 개최 시 클리어 상황 리셋; 미획득 보상 차기 회수
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| 0046Master League Medal (Gold) | Master League Medal (Gold)→チャレンジモード (Challenge Mode) | ACTIVE | 5 FIELDS- TRANSITION TYPE
- UNLOCK
- TRIGGER CONDITION
- 시즌 최고 스코어 150,000 초과
- COST INPUT
- N/A
- RESOURCE OR STATE TRANSFER
- 챌린지 모드 접근 권한
- CADENCE RESET
- 시즌 단위
|
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| 0047Main Stage | Main Stage→Unit Upgrade Data / ユニット強化データ / Unit Upgrade Data | ACTIVE | 5 FIELDS- TRANSITION TYPE
- RESOURCE SUPPLY
- TRIGGER CONDITION
- 스킵 실행
- COST INPUT
- Stage skip permission
- RESOURCE OR STATE TRANSFER
- 強化データ와 경험치
- CADENCE RESET
- 반복 가능
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