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Races Example
netprogs edited this page Jun 28, 2012
·
1 revision
{
// RACES
// This section allows you to define what "Races" you want.
"races": [
{
// The "id" is used as a "key" to match a race for a character.
"id": "orc",
// This is the name used when displaying the race on screen.
"displayName": "Orc",
// This is used to give a quick description of the class.
"description": "This is the Orc race.",
// Every race is given a chance to provide it's own combat modifier values.
// Any combat modifier obtained from a class, level, weapon or armor are added to these values.
"combatModifiers": {
// The baseModifier is what a given race gets regardless of their gear.
// I've given the Orc race +2 ATK, +5 DMG, +10 Health and +5 to Defense (AC).
"baseModifier": {
"attack": 2.0,
"damage": 5.0,
"health": 10.0,
"defense": 5.0,
"initiative": 0.0,
"diceRoll": ""
},
// This defines what chestplates an Orc gains benefits or losses when wearing.
"chestplates": {
// This says that when wearing an Iron chestplate, an Orc gains +1 to their defense (AC)
// The name here is the ID you defined in the gear.json file for Armor.
"goldChestplate": {
"attack": 0.0,
"damage": 0.0,
"health": 0.0,
"defense": 1.0,
"initiative": 0.0,
"diceRoll": ""
},
"diamondChestplate": {
"attack": 0.0,
"damage": 0.0,
"health": 0.0,
"defense": 1.0,
"initiative": 0.0,
"diceRoll": ""
},
"ironChestplate": {
"attack": 0.0,
"damage": 0.0,
"health": 0.0,
"defense": 1.0,
"initiative": 0.0,
"diceRoll": ""
}
},
// This defines what bonuses/losses an Orc gets from helmets
// Right now we've not giving them any, so you could actually remove this line.
"helmets": {},
// This defines what bonuses/losses an Orc gets from leggings
// Right now we've not giving them any, so you could actually remove this line.
"leggings": {},
// This defines what bonuses/losses an Orc gets from boots
"boots": {
// When wearing diamond boots, an Orc gains +2 defense (AC)
"diamondBoots": {
"attack": 0.0,
"damage": 0.0,
"health": 0.0,
"defense": 2.0,
"initiative": 0.0,
"diceRoll": ""
}
},
// This defines what bonuses/losses an Orc gets when using weapons.
// If a weapon is not defined here, they can still use it.
// However, if you want them to take a loss when trying to use a weapon they probably shouldn't,
// you can put it here and give it a negative attack value to produce the penalty effect.
"weapons": {
// This says that when using a diamond sword they gain:
// +5 ATK, +10 DMG and the base roll is now d12.
"diamondSword": {
"attack": 5.0,
"damage": 10.0,
"health": 0.0,
"defense": 0.0,
"initiative": 0.0,
// Remember, diceRoll is optional.
// If used it will replace the diceRoll of the weapon with this racial roll instead.
"diceRoll": "d12"
}
}
},
// Ability modifiers allow you to provide the race bonus ability values.
// Ability modifiers are calculated using their configured combat modifier (see abilities further down)
// The value is here multiplied by the ability combat modifier (see ABILITIES below).
// For example, if the ability attack modifier is set to 0.5 for "strength", then our value here would end up
// adding (0.5 * 10=5) +5 to the characters attack modifier.
"abilityModifiers": [
{
"id": "strength",
"value": 10.0
},
{
"id": "constitution",
"value": 10.0
},
{
"id": "dexterity",
"value": 10.0
}
],
// Save modifiers allow you to provide racial bonuses to saves.
// The id here must match the id used when defining the saves below.
// These are direct additions to the save value.
// So as below, +1 to fortitude would be as is, +1.
"saveModifiers": [
{
"id": "fortitude",
"value": 1.0
},
{
"id": "will",
"value": 1.0
},
{
"id": "reflex",
"value": 1.0
}
]
},
{
// This defines a Human Race. Similar effects are applied.
"id": "human",
"displayName": "Human",
"description": "This is the Human race.",
"combatModifiers": {
"baseModifier": {
"attack": 1.0,
"damage": 1.0,
"health": 5.0,
"defense": 1.0,
"initiative": 5.0,
"diceRoll": ""
},
"chestplates": {
"diamondChestplate": {
"attack": 0.0,
"damage": 0.0,
"health": 0.0,
"defense": 2.0,
"initiative": 0.0,
"diceRoll": ""
}
},
"helmets": {},
"leggings": {},
"boots": {},
"weapons": {}
},
"abilityModifiers": [
{
"id": "strength",
"value": 4.0
},
{
"id": "constitution",
"value": 4.0
},
{
"id": "dexterity",
"value": 4.0
}
],
"saveModifiers": [
{
"id": "fortitude",
"value": 1.0
},
{
"id": "will",
"value": 1.0
},
{
"id": "reflex",
"value": 1.0
}
]
}
]
}