Skip to content
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
        }
      ]
    }
  ]
}

Clone this wiki locally