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- {
- actions: [
- {
- id : template // unique to refer to this action (e.g. unlockig special missions)
- name : template // name of the mission shown
- desc: Description // The "lore text" that explains stuff
- always: true // if true -> Mission of same type gets added Default: false
- chance : 2 // Chance for mission to be selected during new Mission Generation - 0 means never: Use for special
- days : [2,5] // Time needed for Mission [min,max]
- autoSelect : false // automatically selects the Person used (i.e. Training) or the Leader if no Person (missing) - No Reqs tested
- //called at the start of the action and at the end, use days to determine
- func : scoutForest // LuaFunction called at start and end of mission
- reqs : {
- base : {
- stats : {
- }
- statsPP : { // stats but for each PersonReq
- suppliesCost : [2,4] // Amount of Supplies needed per Person for Mission [min,max] -- miss
- goldCost : [20,50] // Amount of Gold needed per Person for Mission [min,max] -- miss
- }
- }
- persons : [ // Persons needed to do mission
- {
- id : leader // unique type of Person
- level:[0,-1] // minimum level needed for mission
- amount :[1,2] // How many of this type are needed [min,max]
- stats : {
- condition : [5,11]
- }
- // Requirements for Person
- status : [] // Slaver, Slave or Leader
- traits : [] // Must fulfill all these traits to be allowed -- Missing: ForbiddenTraits OR and AND
- gender : [female] // Only these genders allowed on mission
- race : [human_common] // Only these races are allowed
- }
- ]
- }
- // : Reuseability?
- outcomes :[ // Each individual Outcome of this Mission
- {
- // id?
- name : success // name shown e.g. for chances
- desc: "Outcome" // Lore text shown for this outcome
- baseChance : 3 // Base chance for Outcome to happen (not a percentage)
- hitIncrease : 2 // Added to baseChance for each bonus the person has
- bonus : [ // What increases the base chance for this outcome
- {
- id : leader //PersonReqFromAbove // refers to the person Type from above
- minLevel:[0,-1] // Person has certain minimum level
- status : [] // E.g. Bonus if Person used is slave/leader/slaver
- traits : [] // bonus for each trait
- gender : [female] //bonus for gender
- race : [human_common] // bonus for each race
- }
- ]
- // Dice: {XdY+Z, XdY = XdY+0, Z = 0d0+Z} - SUM(X times a Dice with Y Sides) + Z
- baseChange : {
- stats : {
- gold : 4d6+40 // How much gold this outcome generates
- supplies : 0 // How much supplies
- }
- statsPP : {
- }
- }
- personOutcome : [ // Individual Outcomes for each person -- miss
- {
- // traitsReq missing
- hurt : none // Person got hurt on mission {none - wound - gone}
- chance : 1 //Chance for Individual Outcome to happen -- miss
- desc:["good"] // Description of Indiv. Outcome near Person
- xpMult: 2 // Multiplicator for the xp of the person
- trait: { // random trait changes trait : [min, max]
- }
- }
- ]
- newActions : { // Generate new Missions
- random : 3 // By random Mission
- special : [xy] // Unlocks special missions -- miss
- }
- // miss
- newPerson : [ // Generate a new Person
- {
- firstNames : [Bimbo] // Fixed First Names
- secondNames : [] // Fixed Family Names
- level : [3,5] // Set level of new Person [min,max]
- stats: { // Stats of new Person [min,max]
- morale : [0,100]
- }
- ranks : [slave] // Rank of new Person Slave/Slaver -- miss
- races : [] // Person Races - Required
- genders:[] // Person Genders
- traits : [] // Traits Person has
- traitPoints :[20,20] // More Points => More/Rarer traits
- body : { // which body parts does person have -- miss
- replace : {
- x : []
- y : []
- }
- hair : [xy]
- skin : [xy]
- }
- }
- ]
- // needs also something like traitContainers?
- func: xxx // LuaFunction the Outcome would call miss
- }
- {
- name : fail
- desc: "Burn"
- personOutcome : [
- {
- hurt : none
- chance : 1
- desc:[good]
- xpMult: 2
- trait: none
- }
- ]
- baseChance : 4
- hitIncrease : 2
- bonus:[{
- id : leader // refers to one up
- level:[0,-1]
- status : []
- traits : [Agg]
- gender : []
- race : []
- }]
- gold : 4d6+40
- supplies : 0
- xp : 0
- newActions:{
- random : 1
- special : [xy]
- }
- newPerson : 2
- func: xxx
- }
- ]
- }
- ]
- }
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