- Broken
- Junk
- Common
- Uncommon
- Rare
- Epic
- Legendary
- Armor
- Crafting Tables
- Foods
- Jewelry
- Miscellaneous
- Potions
- Raw Materials
- Refined Materials
- Seeds
- Tools
- Weapons
pickaxePower
- time reduction on mining (a 10 second node with a power of 3 becomes a 7 second node)axePower
- time reduction on loggingfishingPower
- time reduction on fishingscythePower
- time reduction on harvestinghuntingPower
- time reduction on huntingpickaxePowerPercent
- time reduction on mining (a 10 second node with a power of 50% becomes a 5 second node)axePowerPercent
- time reduction on loggingfishingPowerPercent
- time reduction on fishingscythePowerPercent
- time reduction on harvestinghuntingPowerPercent
- time reduction on huntingpickaxeSpeed
- cooldown reduction on mining (a 10 second cooldown with a power of 3 becomes a 7 second cooldown)axeSpeed
- cooldown reduction on loggingfishingSpeed
- cooldown reduction on fishingscytheSpeed
- cooldown reduction on harvestinghuntingSpeed
- cooldown reduction on huntingpickaxeSpeedPercent
- cooldown reduction on mining (a 10 second cooldown with a power of 50% becomes a 5 second cooldown)axeSpeedPercent
- cooldown reduction on loggingfishingSpeedPercent
- cooldown reduction on fishingscytheSpeedPercent
- cooldown reduction on harvestinghuntingSpeedPercent
- cooldown reduction on huntingarmor
- physical damage reductionmitigation
- physical damage reduction (%, capped at 75%)healing
- boost to healing skillsattack
- boost to physical damagespeed
- how fast the creature goes in combat, relative to other creatureshealthBonus
- boost to the creatures max healthenergyBonus
- boost to the creatures max energyhealingPerRound
- how much health the creature regenerates per roundenergyPerRound
- how much energy the creature regenerates per roundhealingPerCombat
- how much health the creature regenerates per combat (at the start)energyPerCombat
- how much energy the creature regenerates per combat (at the start)
e
- the entrance of the current floor (can be used to go back to the previous floor, or leave)x
- the exit of the current floor (will go to the next floor)f
- a bonfire, will heal the player fullyb
- the boss of the dungeon - if there are multiple, any boss killed will end the dungeon.
- wall - non-traversible1
- floor - traversible
- Add the resource under the corresponding tradeskill in the
content/resources
folder (file names are used purely for organization).
Resources require:
description
- shown in gameicon
- the name of the SVG file insrc/assets/icon
rarity
- the rarity of the resource (see Rarities)category
- the category of the resource (see Item Categories)
- Add the item under the corresponding tradeskill in the
content/items
folder (file names are used purely for organization).
Items require:
name
- shown in gamedescription
- shown in gameicon
- the name of the SVG file insrc/assets/icon
type
- the type of the item (Pickaxe, Axe, FishingRod, FishingBait, Scythe, HuntingTool, Weapon, LegArmor, ChestArmor, HeadArmor, FootArmor, HandArmor, Jewelry, Food, Potion)category
- the rarity of the item (see Item Categories)durability
- how many uses the item can take (-1
= infinite)value
- how much the item sells for (base; selling via shop sells it for 3x this value to start)givesPlayerAbility
- optional, the ability the item gives (by ability name)stats
- the stats the item gives - see items for how to declare this, and see Stats for the valid statsfoodDuration
- optional, if specified, the item can be used as a food for combat and will give itsstats
every combatoocHealth
- optional, if specified, will let the player use this item out of combat (if it'stype='Food'
) and restore this value to healthoocEnergy
- optional, if specified, will let the player use this item out of combat (if it'stype='Food'
) and restore this value to energyeffects
- optional, if specified, these effects will apply to the player when they enter combat (if it'stype='Food'
). Format:{ effect: 'ApplyEffect', effectName: 'EffectToApply' }
abilities
- optional, if specified, these abilities will happen when the player uses the item in combat (food, potions, etc)
Food is a particularly flexible item type. It can be used in combat to give a boost to the player, or out of combat to restore health or energy. With food, you have a few knobs you can twist to get the desired effect:
Out of combat:
oocHealth
- how much health the food restores out of combatoocEnergy
- how much energy the food restores out of combat
When entering combat:
stats
- the stats the food gives to the player when starting combatfoodDuration
- how many combats the food lasts foreffects
- the effects the food gives to the player when starting combat
When in combat:
abilities
- the abilities the food gives to the player when used in combat as an item
- Add the location under the corresponding tradeskill in the
content/
folder (file names are used here for the specific tradeskill they give content for).
Gathering requires:
name
- shown in gamedescription
- shown in gameperGather
- how many resources are gathered per gather (min
,max
)level
- the level required to gather here (min
,max
)gatherTime
- how long it takes to gather from this node (in seconds)resources
- the resources that can be gathered from this node (by resource name; see other nodes for how to declare this)maxWorkers
- how many workers can gather from this node at once
- Add the recipe under the corresponding tradeskill in the
content/
folder (file names are used here for the specific tradeskill they give content for).
Recipes require:
result
- shown in game, the item or resource craftedperCraft
- how many items are crafted per craft (min
,max
)level
- the level required to craft this (min
,max
)craftTime
- how long it takes to craft this item (in seconds)ingredients
- the ingredients required to craft this item (by resource name; see other recipes for how to declare this)require
- an array of strings, each of which is a requirement for this recipe to be available and visible (see other recipes for examples)preserve
- an array of strings, each of which is NOT consumed when creating this item (crafting tables f.ex.)maxWorkers
- how many workers can craft this item at once
- Add the ability under any file in the
content/abilities
folder (file names are used here are purely organizational).
Abilities require:
name
- shown in gamedescription
- shown in gameicon
- the name of the SVG file insrc/assets/icon
target
- the target of the ability (Self, Ally [for enemies], Single [single target, opposite side], All, AllEnemies)type
- the type of the ability (Physical, Magical)cooldown
- how long the ability is on cooldown for (in turns)energyCost
- how much energy the ability costsstats
- the stats the ability scales from, in no particular order (see Ability Stat Sub-object)effects
- the effects the ability has, in order (effect
can be BasicAttack, UtilityEscape, SingleTargetAttack, SingleTargetHeal, SingleTargetEnergyHeal, ApplyEffect. ifeffectName
is specified in conjuction with ApplyEffect, it will apply that effect to the target)requires
- the tradeskills and levels required to know this skill.replaces
- optional, the skill this one replaces (by ability id)
stat
- the stat to scale frommultiplier
- the multiplier of the scaling (1.5 = 150% of thestat
)variance
- the variance of the scaling (0.5 = 50% of thetotal
)bonus
- the bonus to add at the end of the math
You can specify target=All
and target=AllEnemies
with an effect of SingleTargetAttack
or SingleTargetHeal
or SingleTargetEnergyHeal
or ApplyEffect
. These are separate things. SingleTargetAttack
with target=All
will attack all enemies (and yourself). Think of the effect as the kind of action happening, and the targetting being who it's happening to.
- Add the effect under any file in the
content/effects
folder (file names are used here are purely organizational).
Effects require:
name
- shown in gamedescription
- shown in gameicon
- the name of the SVG file insrc/assets/icon
color
- a hex color to be shown for the status effectturnsLeft
- how many turns the status effect should last - set to -1 to make it last foreverstatusEffectType
- the type of the status effect (StatModification, DamageOverTime)statModifications
- ifstatusEffectType
is StatModification, this can be specified to boost the stats of the target by the specified amountsdamageOverTime
- ifstatusEffectType
is DamageOverTime, this can be specified to deal the specified amount of damage to the target each turn (negative values = healing)
Note:
If you choose to modify speed, it works the opposite of other stats - negative speed = faster.
- Add the enemy under any file in the
content/enemies
folder (file names are used here are purely organizational).
Enemies require:
name
- shown in gamedescription
- shown in gameicon
- the name of the SVG file insrc/assets/icon
health
- the max health of the enemyenergy
- the max energy of the enemyidleChance
- the chance the enemy will idle (do nothing) each turnstats
- the stats the enemy has - see enemies for how to declare this, and see Stats for the valid statsabilities
- the abilities the enemy has - see enemies for how to declare this, and see Abilities for the valid abilitiesdrops
- the items the enemy drops - see enemies for how to declare this, and see Items for the valid items, and Resource for the valid resources
- Add the threat under any file in the
content/threats
folder (file names are used here are purely organizational).
Threats require:
name
- shown in gamedescription
- shown in gameicon
- the name of the SVG file insrc/assets/icon
maxSkillGainLevel
- the level at which the threat stops giving skill gainlevel
- the range of levels the threat will be valid for the player (min
,max
)enemies
- the enemies the threat will spawn - see threats for how to declare this, and see Enemies for the valid enemies
- Add the dungeon under any file in the
content/dungeons
folder (file names are used here are purely organizational, but consider naming them in order with a brief description, e.g.1-goblin
for "level 1" and "there are goblins here").
Dungeons require:
name
- shown in gamedescription
- shown in gameicon
- the name of the SVG file insrc/assets/icon
givesPointAtCombatLevel
- the level at which the dungeon will give a pointfloors
- the floors the dungeon has - see dungeons for how to declare this, and see Dungeon Nodes for a listing of valid node namesboss
- the threat name of the boss of the dungeon (when beaten, the player will be given a point and exit the dungeon)threats
- a mapping of keys to threat names - the keys will be placed in the floor layout, and the threat names must be threats that existtreasureChests
- a mapping of keys to the possible rewards given by the chest - each type of chest can have a randomized set of rewards, and they can have multiple rewards (see examples)