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Profession Variants
Lukas Obermann edited this page Oct 31, 2019
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PROFESSION_VARIANTS
-
Type:
number
-
Description: An increasing integer. The respective string ID will have the
PV_
prefix.
-
Type:
string
- Description: The name of the profession variant. If the language differenciates between male and female versions of the name, this field will contain the male version.
-
Type:
string?
-
Description: The female version of the
name
field. If the female version equals the male version, leave this field empty.
-
Type:
number
- Description: The AP value you have to pay for the variant. This value will be added to the AP costs of the base profession – a negative value will reduce the cost of the base package.
-
Type:
Array<SexRequirement | RaceRequirement | CultureRequirement, &>?
-
Description: A list of prerequisites that have to be met before selecting the profession. Entries will overwrite existing entries with the same
id
property.
-
Type:
Array<ProfessionActivatableObject | ProfessionIncreasableObject, &>?
-
Description: A list of prerequisites that have to be met after selecting the profession. The listed entries will be bought once RCP selection is confirmed. Entries will overwrite existing entries with the same
id
property.
-
Type:
Array<SpecializationSelection | LanguagesScriptsSelection | CombatTechniquesSelection | CombatTechniquesSecondSelection | CantripsSelection | CursesSelection | TerrainKnowledgeSelection | SkillsSelection, &>?
-
Description: A list of selections that have to be made before confirming race, culture and profession.
CombatTechniquesSecondSelection
must not be used ifCombatTechniquesSelection
is not used. Theactive
property may be used: If it isfalse
, the entry with the respective ID will be excluded from the profession package. If you want this you will have to specify theid
property only. Entries will overwrite existing entries with the sameid
property.
-
Type:
Array<ProfessionActivatableObject, &>?
- Description: The list of special abilties contained in the profession package.
-
Type:
Array<combatTechnique: [id: number, value: number]<?>, &>?
-
Description: The combat technique values of the profession package. If you buy the profession package, the
value
will be added to the current CTR, which starts at 6. Example:1?6
would result in CTR 12 forCT_1
. Thevalue
is set off against the base professionvalue
; it does not overwrite.
-
Type:
Array<skill: [id: number, value: number]<?>, &>?
-
Description: The skill values of the profession package. If you buy the profession package, the
value
will be added to the current SR. Thevalue
is set off against the base professionvalue
; it does not overwrite.
-
Type:
Array<spell: [id: number | Array<id: number, |>, value: number]<?>, &>?
-
Description: The spell values of the profession package. If you buy the profession package, the
value
will be added to the current SR and the spell will get activated. Thevalue
is set off against the base professionvalue
; it does not overwrite.
-
Type:
Array<liturgicalChant: [id: number | Array<id: number, |>, value: number]<?>, &>?
-
Description: The chant values of the profession package. If you buy the profession package, the
value
will be added to the current SR and the chant will get activated. Thevalue
is set off against the base professionvalue
; it does not overwrite.
-
Type:
Array<blessingId: number, &>?
- Description: The list of blessings to activate for the profession package.
-
Type:
string?
-
Description: Prepends the field value to the calculated string. No effect when
fullText
is defined.
-
Type:
string?
- Description: Replaces the calculated string with the field value.
-
Type:
string?
-
Description: Appends the field value to the calculated string. No effect when
fullText
is defined.
-
Type:
Array<change: [date: Date, value: string]<?>, &>?
- Description: A list of errata for the entry in the specific language.
interface ProfessionActivatableObject {
id: string;
active: boolean;
sid?: string | number;
sid2?: string | number;
tier?: number;
}
interface ProfessionIncreasableObject {
id: string;
value: number; // skill/combat technique has to have this specific SR/CTR after RCP selection
}
interface SexRequirement {
id: 'SEX';
value: 'm' | 'f';
}
interface RaceRequirement {
id: 'RACE';
value: number | number[]; // Either specified numeric race ID or array containing numeric race IDs (one-of)
}
interface CultureRequirement {
id: 'CULTURE';
value: number | number[]; // Either specified numeric culture ID or array containing numeric culture IDs (one-of)
}
interface SpecialisationSelection {
id: 'SPECIALISATION';
active?: boolean;
sid: string | string[]; // A skill ID or an array of skill IDs. If it is an array, the user can choose between the different skills.
}
interface LanguagesScriptsSelection {
id: 'LANGUAGES_SCRIPTS';
active?: boolean;
value: number; // AP
}
interface CombatTechniquesSelection {
id: 'COMBAT_TECHNIQUES';
active?: boolean;
amount: number; // Number of selectable CTs
value: number; // The value by which the CTs will be increased (The base CTR is 6, to get e.g. a CTR of 8, "value" equals 2)
sid: string[]; // An array containing the combat technique IDs
}
interface CombatTechniquesSecondSelection {
id: 'COMBAT_TECHNIQUES_SECOND';
active?: boolean;
amount: number; // Number of selectable CTs
value: number; // The value by which the CTs will be increased (The base CTR is 6, to get e.g. a CTR of 8, "value" equals 2)
sid: string[]; // An array containing the combat technique IDs
}
interface CantripsSelection {
id: 'CANTRIPS';
active?: boolean;
amount: number; // Number of selectable cantrips
sid: string[]; // An array containing the cantrip IDs
}
interface CursesSelection {
id: 'CURSES';
active?: boolean;
value: number; // Total number of activations and/or increases.
}
interface SkillsSelection {
id: 'SKILLS';
gr?: number; // If specified, you may only choose from skills of the specified group.
value: number; // The AP value the user can spend.
}
interface TerrainKnowledgeSelection {
id: 'TERRAIN_KNOWLEDGE';
sid: number[]; // A list of possible terrains. The ids equal the ids used by the special ability.
}
Main Tables
- Advantages, Disadvantages, Special Abilties
- Attributes
- Blessings
- Books
- Cantrips
- Combat Techniques
- Cultures
- Equipment
- Experience Levels
- Liturgical Chants
- Profession Variants
- Professions
- Race Variants
- Races
- Skills
- Spells
- UI
Subtables
Additional Tables
Programming
Data Structures