1# Martial arts and techniques JSON file contents 2 3### Martial arts 4 5```C++ 6"type" : "martial_art", 7"id" : "style_debug", // Unique ID. Must be one continuous word, 8 // use underscores if necessary. 9"name" : "Debug Mastery", // In-game name displayed 10"description": "A secret martial art used only by developers and cheaters.", // In-game description 11"initiate": [ "You stand ready.", "%s stands ready." ], // Message shown when player or NPC chooses this art 12"autolearn": [ [ "unarmed", "2" ] ], // A list of skill requirements that if met, automatically teach the player the martial art 13"learn_difficulty": 5, // Difficulty to learn a style from book based on "primary skill" 14 // Total chance to learn a style from a single read of the book is equal to one in (10 + learn_difficulty - primary_skill) 15"arm_block" : 99, // Unarmed skill level at which arm blocking is unlocked 16"leg_block" : 99, // Unarmed skill level at which arm blocking is unlocked 17"static_buffs" : [ // List of buffs that are automatically applied every turn 18 "id" : "debug_elem_resist", 19 "heat_arm_per" : 1.0 20], 21"ondodge_buffs" : [] // List of buffs that are automatically applied on successful dodge 22"onattack_buffs" : [] // List of buffs that are automatically applied after any attack, hit or miss 23"onhit_buffs" : [] // List of buffs that are automatically applied on successful hit 24"onmove_buffs" : [] // List of buffs that are automatically applied on movement 25"onmiss_buffs" : [] // List of buffs that are automatically applied on a miss 26"oncrit_buffs" : [] // List of buffs that are automatically applied on a crit 27"onkill_buffs" : [] // List of buffs that are automatically applied upon killing an enemy 28"techniques" : [ // List of techniques available when this martial art is used 29 "tec_debug_slow", 30 "tec_debug_arpen" 31] 32"weapons": [ "tonfa" ] // List of weapons usable with this art 33 34``` 35 36### Techniques 37 38```C++ 39"id" : "tec_debug_arpen", // Unique ID. Must be one continuous word 40"name" : "phasing strike", // In-game name displayed 41"unarmed_allowed" : true, // Can an unarmed character use this technique 42"unarmed_weapons_allowed" : true, // Does this technique require the character to be actually unarmed or does it allow unarmed weapons 43"melee_allowed" : true, // Means that ANY melee weapon can be used, NOT just the martial art's weapons 44"skill_requirements": [ { "name": "melee", "level": 3 } ], // Skills and their minimum levels required to use this technique. Can be any skill. 45"weapon_damage_requirements": [ { "type": "bash", "min": 5 } ], // Minimum weapon damage required to use this technique. Can be any damage type. 46"req_buffs": [ "eskrima_hit_buff" ], // This technique requires a named buff to be active 47"crit_tec" : true, // This technique only works on a critical hit 48"crit_ok" : true, // This technique works on both normal and critical hits 49"downed_target": true, // Technique only works on a downed target 50"stunned_target": true, // Technique only works on a stunned target 51"human_target": true, // Technique only works on a human-like target 52"knockback_dist": 1, // Distance target is knocked back 53"knockback_spread": 1, // The knockback may not send the target straight back 54"knockback_follow": 1, // Attacker will follow target if they are knocked back 55"stun_dur": 2, // Duration that target is stunned for 56"down_dur": 2, // Duration that target is downed for 57"side_switch": true, // Technique moves the target behind user 58"disarms": true, // This technique can disarm the opponent 59"take_weapon": true, // Technique will disarm and equip target's weapon if hands are free 60"grab_break": true, // This technique may break a grab against the user 61"aoe": "spin", // This technique has an area-of-effect; doesn't work against solo targets 62"block_counter": true, // This technique may automatically counterattack on a successful block 63"dodge_counter": true, // This technique may automatically counterattack on a successful dodge 64"weighting": 2, // Affects likelihood this technique will be seleted when many are available 65"defensive": true, // Game won't try to select this technique when attacking 66"miss_recovery": true, // Misses while attacking will use fewer moves 67"messages" : [ // What is printed when this technique is used by the player and by an npc 68 "You phase-strike %s", 69 "<npcname> phase-strikes %s" 70] 71"movecost_mult" : 0.3 // Any bonuses, as described below 72``` 73 74### Buffs 75 76```C++ 77"id" : "debug_elem_resist", // Unique ID. Must be one continuous word 78"name" : "Elemental resistance", // In-game name displayed 79"description" : "+Strength bash armor, +Dexterity acid armor, +Intelligence electricity armor, +Perception fire armor.", // In-game description 80"buff_duration": 2, // Duration in turns that this buff lasts 81"unarmed_allowed" : true, // Can this buff be applied to an unarmed character 82"unarmed_allowed" : false, // Can this buff be applied to an armed character 83"unarmed_weapons_allowed" : true, // Does this buff require the character to be actually unarmed. If true, allows unarmed weapons (brass knuckles, punch daggers) 84"max_stacks" : 8, // Maximum number of stacks on the buff. Buff bonuses are multiplied by current buff intensity 85"bonus_blocks": 1 // Extra blocks per turn 86"bonus_dodges": 1 // Extra dodges per turn 87"flat_bonuses" : [ // Flat bonuses, see below 88], 89"mult_bonuses" : [ // Multiplicative bonuses, see below 90] 91``` 92 93### Bonuses 94 95The bonuses arrays contain any number of bonus entries like this: 96 97```C++ 98{ 99 "stat": "damage", 100 "type": "bash", 101 "scaling-stat": "per", 102 "scale": 0.15 103} 104``` 105 106"stat": affected statistic, any of: "hit", "dodge", "block", "speed", "movecost", "damage", "armor", "arpen", 107"type": damage type for the affected statistic ("bash", "cut", "heat", etc.), only needed if the affected statistic is "damage", "armor", or "arpen". 108"scale": the value of the bonus itself. 109"scaling-stat": scaling stat, any of: "str", "dex", "int", "per". Optional. If the scaling stat is specified, the value of the bonus is multiplied by the corresponding user stat. 110 111Bonuses must be written in the correct order. 112 113Tokens of `useless` type will not cause an error, but will not have any effect. 114For example, `speed` in a technique will have no effect (`movecost` should be used for techniques). 115 116Currently extra elemental damage is not applied, but extra elemental armor is (after regular armor). 117 118Examples: 119Incoming bashing damage is decreased by 30% of strength value. Only useful on buffs: 120* `flat_bonuses : [ { "stat": "armor", "type": "bash", "scaling-stat": "str", "scale": 0.3 } ]` 121 122All cutting damage dealt is multiplied by `(10% of dexterity)*(damage)`: 123* `mult_bonuses : [ { "stat": "damage", "type": "cut", "scaling-stat": "dex", "scale": 0.1 } ]` 124 125Move cost is decreased by 100% of strength value 126* `flat_bonuses : [ { "stat": "movecost", "scaling-stat": "str", "scale": -1.0 } ]` 127 128### Place relevant items in the world and chargen 129 130Starting trait selection of your martial art goes in mutations.json. Place your art in the right category (self-defense, Shaolin animal form, melee style, etc) 131 132Use json/itemgroups/ to place your martial art book and any martial weapons you've made for the art into spawns in various locations in the world. If you don't place your weapons in there, only recipes to craft them will be an option. 133