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Developer Handbook
This is just a brief guide over several parts of the game to give you an idea of how everything works.
- Run
npm run build:dev
- This will automatically build and copy the script to the firebot scripts folder.
- Run
npm run build
- Copy .js from
/dist
Monsters are the creatures that the adventurers will meet along the way and be forced to fight. An example of a creature is below along with what each thing does.
Aidedd.org
{
id: 1, (a unique id)
difficulty: ['easy'], (the difficulty of this creature)
name: 'Wolf', (the name of this creature)
equipment: {
armor: false, (should it have armor?)
title: false, (should it have a title?)
characterClass: false, (should it have a class?)
potion: false, (should it have a potion?)
},
bonuses: {
str: 0, (This is a percent bonus to str)
dex: 20, (This is a percent bonus to dex)
int: 0, (This is a percent bonus to int)
hp: 0, (This is a percent bonus to hp)
},
amount: {
couple: 'pack of Wolves', (If the monster power level is a little higher than the user, we'll use this name.)
many: 'den of Wolves', (If the monster power level is a lot higher than the user, we'll use this name.)
},
},
Jobs are short adventurers that characters go on to get equipment, money, and fights. The basic structure of a job and what each piece does can be found below. Many of the jobs come from:
Donjon
D&D Games
These words are replaced in the template with their appropriate text. This allows us to use the users flavor text in the job text.
- #name - Will use the character name if set, else it'll use the username.
- #worldName - Will use the name of the world from the game settings.
- #worldType - Will use the type of the world from game settings.
- #citizenName - Will use the citizen name from the game settings.
- #currencyName - The name of the selected currency.
{
id: 1, (A unique ID)
challenge: 'easy', (The challenge rating of this mission.)
template: `A friendly monk wanders by and asks for #name's advice. He's thankful and gives #name a weapon from his cart.`, (The text that is output to chat)
encounter: null, (Can be null, a monster id, or a monster difficulty. This is what the player will fight.)
loot: {
item: {
itemType: 'weapon', (The type of item they're going to get as a reward.)
rarity: ['basic', 'rare'], (The rarity of the item.)
},
money: 20, (The amount of money they'll get.)
},
world_tendency: {
happiness: 1, (How many points are added to the happiness pool for this cycle.)
resources: 0, (How many points are added to the resources pool for this cycle.)
research: 0, (How many points are added to the research pool for this cycle.)
},
}
These are just general guidelines for jobs. You don't want an easy job giving away legendary loot, for example.
- Easy - Gives around 20 currency, a basic or rare item. Encounters are usually easy difficulty. World tendency is usually one point.
- Medium - Gives around 30 currency, a basic, rare, or epic item. Encounters are usually medium difficulty. World tendency is usually 2 points.
- Hard - Gives around 40 currency, a rare or epic item. Encounters are usually hard difficulty. World tendency is usually 3 points.
- Legendary - Gives around 50 currency, an epic or legendary item. Encounters are legendary difficulty. World tendency is usually 4 points.
Classes have a direct impact on player stats, raising them by a percentage. Below you'll see how much of a boost each level of class can give. Basic classes will give up to a 20% bonus, while legendary will increase stats by up to 40%. When adding new classes, try to follow this for balance purposes. Classes are mostly pulled from D&D Classes and sub-classes
- Basic = 25 bonus points
- Rare = 30 bonus points
- Epic = 35 bonus points
- Legendary = 40 bonus points
Titles work similar to classes and provide a state boost, raising them by a percentage. These raise stats to a lesser degree than the chosen class. Titles are mostly pulled from GM Binder
- Basic = 5 bonus points
- Rare = 10 bonus points
- Epic = 15 bonus points
- Legendary = 20 bonus points