style: remove line breaks in documentation paragraphs

This commit is contained in:
Lukas Obermann
2024-11-16 16:58:45 +01:00
parent 4236fa3804
commit f865a34058
408 changed files with 1832 additions and 3660 deletions
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@@ -55,16 +55,14 @@ Key | Description | Details
#### <a name="Advantage/has_maximum_spent_influence"></a> `has_maximum_spent_influence`
Does this advantage count towards the maximum of AP to be spent on
advantages?
Does this advantage count towards the maximum of AP to be spent on advantages?
- **Type:** Boolean
- **Default:** `true`
#### <a name="Advantage/is_exclusive_to_arcane_spellworks"></a> `is_exclusive_to_arcane_spellworks`
Does this advantage exclusively applies to arcane spellworks and not
to magical actions and magical applications?
Does this advantage exclusively applies to arcane spellworks and not to magical actions and magical applications?
- **Type:** Boolean
- **Default:** `false`
@@ -127,9 +125,7 @@ The range.
#### <a name="AdvantageTranslation/ap_value_append"></a> `ap_value_append?`
A string that gets appended to the default AP Value text with a preceding
space. This always happens if present, even if the generated AP Value text
is replaced.
A string that gets appended to the default AP Value text with a preceding space. This always happens if present, even if the generated AP Value text is replaced.
- **Type:** <a href="#AdventurePointsValueAppend">AdventurePointsValueAppend</a>
+5 -12
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@@ -33,17 +33,13 @@ The animal disease's level.
#### <a name="AnimalDisease/resistance"></a> `resistance`
Depending on the disease, apply Spirit or Toughness as a penalty to the
disease roll. It may also happen that the lower of both is applied as a
penalty.
Depending on the disease, apply Spirit or Toughness as a penalty to the disease roll. It may also happen that the lower of both is applied as a penalty.
- **Type:** <a href="./_DiseasePoison.md#Resistance">Resistance</a>
#### <a name="AnimalDisease/cause"></a> `cause`
What causes the disease? The GM rolls 1D20 to see if a character gets
infected. If the infection check succeeds, the GM makes a disease check to
determine the severity of the infection.
What causes the disease? The GM rolls 1D20 to see if a character gets infected. If the infection check succeeds, the GM makes a disease check to determine the severity of the infection.
- **Type:** List
- **Items:** <a href="#AnimalDisease/cause[]">AnimalDisease/cause[]</a>
@@ -53,19 +49,16 @@ determine the severity of the infection.
The animal types this disease applies to.
If no animal types are given, the animal disease applies to all animal
types.
If no animal types are given, the animal disease applies to all animal types.
- **Type:** List
- **Items:** <a href="#AnimalDisease/animal_types[]">AnimalDisease/animal_types[]</a>
#### <a name="AnimalDisease/communicability_to_intelligent_creatures"></a> `communicability_to_intelligent_creatures`
If and at which chance the disease can be communicated to intelligent
creatures.
If and at which chance the disease can be communicated to intelligent creatures.
If no causes are given, the disease is not communicable to intelligent
creatures.
If no causes are given, the disease is not communicable to intelligent creatures.
- **Type:** List
- **Items:** <a href="#AnimalDisease/communicability_to_intelligent_creatures[]">AnimalDisease/communicability_to_intelligent_creatures[]</a>
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@@ -43,7 +43,6 @@ The aspect name.
#### <a name="AspectTranslation/master_of_aspect_suffix"></a> `master_of_aspect_suffix?`
The aspect's name appended to the simple name (not `name_in_library`)
of the special ability *Master of (Aspect)*.
The aspect's name appended to the simple name (not `name_in_library`) of the special ability *Master of (Aspect)*.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
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@@ -44,10 +44,7 @@ The associated property.
#### <a name="Cantrip/note"></a> `note?`
A note specifying the dissemination of the cantrip in different traditions.
Sometimes a cantrip is exclusively available to one or more specific
traditions, but usually one the academies and traditions are listed the
cantrip is most commonly teached in.
A note specifying the dissemination of the cantrip in different traditions. Sometimes a cantrip is exclusively available to one or more specific traditions, but usually one the academies and traditions are listed the cantrip is most commonly teached in.
- **Type:** <a href="#CantripNote">CantripNote</a>
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@@ -53,9 +53,7 @@ The target category the kind of creature or object the skill affects.
#### <a name="Ceremony/traditions"></a> `traditions`
The tradition(s) the ceremony is available for. Note that general aspects
do not have an associated tradition and thus need to be defined in a
special way.
The tradition(s) the ceremony is available for. Note that general aspects do not have an associated tradition and thus need to be defined in a special way.
- **Type:** List
- **Items:** <a href="#Ceremony/traditions[]">Ceremony/traditions[]</a>
@@ -117,17 +115,13 @@ The name of the ceremony.
#### <a name="CeremonyTranslation/name_compressed"></a> `name_compressed?`
A compressed name of the ceremony for use in small areas (e.g. on
character sheet). Should only be defined if the `name` does not fit on
character sheet.
A compressed name of the ceremony for use in small areas (e.g. on character sheet). Should only be defined if the `name` does not fit on character sheet.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
#### <a name="CeremonyTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="./_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
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@@ -25,8 +25,7 @@ The close combat technique's identifier. An unique, increasing integer.
#### <a name="CloseCombatTechnique/special"></a> `special`
Special rules for the combat technique that apply to all weapons in this
category.
Special rules for the combat technique that apply to all weapons in this category.
- **Type:** <a href="#CloseCombatTechniqueSpecialRules">CloseCombatTechniqueSpecialRules</a>
@@ -71,8 +70,7 @@ All translations for the entry, identified by IETF language tag (BCP47).
### <a name="CloseCombatTechniqueSpecialRules"></a> `CloseCombatTechniqueSpecialRules`
Special rules for the combat technique that apply to all weapons in this
category.
Special rules for the combat technique that apply to all weapons in this category.
- **Type:** Object
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@@ -25,8 +25,7 @@ The ranged combat technique's identifier. An unique, increasing integer.
#### <a name="RangedCombatTechnique/special"></a> `special`
Special rules for the combat technique that apply to all weapons in this
category.
Special rules for the combat technique that apply to all weapons in this category.
- **Type:** <a href="#RangedCombatTechniqueSpecialRules">RangedCombatTechniqueSpecialRules</a>
@@ -71,8 +70,7 @@ All translations for the entry, identified by IETF language tag (BCP47).
### <a name="RangedCombatTechniqueSpecialRules"></a> `RangedCombatTechniqueSpecialRules`
Special rules for the combat technique that apply to all weapons in this
category.
Special rules for the combat technique that apply to all weapons in this category.
- **Type:** Object
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@@ -1,14 +1,12 @@
# Continent
Continents are mostly referenced to in languages and scripts that occur on a
specific continent.
Continents are mostly referenced to in languages and scripts that occur on a specific continent.
## Definitions
### <a name="Continent"></a> Continent (`Continent`)
Continents are mostly referenced to in languages and scripts that occur on a
specific continent.
Continents are mostly referenced to in languages and scripts that occur on a specific continent.
- **Type:** Object
+21 -55
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@@ -41,8 +41,7 @@ A list of native languages (usually it is only one).
#### <a name="Culture/script"></a> `script?`
A list of native scripts (usually it is only one). If the culture does not
use any script, leave this field empty.
A list of native scripts (usually it is only one). If the culture does not use any script, leave this field empty.
- **Type:** List
- **Items:** <a href="#Culture/script[]">Culture/script[]</a>
@@ -64,10 +63,7 @@ A list of possible social status in the respective culture.
#### <a name="Culture/common_professions"></a> `common_professions`
A list of professions that are typical for the culture, as well as
professions that are rarely practiced or encountered in the culture. The
list is either defined by group (as multiple lists) or plain (as a single
list).
A list of professions that are typical for the culture, as well as professions that are rarely practiced or encountered in the culture. The list is either defined by group (as multiple lists) or plain (as a single list).
- **Type:** <a href="#CommonProfessions">CommonProfessions</a>
@@ -220,9 +216,7 @@ adjusted.
### <a name="CommonnessWeight"></a> `CommonnessWeight`
The "weight" difference compared to other professions or profession variants.
Some professions or profession variants are simply more common (Mostly), but
sometimes only specific elements are used (Only).
The "weight" difference compared to other professions or profession variants. Some professions or profession variants are simply more common (Mostly), but sometimes only specific elements are used (Only).
- **Type:** Union
- **Cases:** <a href="#CommonnessWeight'0">CommonnessWeight'0</a> | <a href="#CommonnessWeight'1">CommonnessWeight'1</a>
@@ -243,9 +237,7 @@ sometimes only specific elements are used (Only).
### <a name="Weighted"></a> `Weighted<ProfessionOrVariant>`
Some professions or profession variants are more common than others. There
may be cultures where some professions or profession variants are not
represented at all.
Some professions or profession variants are more common than others. There may be cultures where some professions or profession variants are not represented at all.
- **Type:** Object
@@ -264,8 +256,7 @@ The list of more common professions or profession variants.
#### <a name="Weighted/weight"></a> `weight`
The "weight" difference compared to other professions or profession
variants. Some professions or profession variants are simply more common
The "weight" difference compared to other professions or profession variants. Some professions or profession variants are simply more common
(Mostly), but sometimes only specific elements are used (Only).
- **Type:** <a href="#CommonnessWeight">CommonnessWeight</a>
@@ -280,10 +271,7 @@ variants. Some professions or profession variants are simply more common
### <a name="CommonProfessionConstraintsOperation"></a> `CommonProfessionConstraintsOperation`
This defines how the list of constraints should be offset against the
list of all mundane professions: Either only the professions are kept
that intersect with the constraints (include) or only the professions
are kept that are different from the constraints (exclude).
This defines how the list of constraints should be offset against the list of all mundane professions: Either only the professions are kept that intersect with the constraints (include) or only the professions are kept that are different from the constraints (exclude).
- **Type:** Union
- **Cases:** <a href="#CommonProfessionConstraintsOperation'0">CommonProfessionConstraintsOperation'0</a> | <a href="#CommonProfessionConstraintsOperation'1">CommonProfessionConstraintsOperation'1</a>
@@ -304,8 +292,7 @@ are kept that are different from the constraints (exclude).
### <a name="CommonProfessionConstraints"></a> `CommonProfessionConstraints<Constraint>`
A list of professions. The filter specifies how the list is applied to
all mundane professions.
A list of professions. The filter specifies how the list is applied to all mundane professions.
- **Type:** Object
@@ -324,10 +311,7 @@ The list of constraints.
#### <a name="CommonProfessionConstraints/operation"></a> `operation`
This defines how the list of constraints should be offset against the
list of all mundane professions: Either only the professions are kept
that intersect with the constraints (include) or only the professions
are kept that are different from the constraints (exclude).
This defines how the list of constraints should be offset against the list of all mundane professions: Either only the professions are kept that intersect with the constraints (include) or only the professions are kept that are different from the constraints (exclude).
- **Type:** <a href="#CommonProfessionConstraintsOperation">CommonProfessionConstraintsOperation</a>
@@ -378,15 +362,13 @@ The profession's identifier.
#### <a name="ProfessionConstraint/weighted_variants"></a> `weighted_variants?`
Some profession variants are more common than others. There may be
cultures where some variants are not represented at all.
Some profession variants are more common than others. There may be cultures where some variants are not represented at all.
- **Type:** <a href="#Weighted">Weighted</a>&lt;<a href="./_SimpleReferences.md#ProfessionVariantReference">ProfessionVariantReference</a>&gt;
#### <a name="ProfessionConstraint/rarity"></a> `rarity?`
Some professions may be found in a culture, but are not that
common.
Some professions may be found in a culture, but are not that common.
- **Type:** <a href="#Rarity">Rarity</a>
@@ -437,8 +419,7 @@ The magical tradition's identifier.
#### <a name="MagicalTraditionConstraint/weighted_professions"></a> `weighted_professions?`
Some professions are more common than others. There may be cultures
where some professions are not represented at all.
Some professions are more common than others. There may be cultures where some professions are not represented at all.
- **Type:** <a href="#Weighted">Weighted</a>&lt;<a href="./_SimpleReferences.md#ProfessionReference">ProfessionReference</a>&gt;
@@ -468,8 +449,7 @@ The magical tradition's identifier.
#### <a name="BlessedTraditionConstraint/weighted_professions"></a> `weighted_professions?`
Some professions are more common than others. There may be cultures
where some professions are not represented at all.
Some professions are more common than others. There may be cultures where some professions are not represented at all.
- **Type:** <a href="#Weighted">Weighted</a>&lt;<a href="./_SimpleReferences.md#ProfessionReference">ProfessionReference</a>&gt;
@@ -598,25 +578,18 @@ Key | Description | Details
### <a name="BlessedCommonProfessionConstraint"></a> `BlessedCommonProfessionConstraint`
- **Type:** Union
- **Cases:** <a href="#BlessedCommonProfessionConstraint'Tradition">BlessedCommonProfessionConstraint'Tradition</a>
---
### <a name="BlessedCommonProfessionConstraint'Tradition"></a> `BlessedCommonProfessionConstraint'Tradition`
- **Type:** Object
Key | Description | Details
:-- | :-- | :--
`tag` | | <a href="#BlessedCommonProfessionConstraint'Tradition/tag">See details</a>
`tradition` | | <a href="#BlessedCommonProfessionConstraint'Tradition/tradition">See details</a>
`tag` | | <a href="#BlessedCommonProfessionConstraint/tag">See details</a>
`tradition` | | <a href="#BlessedCommonProfessionConstraint/tradition">See details</a>
#### <a name="BlessedCommonProfessionConstraint'Tradition/tag"></a> `tag`
#### <a name="BlessedCommonProfessionConstraint/tag"></a> `tag`
- **Constant:** `"Tradition"`
#### <a name="BlessedCommonProfessionConstraint'Tradition/tradition"></a> `tradition`
#### <a name="BlessedCommonProfessionConstraint/tradition"></a> `tradition`
- **Type:** <a href="#BlessedTraditionConstraint">BlessedTraditionConstraint</a>
@@ -657,10 +630,7 @@ Key | Description | Details
### <a name="CommonProfessions"></a> `CommonProfessions`
A list of professions that are typical for the culture, as well as
professions that are rarely practiced or encountered in the culture. The
list is either defined by group (as multiple lists) or plain (as a single
list).
A list of professions that are typical for the culture, as well as professions that are rarely practiced or encountered in the culture. The list is either defined by group (as multiple lists) or plain (as a single list).
- **Type:** Union
- **Cases:** <a href="#CommonProfessions'Plain">CommonProfessions'Plain</a> | <a href="#CommonProfessions'Grouped">CommonProfessions'Grouped</a>
@@ -728,8 +698,7 @@ The skill's identifier.
#### <a name="CulturalPackageItem/points"></a> `points`
The skill points for the respective skill you get for buying the cultural
package.
The skill points for the respective skill you get for buying the cultural package.
- **Type:** Integer
- **Minimum:** `1`
@@ -822,8 +791,7 @@ The full description without examples in parenthesis.
#### <a name="AreaKnowledgeTranslation/abbreviated"></a> `abbreviated`
A shorter version of the description, used in input fields and other UI
elements where the space might be to small to use the full description.
A shorter version of the description, used in input fields and other UI elements where the space might be to small to use the full description.
- **Type:** String
- **Minimum Length:** `1`
@@ -874,8 +842,7 @@ Key | Description | Details
#### <a name="CommonNames/first_name_groups"></a> `first_name_groups?`
First names can be gender-neutral, but they can also be for a specific
binary sex. They are sorted into groups.
First names can be gender-neutral, but they can also be for a specific binary sex. They are sorted into groups.
- **Type:** List
- **Items:** <a href="#CommonNames/first_name_groups[]">CommonNames/first_name_groups[]</a>
@@ -883,8 +850,7 @@ binary sex. They are sorted into groups.
#### <a name="CommonNames/last_name_groups"></a> `last_name_groups?`
Last names can be gender-neutral, like family names, but they can also be
for a specific binary sex. They are sorted into groups.
Last names can be gender-neutral, like family names, but they can also be for a specific binary sex. They are sorted into groups.
- **Type:** List
- **Items:** <a href="#CommonNames/last_name_groups[]">CommonNames/last_name_groups[]</a>
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@@ -45,15 +45,13 @@ Key | Description | Details
#### <a name="Disadvantage/has_maximum_spent_influence"></a> `has_maximum_spent_influence`
Does this disadvantage count towards the maximum of AP to be spent on
disadvantages?
Does this disadvantage count towards the maximum of AP to be spent on disadvantages?
- **Type:** Boolean
#### <a name="Disadvantage/is_exclusive_to_arcane_spellworks"></a> `is_exclusive_to_arcane_spellworks`
Does this disadvantage exclusively applies to arcane spellworks and not
to magical actions and magical applications?
Does this disadvantage exclusively applies to arcane spellworks and not to magical actions and magical applications?
- **Type:** Boolean
@@ -110,9 +108,7 @@ The range.
#### <a name="DisadvantageTranslation/ap_value_append"></a> `ap_value_append?`
A string that gets appended to the default AP Value text with a preceding
space. This always happens if present, even if the generated AP Value text
is replaced.
A string that gets appended to the default AP Value text with a preceding space. This always happens if present, even if the generated AP Value text is replaced.
- **Type:** <a href="#AdventurePointsValueAppend">AdventurePointsValueAppend</a>
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@@ -31,17 +31,13 @@ The disease's level.
#### <a name="Disease/resistance"></a> `resistance`
Depending on the disease, apply Spirit or Toughness as a penalty to the
disease roll. It may also happen that the lower of both is applied as a
penalty.
Depending on the disease, apply Spirit or Toughness as a penalty to the disease roll. It may also happen that the lower of both is applied as a penalty.
- **Type:** <a href="./_DiseasePoison.md#Resistance">Resistance</a>
#### <a name="Disease/cause"></a> `cause`
What causes the disease? The GM rolls 1D20 to see if a character gets
infected. If the infection check succeeds, the GM makes a disease check to
determine the severity of the infection.
What causes the disease? The GM rolls 1D20 to see if a character gets infected. If the infection check succeeds, the GM makes a disease check to determine the severity of the infection.
- **Type:** List
- **Items:** <a href="#Disease/cause[]">Disease/cause[]</a>
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@@ -25,11 +25,9 @@ The familiar's trick's identifier. An unique, increasing integer.
#### <a name="FamiliarsTrick/animal_types"></a> `animal_types`
The animal types this trick is available to. Either it is available to all
or only a list of specific animal types.
The animal types this trick is available to. Either it is available to all or only a list of specific animal types.
If no animal types are given, the animal disease applies to all animal
types.
If no animal types are given, the animal disease applies to all animal types.
- **Type:** List
- **Items:** <a href="#FamiliarsTrick/animal_types[]">FamiliarsTrick/animal_types[]</a>
@@ -48,8 +46,7 @@ The property of the trick.
#### <a name="FamiliarsTrick/ap_value"></a> `ap_value?`
The AP value the familiar has to pay for. It may also be that a specific is
known by all familiar by default. In the latter case the field is not set.
The AP value the familiar has to pay for. It may also be that a specific is known by all familiar by default. In the latter case the field is not set.
- **Type:** Integer
- **Minimum:** `1`
@@ -388,8 +385,7 @@ Key | Description | Details
#### <a name="FamiliarsTrickFixedOneTimeCostTranslation/per"></a> `per?`
The cost have to be per a specific countable entity, e.g. `8 KP
per person`.
The cost have to be per a specific countable entity, e.g. `8 KP per person`.
- **Type:** <a href="./_ResponsiveText.md#ResponsiveTextOptional">ResponsiveTextOptional</a>
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@@ -1,16 +1,12 @@
# Curriculum
This is a curriculum of a specified academy, containing the guideline,
elective and restricted spellworks as well as the lesson packages of that
academy.
This is a curriculum of a specified academy, containing the guideline, elective and restricted spellworks as well as the lesson packages of that academy.
## Definitions
### <a name="Curriculum"></a> Curriculum (`Curriculum`)
This is a curriculum of a specified academy, containing the guideline,
elective and restricted spellworks as well as the lesson packages of that
academy.
This is a curriculum of a specified academy, containing the guideline, elective and restricted spellworks as well as the lesson packages of that academy.
- **Type:** Object
@@ -178,10 +174,7 @@ Key | Description | Details
#### <a name="ElectiveSpellwork/restriction"></a> `restriction?`
The elective spellwork may only take effect if a certain condition is met.
The condition may be related to professions or profession variants, but it
is designed so that it can work without a specific profession, as multiple
may belong to an institute, but with referencing other entities instead.
The elective spellwork may only take effect if a certain condition is met. The condition may be related to professions or profession variants, but it is designed so that it can work without a specific profession, as multiple may belong to an institute, but with referencing other entities instead.
- **Type:** <a href="#ElectiveSpellworkRestriction">ElectiveSpellworkRestriction</a>
@@ -189,10 +182,7 @@ may belong to an institute, but with referencing other entities instead.
### <a name="ElectiveSpellworkRestriction"></a> `ElectiveSpellworkRestriction`
The elective spellwork may only take effect if a certain condition is met.
The condition may be related to professions or profession variants, but it is
designed so that it can work without a specific profession, as multiple may
belong to an institute, but with referencing other entities instead.
The elective spellwork may only take effect if a certain condition is met. The condition may be related to professions or profession variants, but it is designed so that it can work without a specific profession, as multiple may belong to an institute, but with referencing other entities instead.
- **Type:** Object
@@ -389,9 +379,7 @@ Exclude specific spellworks from the restriction.
#### <a name="RestrictedProperty/maximum"></a> `maximum?`
Spellworks from this property up to a certain number are allowed.
Spellworks excluded from this restriction definition using `exclude` do
not contribute to the maximum.
Spellworks from this property up to a certain number are allowed. Spellworks excluded from this restriction definition using `exclude` do not contribute to the maximum.
- **Type:** Number
@@ -441,10 +429,7 @@ The lesson package's identifier. An unique, increasing integer.
#### <a name="LessonPackage/spellwork_changes"></a> `spellwork_changes?`
The spell values difference of the lesson package. This field reflects the
changes (difference) to the field of the same name in the profession
package. If a spell gets to SR 0 because of this, it will be removed
completely.
The spell values difference of the lesson package. This field reflects the changes (difference) to the field of the same name in the profession package. If a spell gets to SR 0 because of this, it will be removed completely.
- **Type:** List
- **Items:** <a href="#LessonPackage/spellwork_changes[]">LessonPackage/spellwork_changes[]</a>
@@ -511,8 +496,7 @@ The name of the lesson package.
#### <a name="LessonPackageTranslation/spellwork_changes"></a> `spellwork_changes?`
The spell values difference of the lesson package. Use this field to
specify a text that is displayed instead of the generated
The spell values difference of the lesson package. Use this field to specify a text that is displayed instead of the generated
`spellwork_changes` list. The field is displayed even if no list is
present.
@@ -599,8 +583,7 @@ Key | Description | Details
#### <a name="CombatTechniqueAdjustment/points"></a> `points`
The combat technique points that will be added to the current combat
technique rating.
The combat technique points that will be added to the current combat technique rating.
- **Type:** Integer
- **Minimum:** `-6`
@@ -649,9 +632,7 @@ Key | Description | Details
#### <a name="SpellworkAdjustment/points"></a> `points`
The skill points that will be added to the current skill rating. If a
spell gets to a skill rating of 0 because of this, it will be removed
completely.
The skill points that will be added to the current skill rating. If a spell gets to a skill rating of 0 because of this, it will be removed completely.
- **Type:** Integer
- **Minimum:** `-10`
@@ -659,7 +640,6 @@ completely.
#### <a name="SpellworkAdjustment/tradition"></a> `tradition?`
The target tradition. If the target spell is not from the Guild Mage
tradition, specify the tradition identifier here.
The target tradition. If the target spell is not from the Guild Mage tradition, specify the tradition identifier here.
- **Type:** <a href="./_Identifier.md#MagicalTraditionIdentifier">MagicalTraditionIdentifier</a>
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@@ -53,9 +53,7 @@ The target category the kind of creature or object the skill affects.
#### <a name="LiturgicalChant/traditions"></a> `traditions`
The tradition(s) the liturgical chant is available for. Note that general
aspects do not have an associated tradition and thus need to be defined in
a special way.
The tradition(s) the liturgical chant is available for. Note that general aspects do not have an associated tradition and thus need to be defined in a special way.
- **Type:** List
- **Items:** <a href="#LiturgicalChant/traditions[]">LiturgicalChant/traditions[]</a>
@@ -117,17 +115,13 @@ The name of the liturgical chant.
#### <a name="LiturgicalChantTranslation/name_compressed"></a> `name_compressed?`
A compressed name of the liturgical chant for use in small areas (e.g.
on character sheet). Should only be defined if the `name` does not fit
on character sheet.
A compressed name of the liturgical chant for use in small areas (e.g. on character sheet). Should only be defined if the `name` does not fit on character sheet.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
#### <a name="LiturgicalChantTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="./_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
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@@ -36,7 +36,6 @@ Region in which the language is spoken in it's language.
#### <a name="Locale/is_missing_implementation"></a> `is_missing_implementation?`
The language is not (fully) implemented and thus needs to be excluded from
stable releases.
The language is not (fully) implemented and thus needs to be excluded from stable releases.
- **Constant:** `true`
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@@ -1,16 +1,12 @@
# Meta Condition
Meta Conditions are rule elements that work like conditions in the sense that
they have four levels with different effects, but which are not explicitly
listed as conditions.
Meta Conditions are rule elements that work like conditions in the sense that they have four levels with different effects, but which are not explicitly listed as conditions.
## Definitions
### <a name="MetaCondition"></a> Meta Condition (`MetaCondition`)
Meta Conditions are rule elements that work like conditions in the sense that
they have four levels with different effects, but which are not explicitly
listed as conditions.
Meta Conditions are rule elements that work like conditions in the sense that they have four levels with different effects, but which are not explicitly listed as conditions.
- **Type:** Object
+9 -22
View File
@@ -45,17 +45,14 @@ The patron-specific skills.
#### <a name="Patron/culture"></a> `culture`
The patron is only available to a certain set of cultures. It may be
available to all, it may be available to only specific ones (intersection)
and it may be available to all except specific ones to the listed cultures
The patron is only available to a certain set of cultures. It may be available to all, it may be available to only specific ones (intersection) and it may be available to all except specific ones to the listed cultures
(difference).
- **Type:** <a href="#PatronCulture">PatronCulture</a>
#### <a name="Patron/primary_patron_cultures"></a> `primary_patron_cultures?`
The list of cultures where patrons from this category can be the primary
patron of.
The list of cultures where patrons from this category can be the primary patron of.
- **Type:** List
- **Items:** <a href="#Patron/primary_patron_cultures[]">Patron/primary_patron_cultures[]</a>
@@ -63,15 +60,13 @@ patron of.
#### <a name="Patron/powers"></a> `powers?`
The patron-specific powers. Used by animist power Animal Powers IIII and
should only be present on animal patrons.
The patron-specific powers. Used by animist power Animal Powers IIII and should only be present on animal patrons.
- **Type:** <a href="#AnimalPowers">AnimalPowers</a>
#### <a name="Patron/ae_cost"></a> `ae_cost?`
The patron-specific AE cost. Used by several animist forces for animal
patrons.
The patron-specific AE cost. Used by several animist forces for animal patrons.
- **Type:** Integer
- **Minimum:** `2`
@@ -79,15 +74,13 @@ patrons.
#### <a name="Patron/improvement_cost"></a> `improvement_cost?`
The patron-specific improvement cost. Used by several animist forces for
animal patrons.
The patron-specific improvement cost. Used by several animist forces for animal patrons.
- **Type:** <a href="./_ImprovementCost.md#ImprovementCost">ImprovementCost</a>
#### <a name="Patron/common_advantages"></a> `common_advantages?`
The patron may grant common advantages that are taken into account during
character creation.
The patron may grant common advantages that are taken into account during character creation.
*Source:* Geisterwald & Knochenklippen, p. 6-7
@@ -96,8 +89,7 @@ character creation.
#### <a name="Patron/common_disadvantages"></a> `common_disadvantages?`
The patron may grant common disadvantages that are taken into account
during character creation.
The patron may grant common disadvantages that are taken into account during character creation.
*Source:* Geisterwald & Knochenklippen, p. 6-7
@@ -169,9 +161,7 @@ The name of the patron.
### <a name="PatronCulture"></a> `PatronCulture`
The patron cultures the patron is or is not part of. If the patron is part of
all patron cultures, the set should be empty and the operation should be
difference.
The patron cultures the patron is or is not part of. If the patron is part of all patron cultures, the set should be empty and the operation should be difference.
- **Type:** Object
@@ -199,10 +189,7 @@ Key | Description | Details
### <a name="PatronCultureOperation"></a> `PatronCultureOperation`
The set operation to combine the set of all patron cultures with the
specified set of patron cultures: If they should intersect, the patron is
only part of the given cultures. If they should differ, the patron is only
part of the cultures that are not given.
The set operation to combine the set of all patron cultures with the specified set of patron cultures: If they should intersect, the patron is only part of the given cultures. If they should differ, the patron is only part of the cultures that are not given.
- **Type:** Union
- **Cases:** <a href="#PatronCultureOperation'0">PatronCultureOperation'0</a> | <a href="#PatronCultureOperation'1">PatronCultureOperation'1</a>
+1 -2
View File
@@ -21,8 +21,7 @@ The patron category's identifier. An unique, increasing integer.
#### <a name="PatronCategory/primary_patron_cultures"></a> `primary_patron_cultures`
The list of cultures where patrons from this category can be the primary
patron of.
The list of cultures where patrons from this category can be the primary patron of.
- **Type:** List
- **Items:** <a href="#PatronCategory/primary_patron_cultures[]">PatronCategory/primary_patron_cultures[]</a>
+3 -8
View File
@@ -1,16 +1,12 @@
# Personality Trait
A personality trait describes character aspects of a person from a certain
region. Higher trait levels only cover a part of the region covered by
lower-level traits.
A personality trait describes character aspects of a person from a certain region. Higher trait levels only cover a part of the region covered by lower-level traits.
## Definitions
### <a name="PersonalityTrait"></a> Personality Trait (`PersonalityTrait`)
A personality trait describes character aspects of a person from a certain
region. Higher trait levels only cover a part of the region covered by
lower-level traits.
A personality trait describes character aspects of a person from a certain region. Higher trait levels only cover a part of the region covered by lower-level traits.
- **Type:** Object
@@ -87,8 +83,7 @@ The name of the personality trait.
#### <a name="PersonalityTraitTranslation/effects"></a> `effects`
The effects of the personality trait. They should be sorted like they
are in the book.
The effects of the personality trait. They should be sorted like they are in the book.
- **Type:** List
- **Items:** <a href="#PersonalityTraitTranslation/effects[]">PersonalityTraitTranslation/effects[]</a>
+37 -100
View File
@@ -27,17 +27,9 @@ The profession group.
#### <a name="Profession/versions"></a> `versions`
A list of professions representing the same profession but with (slightly)
different stats. For example, there may be a profession in a regional
sourcebook or in the core rules and a profession in an extension rulebook
like Magic of Aventuria, where the profession is basically called the same
and almost has the same values, but the version from Magic of Aventuria
features a spell style special ability that does not exist in the core
rules or regional sourcebook.
A list of professions representing the same profession but with (slightly) different stats. For example, there may be a profession in a regional sourcebook or in the core rules and a profession in an extension rulebook like Magic of Aventuria, where the profession is basically called the same and almost has the same values, but the version from Magic of Aventuria features a spell style special ability that does not exist in the core rules or regional sourcebook.
The profession representation may feature different values for different
explicitly mentioned experience levels. In most cases, there is only one
stats package, which targets the experience level *Experienced*.
The profession representation may feature different values for different explicitly mentioned experience levels. In most cases, there is only one stats package, which targets the experience level *Experienced*.
- **Type:** List
- **Items:** <a href="#Profession/versions[]">Profession/versions[]</a>
@@ -220,8 +212,7 @@ Key | Description | Details
#### <a name="ExperiencedProfessionPackage/id"></a> `id`
The profession representation variant's identifier. An unique, increasing
integer.
The profession representation variant's identifier. An unique, increasing integer.
- **Type:** Integer
- **Minimum:** `1`
@@ -255,8 +246,7 @@ Key | Description | Details
#### <a name="ProfessionPackagesForDifferentExperienceLevels/id"></a> `id`
The profession representation variant's identifier. An unique, increasing
integer.
The profession representation variant's identifier. An unique, increasing integer.
- **Type:** Integer
- **Minimum:** `1`
@@ -295,8 +285,7 @@ Key | Description | Details
#### <a name="ExperienceLevelDynamicProfessionPackage/experience_level_id"></a> `experience_level_id`
The experience level this profession targets. The experience level
must be unique for this representation.
The experience level this profession targets. The experience level must be unique for this representation.
- **Type:** Integer
- **Default:** `3`
@@ -338,16 +327,13 @@ What does the professional package cost in adventure points?
#### <a name="ProfessionPackage/prerequisites"></a> `prerequisites?`
Which prerequisites must be met to buy the stat block? For example, a
character might need the advantage Spellcaster or Blessed. Note: the AP
cost for a profession package does not include these prerequisites.
Which prerequisites must be met to buy the stat block? For example, a character might need the advantage Spellcaster or Blessed. Note: the AP cost for a profession package does not include these prerequisites.
- **Type:** <a href="./_Prerequisite.md#ProfessionPrerequisites">ProfessionPrerequisites</a>
#### <a name="ProfessionPackage/options"></a> `options?`
In some areas, the profession package grants a loose set of stats where the
player must choose between different options for the profession package.
In some areas, the profession package grants a loose set of stats where the player must choose between different options for the profession package.
- **Type:** <a href="#ProfessionPackageOptions">ProfessionPackageOptions</a>
@@ -360,8 +346,7 @@ Any special abilities the profession receives from the package.
#### <a name="ProfessionPackage/combat_techniques"></a> `combat_techniques?`
Provides ratings for the combat techniques that the hero receives from the
package.
Provides ratings for the combat techniques that the hero receives from the package.
- **Type:** List
- **Items:** <a href="#ProfessionPackage/combat_techniques[]">ProfessionPackage/combat_techniques[]</a>
@@ -375,17 +360,14 @@ The skill ratings the package grants to the hero.
#### <a name="ProfessionPackage/spells"></a> `spells?`
The skill ratings a magical profession receives for spells; these spells
are considered activated. Spells from an unfamiliar Tradition, if any, are
identified as such.
The skill ratings a magical profession receives for spells; these spells are considered activated. Spells from an unfamiliar Tradition, if any, are identified as such.
- **Type:** List
- **Items:** <a href="#ProfessionPackage/spells[]">ProfessionPackage/spells[]</a>
#### <a name="ProfessionPackage/liturgical_chants"></a> `liturgical_chants?`
Clerical professions receive these liturgical chants at the listed skill
ratings. These liturgical chants are considered activated.
Clerical professions receive these liturgical chants at the listed skill ratings. These liturgical chants are considered activated.
- **Type:** List
- **Items:** <a href="#ProfessionPackage/liturgical_chants[]">ProfessionPackage/liturgical_chants[]</a>
@@ -408,8 +390,7 @@ Typical disadvantages for the profession.
#### <a name="ProfessionPackage/unsuitable_advantages"></a> `unsuitable_advantages?`
These advantages do not fit well with this profession; to be checked with
the GM before taking any of them.
These advantages do not fit well with this profession; to be checked with the GM before taking any of them.
- **Type:** List
- **Items:** <a href="#ProfessionPackage/unsuitable_advantages[]">ProfessionPackage/unsuitable_advantages[]</a>
@@ -417,8 +398,7 @@ the GM before taking any of them.
#### <a name="ProfessionPackage/unsuitable_disadvantages"></a> `unsuitable_disadvantages?`
These disadvantages do not fit well with this profession; to be checked
with the GM before taking any of them.
These disadvantages do not fit well with this profession; to be checked with the GM before taking any of them.
- **Type:** List
- **Items:** <a href="#ProfessionPackage/unsuitable_disadvantages[]">ProfessionPackage/unsuitable_disadvantages[]</a>
@@ -426,11 +406,7 @@ with the GM before taking any of them.
#### <a name="ProfessionPackage/variants"></a> `variants?`
Provides examples of variants for the profession, which may include changes
to AP values and additional or modified skill ratings, special abilities,
or combat techniques, as compared to the basic profession. Usually picking
a variant is optional, but there are some rare exceptions where picking a
variant is required.
Provides examples of variants for the profession, which may include changes to AP values and additional or modified skill ratings, special abilities, or combat techniques, as compared to the basic profession. Usually picking a variant is optional, but there are some rare exceptions where picking a variant is required.
- **Type:** <a href="#ProfessionVariants">ProfessionVariants</a>
@@ -512,9 +488,7 @@ Name of the basic profession.
#### <a name="ProfessionTranslation/specification"></a> `specification?`
A name addition of the profession. This will contain texts like name of
the academy or the witch circle. It is enclosed in parenthesis, but the
database entry must not contain parenthesis.
A name addition of the profession. This will contain texts like name of the academy or the witch circle. It is enclosed in parenthesis, but the database entry must not contain parenthesis.
- **Type:** <a href="#ProfessionName">ProfessionName</a>
@@ -532,15 +506,13 @@ Typical disadvantages for the profession.
#### <a name="ProfessionTranslation/unsuitable_advantages"></a> `unsuitable_advantages?`
These advantages do not fit well with this profession; to be checked with
the GM before taking any of them.
These advantages do not fit well with this profession; to be checked with the GM before taking any of them.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
#### <a name="ProfessionTranslation/unsuitable_disadvantages"></a> `unsuitable_disadvantages?`
These disadvantages do not fit well with this profession; to be checked
with the GM before taking any of them.
These disadvantages do not fit well with this profession; to be checked with the GM before taking any of them.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
@@ -552,11 +524,7 @@ with the GM before taking any of them.
### <a name="ProfessionVariants"></a> `ProfessionVariants`
Provides examples of variants for the profession, which may include changes
to AP values and additional or modified skill ratings, special abilities, or
combat techniques, as compared to the basic profession. Usually picking a
variant is optional, but there are some rare exceptions where picking a
variant is required.
Provides examples of variants for the profession, which may include changes to AP values and additional or modified skill ratings, special abilities, or combat techniques, as compared to the basic profession. Usually picking a variant is optional, but there are some rare exceptions where picking a variant is required.
- **Type:** Object
@@ -619,9 +587,7 @@ The AP value you have to pay for the package variant.
#### <a name="ProfessionVariant/prerequisites"></a> `prerequisites?`
Which prerequisites must be met to buy the stat block? For example, a
character might need the advantage Spellcaster or Blessed. Note: the AP
cost for a profession package does not include these prerequisites.
Which prerequisites must be met to buy the stat block? For example, a character might need the advantage Spellcaster or Blessed. Note: the AP cost for a profession package does not include these prerequisites.
- **Type:** <a href="./_Prerequisite.md#ProfessionPrerequisites">ProfessionPrerequisites</a>
@@ -638,8 +604,7 @@ Any special abilities the profession receives from the package variant.
#### <a name="ProfessionVariant/combat_techniques"></a> `combat_techniques?`
Provides ratings for the combat techniques that the hero receives from the
package variant.
Provides ratings for the combat techniques that the hero receives from the package variant.
- **Type:** List
- **Items:** <a href="#ProfessionVariant/combat_techniques[]">ProfessionVariant/combat_techniques[]</a>
@@ -653,17 +618,14 @@ The skill ratings the package variant grants to the hero.
#### <a name="ProfessionVariant/spells"></a> `spells?`
The skill ratings a magical profession variant receives for spells; these
spells are considered activated. Spells from an unfamiliar Tradition, if
any, are identified as such.
The skill ratings a magical profession variant receives for spells; these spells are considered activated. Spells from an unfamiliar Tradition, if any, are identified as such.
- **Type:** List
- **Items:** <a href="#ProfessionVariant/spells[]">ProfessionVariant/spells[]</a>
#### <a name="ProfessionVariant/liturgical_chants"></a> `liturgical_chants?`
Clerical professions receive these liturgical chants at the listed skill
ratings. These liturgical chants are considered activated.
Clerical professions receive these liturgical chants at the listed skill ratings. These liturgical chants are considered activated.
- **Type:** List
- **Items:** <a href="#ProfessionVariant/liturgical_chants[]">ProfessionVariant/liturgical_chants[]</a>
@@ -836,8 +798,7 @@ The level of the received special ability.
#### <a name="SpecialAbilityDefinition/options"></a> `options?`
Received select options. Order is important. Typically, you only need the
first array index, though.
Received select options. Order is important. Typically, you only need the first array index, though.
- **Type:** List
- **Items:** <a href="#SpecialAbilityDefinition/options[]">SpecialAbilityDefinition/options[]</a>
@@ -915,8 +876,7 @@ The identifier of the combat technique to provide the rating for.
#### <a name="FixedVariantSpecialAbility/active"></a> `active?`
if set to `false`, if the selection is granted by the basic package, it
is removed.
if set to `false`, if the selection is granted by the basic package, it is removed.
- **Constant:** `false`
@@ -929,8 +889,7 @@ The level of the received special ability.
#### <a name="FixedVariantSpecialAbility/options"></a> `options?`
Received select options. Order is important. Typically, you only need the
first array index, though.
Received select options. Order is important. Typically, you only need the first array index, though.
- **Type:** List
- **Items:** <a href="#FixedVariantSpecialAbility/options[]">FixedVariantSpecialAbility/options[]</a>
@@ -955,8 +914,7 @@ Key | Description | Details
#### <a name="VariantSpecialAbilitySelection/active"></a> `active?`
if set to `false`, if the selection is granted by the basic package, it
is removed.
if set to `false`, if the selection is granted by the basic package, it is removed.
- **Constant:** `false`
@@ -991,8 +949,7 @@ The identifier of the combat technique to provide the rating for.
#### <a name="CombatTechniqueRating/rating"></a> `rating`
The rating bonus provided for the combat technique. If used in a profession
variant, it can also be used to lower the bonus of the base profession.
The rating bonus provided for the combat technique. If used in a profession variant, it can also be used to lower the bonus of the base profession.
**Note:** This is a rating *bonus*, so it will be *added* to the default
value of 6.
@@ -1020,8 +977,7 @@ The identifier of the skill to provide the rating for.
#### <a name="SkillRating/rating"></a> `rating`
The rating bonus provided for the skill. If used in a profession variant,
it can also be used to lower the bonus of the base profession
The rating bonus provided for the skill. If used in a profession variant, it can also be used to lower the bonus of the base profession
- **Type:** Integer
- **Minimum:** `-8`
@@ -1040,9 +996,7 @@ Key | Description | Details
#### <a name="SpellRating/id"></a> `id`
The identifier(s) of the spell(s) to choose from to provide the rating for.
If multiple spells are provided, they must all have the same improvement
cost.
The identifier(s) of the spell(s) to choose from to provide the rating for. If multiple spells are provided, they must all have the same improvement cost.
- **Type:** List
- **Items:** <a href="#SpellRating/id[]">SpellRating/id[]</a>
@@ -1050,8 +1004,7 @@ cost.
#### <a name="SpellRating/rating"></a> `rating`
The rating bonus provided for the (selected) spell. If used in a profession
variant, it can also be used to lower the bonus of the base profession.
The rating bonus provided for the (selected) spell. If used in a profession variant, it can also be used to lower the bonus of the base profession.
- **Type:** Integer
- **Minimum:** `-10`
@@ -1127,11 +1080,7 @@ The identifier of the spell to provide the rating for.
#### <a name="ProfessionSpellworkIdentifier/tradition"></a> `tradition?`
If the spell is not part of the magical tradition required by the
package, this references the magical tradition it is part of. It can also
be used to define the target magical tradition of a spell if multiple
magical traditions are required and the spell is available to multiple
of them.
If the spell is not part of the magical tradition required by the package, this references the magical tradition it is part of. It can also be used to define the target magical tradition of a spell if multiple magical traditions are required and the spell is available to multiple of them.
- **Type:** <a href="./_SimpleReferences.md#MagicalTraditionReference">MagicalTraditionReference</a>
@@ -1164,9 +1113,7 @@ Key | Description | Details
#### <a name="LiturgicalChantRating/id"></a> `id`
The identifier(s) of the liturgical chant(s) to choose from to provide
the rating for. If multiple liturgical chants are provided, they must all
have the same improvement cost.
The identifier(s) of the liturgical chant(s) to choose from to provide the rating for. If multiple liturgical chants are provided, they must all have the same improvement cost.
- **Type:** List
- **Items:** <a href="#LiturgicalChantRating/id[]">LiturgicalChantRating/id[]</a>
@@ -1174,9 +1121,7 @@ have the same improvement cost.
#### <a name="LiturgicalChantRating/rating"></a> `rating`
The rating bonus provided for the selected liturgical chant. If used in a
profession variant, it can also be used to lower the bonus of the base
profession.
The rating bonus provided for the selected liturgical chant. If used in a profession variant, it can also be used to lower the bonus of the base profession.
- **Type:** Integer
- **Minimum:** `-10`
@@ -1192,8 +1137,7 @@ profession.
### <a name="ProfessionPackageOptions"></a> `ProfessionPackageOptions`
In some areas, the profession package grants a loose set of stats where the
player must choose between different options for the profession package.
In some areas, the profession package grants a loose set of stats where the player must choose between different options for the profession package.
- **Type:** Object
- **Minimum Properties:** `1`
@@ -1240,9 +1184,7 @@ Key | Description | Details
### <a name="ProfessionVariantPackageOptions"></a> `ProfessionVariantPackageOptions`
In some areas, the profession package grants a loose set of stats where the
player must choose between different options for the profession package. The
variant may override or remove those options.
In some areas, the profession package grants a loose set of stats where the player must choose between different options for the profession package. The variant may override or remove those options.
- **Type:** Object
- **Minimum Properties:** `1`
@@ -1340,9 +1282,7 @@ Key | Description | Details
### <a name="SkillSpecializationOptions"></a> `SkillSpecializationOptions`
Select an application from a skill or from one of a list of skills where you
get a skill specialization for. You can also specify a skill groups from
which you can choose a skill.
Select an application from a skill or from one of a list of skills where you get a skill specialization for. You can also specify a skill groups from which you can choose a skill.
- **Type:** Union
- **Cases:** <a href="#SkillSpecializationOptions'Single">SkillSpecializationOptions'Single</a> | <a href="#SkillSpecializationOptions'Group">SkillSpecializationOptions'Group</a>
@@ -1452,9 +1392,7 @@ Key | Description | Details
#### <a name="CombatTechniquesOptions/fixed"></a> `fixed`
Specify the number of combat techniques that can be selected so that they
get increased to a specific CtR. There can be multiple selections with
different CtRs.
Specify the number of combat techniques that can be selected so that they get increased to a specific CtR. There can be multiple selections with different CtRs.
- **Type:** List
- **Items:** <a href="#CombatTechniquesOptions/fixed[]">CombatTechniquesOptions/fixed[]</a>
@@ -1462,8 +1400,7 @@ different CtRs.
#### <a name="CombatTechniquesOptions/rest_rating"></a> `rest_rating?`
Define if after the fixed selections the remaining unselected combat
techniques will receive a certain rating bonus as well.
Define if after the fixed selections the remaining unselected combat techniques will receive a certain rating bonus as well.
- **Type:** Integer
- **Minimum:** `1`
+1 -2
View File
@@ -21,8 +21,7 @@ The property's identifier. An unique, increasing integer.
#### <a name="Property/check"></a> `check?`
The property check's attributes. Only the properties from the Core Rules
have defined property checks.
The property check's attributes. Only the properties from the Core Rules have defined property checks.
- **Type:** <a href="./_SkillCheck.md#SkillCheck">SkillCheck</a>
+16 -40
View File
@@ -47,16 +47,13 @@ The races base values.
#### <a name="Race/attribute_adjustments"></a> `attribute_adjustments`
Describes how to raise or lower maximum attribute values during character
creation.
Describes how to raise or lower maximum attribute values during character creation.
- **Type:** <a href="#AttributeAdjustments">AttributeAdjustments</a>
#### <a name="Race/automatic_advantages"></a> `automatic_advantages?`
A list of automatically applied advantages. This does only work for
advantages with no further configuration such as level or special
selection.
A list of automatically applied advantages. This does only work for advantages with no further configuration such as level or special selection.
- **Type:** List
- **Items:** <a href="#Race/automatic_advantages[]">Race/automatic_advantages[]</a>
@@ -86,8 +83,7 @@ Configuration for random weight generation.
#### <a name="Race/starting_age"></a> `starting_age`
Defines the starting ages for the race. It depends on the selected
experience level.
Defines the starting ages for the race. It depends on the selected experience level.
- **Type:** List
- **Items:** <a href="#Race/starting_age[]">Race/starting_age[]</a>
@@ -96,9 +92,7 @@ experience level.
#### <a name="Race/variants"></a> `variants`
A list of available race variants where one has to be selected. If no
variants are to be selected, a single variant with no name has to be provided
which will be used as the missing values for the base race.
A list of available race variants where one has to be selected. If no variants are to be selected, a single variant with no name has to be provided which will be used as the missing values for the base race.
- **Type:** <a href="#RaceVariants">RaceVariants</a>
@@ -180,8 +174,7 @@ The races tactical movement rate.
### <a name="AttributeAdjustments"></a> `AttributeAdjustments`
Describes how to raise or lower maximum attribute values during character
creation.
Describes how to raise or lower maximum attribute values during character creation.
- **Type:** Object
- **Minimum Properties:** `1`
@@ -201,12 +194,9 @@ The values by which the maximum of the respective attribute is modified.
#### <a name="AttributeAdjustments/selectable"></a> `selectable?`
An array of attribute maximum modifiers, where the attribute they apply to
is selected from a list of options.
An array of attribute maximum modifiers, where the attribute they apply to is selected from a list of options.
The array only permits a single entry because no race specified more than
one selectable attribute adjustment so far. But the schema allows for
multiple entries to be future-proof.
The array only permits a single entry because no race specified more than one selectable attribute adjustment so far. But the schema allows for multiple entries to be future-proof.
- **Type:** List
- **Items:** <a href="#AttributeAdjustments/selectable[]">AttributeAdjustments/selectable[]</a>
@@ -255,9 +245,7 @@ The value by which the specified attribute's maximum is modified
### <a name="SelectableAttributeAdjustment"></a> `SelectableAttributeAdjustment`
A value that will be added to the current maximum of the selected attribute
that has been chosen from the listed attributes (negative values will lower
the maximum).
A value that will be added to the current maximum of the selected attribute that has been chosen from the listed attributes (negative values will lower the maximum).
- **Type:** Object
@@ -349,9 +337,7 @@ Number of sides on every die. Example: 6 in 2D6.
#### <a name="WeightDice/offset_strategy"></a> `offset_strategy`
The strategy how to offset the randomly generated values against the
base value. Either they are all added or subtracted or even results are
added and odd results are subtracted.
The strategy how to offset the randomly generated values against the base value. Either they are all added or subtracted or even results are added and odd results are subtracted.
- **Type:** <a href="#WeightDiceOffsetStrategy">WeightDiceOffsetStrategy</a>
@@ -359,9 +345,7 @@ added and odd results are subtracted.
### <a name="WeightDiceOffsetStrategy"></a> `WeightDiceOffsetStrategy`
The strategy how to offset the randomly generated values against the
base value. Either they are all added or subtracted or even results are
added and odd results are subtracted.
The strategy how to offset the randomly generated values against the base value. Either they are all added or subtracted or even results are added and odd results are subtracted.
- **Type:** Union
- **Cases:** <a href="#WeightDiceOffsetStrategy'0">WeightDiceOffsetStrategy'0</a> | <a href="#WeightDiceOffsetStrategy'1">WeightDiceOffsetStrategy'1</a> | <a href="#WeightDiceOffsetStrategy'2">WeightDiceOffsetStrategy'2</a>
@@ -411,8 +395,7 @@ The base value for the selected experience level.
#### <a name="StartingAgeConfigForExperienceLevel/random"></a> `random`
The random value for the selected experience level. It is going to be
added to the base value.
The random value for the selected experience level. It is going to be added to the base value.
- **Type:** <a href="./_Dice.md#Dice">Dice</a>
@@ -420,9 +403,7 @@ added to the base value.
### <a name="RaceVariants"></a> `RaceVariants`
A list of available race variants where one has to be selected. If no
variants are to be selected, a single variant with no name has to be provided
which will be used as the missing values for the base race.
A list of available race variants where one has to be selected. If no variants are to be selected, a single variant with no name has to be provided which will be used as the missing values for the base race.
- **Type:** List
- **Items:** <a href="#RaceVariants[]">RaceVariants[]</a>
@@ -502,8 +483,7 @@ A list of uncommon disadvantages.
#### <a name="RaceVariant/hair_color"></a> `hair_color`
An array containing 20 (numeric) hair color identifiers. The array also
represents the 20-sided die for a random hair color.
An array containing 20 (numeric) hair color identifiers. The array also represents the 20-sided die for a random hair color.
- **Type:** List
- **Items:** <a href="#RaceVariant/hair_color[]">RaceVariant/hair_color[]</a>
@@ -512,8 +492,7 @@ represents the 20-sided die for a random hair color.
#### <a name="RaceVariant/eye_color"></a> `eye_color`
An array containing 20 (numeric) eye color identifiers. The array also
represents the 20-sided die for a random eye color.
An array containing 20 (numeric) eye color identifiers. The array also represents the 20-sided die for a random eye color.
- **Type:** List
- **Items:** <a href="#RaceVariant/eye_color[]">RaceVariant/eye_color[]</a>
@@ -624,9 +603,7 @@ Key | Description | Details
#### <a name="RaceVariantTranslation/name"></a> `name?`
The race variant's name. If left empty, it defaults to the base race name.
This can be used if the race has no (visible) variants so that a single
variant has to be provided.
The race variant's name. If left empty, it defaults to the base race name. This can be used if the race has no (visible) variants so that a single variant has to be provided.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
@@ -695,8 +672,7 @@ The respective strongly recommended advantages text from the source book.
#### <a name="RaceTranslation/strongly_recommended_disadvantages"></a> `strongly_recommended_disadvantages?`
The respective strongly recommended disadvantages text from the source
book.
The respective strongly recommended disadvantages text from the source book.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
+2 -6
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@@ -60,9 +60,7 @@ The associated property.
#### <a name="Ritual/traditions"></a> `traditions`
The tradition(s) the ritual is available for. It may be *generally*
available to all traditions or it may be only familiar in specific
traditions.
The tradition(s) the ritual is available for. It may be *generally* available to all traditions or it may be only familiar in specific traditions.
- **Type:** <a href="./_Spellwork.md#Traditions">Traditions</a>
@@ -116,9 +114,7 @@ The name of the ritual.
#### <a name="RitualTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="./_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
+1 -2
View File
@@ -63,8 +63,7 @@ How long a round of this sex practice takes.
#### <a name="SexPracticeTranslation/prerequisites"></a> `prerequisites?`
Prerequisites of participants and environment. Do not specify if the
sex practice has no prerequisites.
Prerequisites of participants and environment. Do not specify if the sex practice has no prerequisites.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
+5 -13
View File
@@ -32,9 +32,7 @@ Lists the linked three attributes used to make a skill check.
#### <a name="Skill/applications"></a> `applications`
Lists applications for the skill, if any. This does not necessarily include
all possible applications. There may also be new applications that could be
purchased via certain advantages or special abilities.
Lists applications for the skill, if any. This does not necessarily include all possible applications. There may also be new applications that could be purchased via certain advantages or special abilities.
- **Type:** <a href="#Applications">Applications</a>
@@ -92,24 +90,19 @@ The name of the skill.
#### <a name="SkillTranslation/applications_input_label"></a> `applications_input_label?`
If there are options available that can not be put into a selection
list (like different cults), provide the label text for the input
element here. Otherwise leave empty.
If there are options available that can not be put into a selection list (like different cults), provide the label text for the input element here. Otherwise leave empty.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
#### <a name="SkillTranslation/encumbrance_description"></a> `encumbrance_description?`
The text listing the certain circumstances in which the encumbrance may
count. This text must be used if `encumbrance` is set to `"Maybe"`,
otherwise it is ignored if defined.
The text listing the certain circumstances in which the encumbrance may count. This text must be used if `encumbrance` is set to `"Maybe"`, otherwise it is ignored if defined.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
#### <a name="SkillTranslation/tools"></a> `tools?`
Mentions any tools from the equipment list that are necessary to employ
the skill.
Mentions any tools from the equipment list that are necessary to employ the skill.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyMarkdown">NonEmptyMarkdown</a>
@@ -145,8 +138,7 @@ Lists examples of results for botches.
### <a name="ApplicationCategory"></a> `ApplicationCategory`
A category. All available entries from the specified category will be
included as separate applications.
A category. All available entries from the specified category will be included as separate applications.
- **Type:** Union
- **Cases:** <a href="#ApplicationCategory'0">ApplicationCategory'0</a> | <a href="#ApplicationCategory'1">ApplicationCategory'1</a> | <a href="#ApplicationCategory'2">ApplicationCategory'2</a>
+3 -6
View File
@@ -161,15 +161,13 @@ Key | Description | Details
#### <a name="SkillModificationLevelTranslation/fast"></a> `fast?`
Configuration for this level for fast skills (spells, liturgical chants).
Values set here override the default generated text.
Configuration for this level for fast skills (spells, liturgical chants). Values set here override the default generated text.
- **Type:** <a href="#LevelTypeConfigTranslation">LevelTypeConfigTranslation</a>
#### <a name="SkillModificationLevelTranslation/slow"></a> `slow?`
Configuration for this level for slow skills (rituals, ceremonies). Values
set here override the default generated text.
Configuration for this level for slow skills (rituals, ceremonies). Values set here override the default generated text.
- **Type:** <a href="#LevelTypeConfigTranslation">LevelTypeConfigTranslation</a>
@@ -177,8 +175,7 @@ set here override the default generated text.
### <a name="LevelTypeConfigTranslation"></a> `LevelTypeConfigTranslation`
Configuration translation of a type for a level. Values set here override the
default generated text.
Configuration translation of a type for a level. Values set here override the default generated text.
- **Type:** Object
+2 -6
View File
@@ -60,9 +60,7 @@ The associated property.
#### <a name="Spell/traditions"></a> `traditions`
The tradition(s) the spell is available for. It may be *generally*
available to all traditions or it may be only familiar in specific
traditions.
The tradition(s) the spell is available for. It may be *generally* available to all traditions or it may be only familiar in specific traditions.
- **Type:** <a href="./_Spellwork.md#Traditions">Traditions</a>
@@ -115,9 +113,7 @@ The name of the spell.
#### <a name="SpellTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="./_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
+54 -156
View File
@@ -24,8 +24,7 @@ The name of the activatable entry.
### <a name="NameInLibrary"></a> `NameInLibrary`
The full name of the entry as stated in the sources. Only use when `name`
needs to be different from full name for text generation purposes.
The full name of the entry as stated in the sources. Only use when `name` needs to be different from full name for text generation purposes.
- **Type:** String
- **Minimum Length:** `1`
@@ -43,8 +42,7 @@ Number of available levels.
### <a name="Maximum"></a> `Maximum`
The number stating how often you can buy the entry. The **default** depends on
the entry type:
The number stating how often you can buy the entry. The **default** depends on the entry type:
- **Advantage:** `1` in all cases (as specified in the **Core Rules**)
- **Disadvantage:** `1` in all cases (as specified in the **Core Rules**)
@@ -60,18 +58,9 @@ The maximum is only set if it differs from the defaults specified above.
### <a name="SelectOptions"></a> `SelectOptions`
Definitions for possible options for the activatable entry. They can either
be derived from entry categories or be defined explicitly. Both can happen as
well, but if there is an explicitly defined select option and a derived
select option has the same identifier (which may only happen if skill or
combat technique identifiers are used for explicit select options), the
explicit definition overwrites the derived option.
Definitions for possible options for the activatable entry. They can either be derived from entry categories or be defined explicitly. Both can happen as well, but if there is an explicitly defined select option and a derived select option has the same identifier (which may only happen if skill or combat technique identifiers are used for explicit select options), the explicit definition overwrites the derived option.
Note that this is only a full definition of options for simple logic that can
be made explicit using the more detailed configuration for both derived
categories and explicit options. There are quite a few entries whose option
logic cannot be fully represented here, so that it needs to be implemented
manually.
Note that this is only a full definition of options for simple logic that can be made explicit using the more detailed configuration for both derived categories and explicit options. There are quite a few entries whose option logic cannot be fully represented here, so that it needs to be implemented manually.
- **Type:** Object
- **Minimum Properties:** `1`
@@ -83,21 +72,13 @@ Key | Description | Details
#### <a name="SelectOptions/derived"></a> `derived?`
An entry category with optional further configuration. All available
entries from the specified categories will be included as separate select
options. You can also specify a set of groups that should only be
included. Groups not mentioned will be excluded then.
An entry category with optional further configuration. All available entries from the specified categories will be included as separate select options. You can also specify a set of groups that should only be included. Groups not mentioned will be excluded then.
- **Type:** <a href="./_ActivatableSelectOptionCategory.md#SelectOptionCategory">SelectOptionCategory</a>
#### <a name="SelectOptions/explicit"></a> `explicit?`
A list of explicit select options. If the identifier has a specific type,
its entry is the base of this select option, where values defined here
override values from the base. Define the `src` property if the options
are not derived from the rules text of the advantage/disadvantage/special
ability but instead are listed in a separate block and/or on a separate
page.
A list of explicit select options. If the identifier has a specific type, its entry is the base of this select option, where values defined here override values from the base. Define the `src` property if the options are not derived from the rules text of the advantage/disadvantage/special ability but instead are listed in a separate block and/or on a separate page.
- **Type:** List
- **Items:** <a href="#SelectOptions/explicit[]">SelectOptions/explicit[]</a>
@@ -200,28 +181,19 @@ The option's identifier. An unique, increasing integer.
#### <a name="ExplicitGeneralSelectOption/profession_only"></a> `profession_only?`
Sometimes, professions use specific text selections that are not
contained in described lists. This ensures you can use them for
professions only. They are not going to be displayed as options to the
user.
Sometimes, professions use specific text selections that are not contained in described lists. This ensures you can use them for professions only. They are not going to be displayed as options to the user.
- **Constant:** `true`
#### <a name="ExplicitGeneralSelectOption/skill_applications"></a> `skill_applications?`
Registers new applications, which get enabled once this entry is
activated with its respective select option. It specifies an entry-unique
identifier and the skill it belongs to. A translation can be left out if
its name equals the name of the origin select option.
Registers new applications, which get enabled once this entry is activated with its respective select option. It specifies an entry-unique identifier and the skill it belongs to. A translation can be left out if its name equals the name of the origin select option.
- **Type:** <a href="#SkillApplications">SkillApplications</a>
#### <a name="ExplicitGeneralSelectOption/skill_uses"></a> `skill_uses?`
Registers uses, which get enabled once this entry is activated with its
respective select option. It specifies an entry-unique identifier and the
skill it belongs to. A translation can be left out if its name equals the
name of the origin select option.
Registers uses, which get enabled once this entry is activated with its respective select option. It specifies an entry-unique identifier and the skill it belongs to. A translation can be left out if its name equals the name of the origin select option.
- **Type:** <a href="#SkillUses">SkillUses</a>
@@ -231,8 +203,7 @@ name of the origin select option.
#### <a name="ExplicitGeneralSelectOption/binding_cost"></a> `binding_cost?`
Specific binding cost for the select option. Only has an effect if the
associated entry supports binding costs.
Specific binding cost for the select option. Only has an effect if the associated entry supports binding costs.
- **Type:** Integer
- **Minimum:** `0`
@@ -276,16 +247,14 @@ The name of the select option.
#### <a name="ExplicitGeneralSelectOptionTranslation/name_in_profession"></a> `name_in_profession?`
The name of the select option when displayed in a generated
profession text.
The name of the select option when displayed in a generated profession text.
- **Type:** String
- **Minimum Length:** `1`
#### <a name="ExplicitGeneralSelectOptionTranslation/description"></a> `description?`
The description of the select option. Useful for Bad Habits, Trade
Secrets and other entries where a description is available.
The description of the select option. Useful for Bad Habits, Trade Secrets and other entries where a description is available.
- **Type:** Markdown-formatted text
- **Minimum Length:** `1`
@@ -319,10 +288,7 @@ The skill's identifier. An unique, increasing integer.
#### <a name="ExplicitSkillSelectOption/skill_applications"></a> `skill_applications?`
Registers new applications, which get enabled once this entry is
activated with its respective select option. It specifies an entry-unique
identifier and the skill it belongs to. A translation can be left out if
its name equals the name of the origin select option.
Registers new applications, which get enabled once this entry is activated with its respective select option. It specifies an entry-unique identifier and the skill it belongs to. A translation can be left out if its name equals the name of the origin select option.
- **Type:** List
- **Items:** <a href="#ExplicitSkillSelectOption/skill_applications[]">ExplicitSkillSelectOption/skill_applications[]</a>
@@ -330,10 +296,7 @@ its name equals the name of the origin select option.
#### <a name="ExplicitSkillSelectOption/skill_uses"></a> `skill_uses?`
Registers uses, which get enabled once this entry is activated with its
respective select option. It specifies an entry-unique identifier and the
skill it belongs to. A translation can be left out if its name equals the
name of the origin select option.
Registers uses, which get enabled once this entry is activated with its respective select option. It specifies an entry-unique identifier and the skill it belongs to. A translation can be left out if its name equals the name of the origin select option.
- **Type:** List
- **Items:** <a href="#ExplicitSkillSelectOption/skill_uses[]">ExplicitSkillSelectOption/skill_uses[]</a>
@@ -345,8 +308,7 @@ name of the origin select option.
#### <a name="ExplicitSkillSelectOption/binding_cost"></a> `binding_cost?`
Specific binding cost for the select option. Only has an effect if the
associated entry supports binding costs.
Specific binding cost for the select option. Only has an effect if the associated entry supports binding costs.
- **Type:** Integer
- **Minimum:** `0`
@@ -422,8 +384,7 @@ The combat technique's identifier.
#### <a name="ExplicitCombatTechniqueSelectOption/binding_cost"></a> `binding_cost?`
Specific binding cost for the select option. Only has an effect if the
associated entry supports binding costs.
Specific binding cost for the select option. Only has an effect if the associated entry supports binding costs.
- **Type:** Integer
- **Minimum:** `0`
@@ -507,8 +468,7 @@ The definition of how the combat special ability can be used in combat.
### <a name="CombatSpecialAbilityType"></a> `CombatSpecialAbilityType`
The definition of if the combat special ability can be used when armed or
when unarmed.
The definition of if the combat special ability can be used when armed or when unarmed.
- **Type:** Union
- **Cases:** <a href="#CombatSpecialAbilityType'0">CombatSpecialAbilityType'0</a> | <a href="#CombatSpecialAbilityType'1">CombatSpecialAbilityType'1</a>
@@ -529,10 +489,7 @@ when unarmed.
### <a name="SkillApplications"></a> `SkillApplications`
Registers new skill applications, which get enabled once this entry is
activated. It specifies an entry-unique identifier and the skill it belongs
to. A translation can be left out if its name equals the name of the origin
activatable entry.
Registers new skill applications, which get enabled once this entry is activated. It specifies an entry-unique identifier and the skill it belongs to. A translation can be left out if its name equals the name of the origin activatable entry.
- **Type:** List
- **Items:** <a href="#SkillApplications[]">SkillApplications[]</a>
@@ -641,9 +598,7 @@ The skills this application belongs to.
#### <a name="SkillApplicationAssociatedSkills/required_skill_rating"></a> `required_skill_rating?`
If an application applies to multiple skills, it may need to ensure the
respective skill is on a certain skill rating if the activatable entry
cannot ensure this prerequisite.
If an application applies to multiple skills, it may need to ensure the respective skill is on a certain skill rating if the activatable entry cannot ensure this prerequisite.
- **Type:** Integer
- **Minimum:** `1`
@@ -674,9 +629,7 @@ The name of the application if different from the activatable entry's name.
### <a name="SkillUses"></a> `SkillUses`
Registers uses, which get enabled once this entry is activated. It specifies
an entry-unique identifier and the skill it belongs to. A translation can be
left out if its name equals the name of the origin activatable entry.
Registers uses, which get enabled once this entry is activated. It specifies an entry-unique identifier and the skill it belongs to. A translation can be left out if its name equals the name of the origin activatable entry.
- **Type:** List
- **Items:** <a href="#SkillUses[]">SkillUses[]</a>
@@ -1171,9 +1124,7 @@ Key | Description | Details
#### <a name="PenaltyByLevel/levels"></a> `levels`
A continuous range of penalties for each level. The first element is the
penalty for the first level, the second element is the penalty for the
second level, and so on.
A continuous range of penalties for each level. The first element is the penalty for the first level, the second element is the penalty for the second level, and so on.
- **Type:** List
- **Items:** <a href="#PenaltyByLevel/levels[]">PenaltyByLevel/levels[]</a>
@@ -1181,8 +1132,7 @@ second level, and so on.
#### <a name="PenaltyByLevel/external"></a> `external?`
The combat-related special ability of which the level defines the penalty
instead.
The combat-related special ability of which the level defines the penalty instead.
- **Type:** <a href="#PenaltyByExternalLevel">PenaltyByExternalLevel</a>
@@ -1212,8 +1162,7 @@ The penalty value for this level.
### <a name="PenaltyByExternalLevel"></a> `PenaltyByExternalLevel`
The combat-related special ability of which the level defines the penalty
instead.
The combat-related special ability of which the level defines the penalty instead.
- **Type:** Object
@@ -1223,8 +1172,7 @@ Key | Description | Details
#### <a name="PenaltyByExternalLevel/id"></a> `id`
The identifier of the combat-related special ability of which the level
defines the penalty instead.
The identifier of the combat-related special ability of which the level defines the penalty instead.
- **Type:** <a href="./_IdentifierGroup.md#CombatRelatedSpecialAbilityIdentifier">CombatRelatedSpecialAbilityIdentifier</a>
@@ -1242,12 +1190,7 @@ Key | Description | Details
#### <a name="PenaltyByAttack/list"></a> `list`
A list of penalties for subsequent attacks. The first element is the
penalty for the first attack, the second element is the penalty for the
second attack, and so on. The order of the first element may be changed
using `initial_order`, so that e.g. if set to `2`, the first element is
the penalty for the second attack, the second element is the penalty for
the third attack, and so on.
A list of penalties for subsequent attacks. The first element is the penalty for the first attack, the second element is the penalty for the second attack, and so on. The order of the first element may be changed using `initial_order`, so that e.g. if set to `2`, the first element is the penalty for the second attack, the second element is the penalty for the third attack, and so on.
- **Type:** List
- **Items:** <a href="#PenaltyByAttack/list[]">PenaltyByAttack/list[]</a>
@@ -1525,9 +1468,7 @@ Specified if the AE cost `value` has to be paid for each time interval.
#### <a name="FixedArcaneEnergyCost/per_level"></a> `per_level?`
The AE cost are per level of the enchantment. It may either be displayed
in a compressed way (e.g. `1 AE per level`) or in a verbose way (e.g. `1
AE for level I; 2 AE for level II`).
The AE cost are per level of the enchantment. It may either be displayed in a compressed way (e.g. `1 AE per level`) or in a verbose way (e.g. `1 AE for level I; 2 AE for level II`).
- **Type:** <a href="#FixedArcaneEnergyCostPerLevel">FixedArcaneEnergyCostPerLevel</a>
@@ -1541,9 +1482,7 @@ All translations for the entry, identified by IETF language tag (BCP47).
### <a name="FixedArcaneEnergyCostPerLevel"></a> `FixedArcaneEnergyCostPerLevel`
The AE cost are per level of the enchantment. It may either be displayed
in a compressed way (e.g. `1 AE per level`) or in a verbose way (e.g. `1
AE for level I; 2 AE for level II`).
The AE cost are per level of the enchantment. It may either be displayed in a compressed way (e.g. `1 AE per level`) or in a verbose way (e.g. `1 AE for level I; 2 AE for level II`).
- **Type:** Union
- **Cases:** <a href="#FixedArcaneEnergyCostPerLevel'0">FixedArcaneEnergyCostPerLevel'0</a> | <a href="#FixedArcaneEnergyCostPerLevel'1">FixedArcaneEnergyCostPerLevel'1</a>
@@ -1598,8 +1537,7 @@ The AE cost value that has to be per a specific countable entity.
#### <a name="ArcaneEnergyCostPerCountable/base_value"></a> `base_value?`
If defined, in addition to the cost per entity you have to pay a flat
amount, regardless of the entity count.
If defined, in addition to the cost per entity you have to pay a flat amount, regardless of the entity count.
- **Type:** Integer
- **Minimum:** `1`
@@ -1623,8 +1561,7 @@ Key | Description | Details
#### <a name="ArcaneEnergyCostPerCountableTranslation/per"></a> `per`
The cost have to be per a specific countable entity, e.g. `8 AE per
person`.
The cost have to be per a specific countable entity, e.g. `8 AE per person`.
- **Type:** <a href="./_ResponsiveText.md#ResponsiveText">ResponsiveText</a>
@@ -1671,8 +1608,7 @@ Key | Description | Details
#### <a name="ActivationAndHalfIntervalArcaneEnergyCost/value"></a> `value`
The AE cost value that has to be payed for activation. Half of this value
has to be payed each interval.
The AE cost value that has to be payed for activation. Half of this value has to be payed each interval.
- **Type:** Integer
- **Minimum:** `2`
@@ -1697,8 +1633,7 @@ Key | Description | Details
#### <a name="IndefiniteArcaneEnergyCost/modifier"></a> `modifier?`
Specified if the indefinite AP cost description needs to be modified by a
certain value.
Specified if the indefinite AP cost description needs to be modified by a certain value.
- **Type:** <a href="#IndefiniteArcaneEnergyCostModifier">IndefiniteArcaneEnergyCostModifier</a>
@@ -1767,8 +1702,7 @@ Key | Description | Details
#### <a name="ArcaneEnergyCostDisjunction/interval"></a> `interval?`
Specified if the selected AE cost option has to be paid for each time
interval.
Specified if the selected AE cost option has to be paid for each time interval.
- **Type:** <a href="#ArcaneEnergyCostDisjunctionInterval">ArcaneEnergyCostDisjunctionInterval</a>
@@ -1816,8 +1750,7 @@ Set to `true` if the action where the enchantment is casted does
**not** as a part of the first interval that has to be payed, so that
the first interval payment needs to be done after the activation.
This works different than other sustained spells, since for them the
end of the cast usually already counts as part of the first interval.
This works different than other sustained spells, since for them the end of the cast usually already counts as part of the first interval.
- **Type:** Boolean
@@ -2046,9 +1979,7 @@ Key | Description | Details
#### <a name="VolumeByLevel/list"></a> `list`
The volume points for each level. The first element is the volume points
for the first level, the second element is the volume points for the
second level, and so on.
The volume points for each level. The first element is the volume points for the first level, the second element is the volume points for the second level, and so on.
- **Type:** List
- **Items:** <a href="#VolumeByLevel/list[]">VolumeByLevel/list[]</a>
@@ -2081,9 +2012,7 @@ The volume points for this level.
### <a name="VolumeMap"></a> `VolumeMap`
A content that is `3/4/5 Points for Chimera, Daimonid, Golems, Undead /
Fairies, Ghosts / Demons, Elementals` may be respresented as the following
map:
A content that is `3/4/5 Points for Chimera, Daimonid, Golems, Undead / Fairies, Ghosts / Demons, Elementals` may be respresented as the following map:
```yaml
options:
@@ -2119,9 +2048,7 @@ options:
label_standalone: "Demons/Elementals"
```
This will generate the exact same string as seen above. The associated
options are not present in the example, but they link to the options the
volume specification is meant for.
This will generate the exact same string as seen above. The associated options are not present in the example, but they link to the options the volume specification is meant for.
- **Type:** Object
@@ -2177,10 +2104,7 @@ Place a string after the grouped map option labels.
#### <a name="VolumeMapTranslation/replacement"></a> `replacement?`
If the string from the book cannot be generated using the default
generation technique, use this string. All options still need to be
inserted propertly, since it may be used by in-game tools to provide a
selection to players.
If the string from the book cannot be generated using the default generation technique, use this string. All options still need to be inserted propertly, since it may be used by in-game tools to provide a selection to players.
- **Type:** String
@@ -2257,8 +2181,7 @@ The description of the option for cost string generation.
#### <a name="VolumeMapOptionTranslation/label_standalone"></a> `label_standalone?`
The description of the option if used standalone. Only used if
different from `label`.
The description of the option if used standalone. Only used if different from `label`.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
@@ -2378,8 +2301,7 @@ Key | Description | Details
The permanent AE cost.
If the enchantment has multiple levels, it is only applied for the first
level.
If the enchantment has multiple levels, it is only applied for the first level.
- **Type:** Integer
- **Minimum:** `1`
@@ -2405,9 +2327,7 @@ The permanent AE cost per level.
### <a name="BindingCostMap"></a> `BindingCostMap`
A content that is `2/4/8 permanent AE for spell-swords with the combat
technique Daggers, Swords, or Two-Handed Swords` may be respresented as the
following map:
A content that is `2/4/8 permanent AE for spell-swords with the combat technique Daggers, Swords, or Two-Handed Swords` may be respresented as the following map:
```yaml
options:
@@ -2485,10 +2405,7 @@ Place a string after the grouped map option labels.
#### <a name="BindingCostMapTranslation/replacement"></a> `replacement?`
If the string from the book cannot be generated using the default
generation technique, use this string. All options still need to be
inserted propertly, since it may be used by in-game tools to provide a
selection to players.
If the string from the book cannot be generated using the default generation technique, use this string. All options still need to be inserted propertly, since it may be used by in-game tools to provide a selection to players.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
@@ -2535,8 +2452,7 @@ The description of the option for cost string generation.
#### <a name="BindingCostMapOptionTranslation/label_standalone"></a> `label_standalone?`
The description of the option if used standalone. Only used if
different from `label`.
The description of the option if used standalone. Only used if different from `label`.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
@@ -2561,8 +2477,7 @@ The binding cost for the selection if it does not define a specific one.
### <a name="PropertyDeclaration"></a> `PropertyDeclaration`
The magic property's identifier. `DependingOnProperty` can only be used if
the special ability has an option to select a property.
The magic property's identifier. `DependingOnProperty` can only be used if the special ability has an option to select a property.
- **Type:** Union
- **Cases:** <a href="#PropertyDeclaration'DependingOnSelection">PropertyDeclaration'DependingOnSelection</a> | <a href="#PropertyDeclaration'Fixed">PropertyDeclaration'Fixed</a>
@@ -2723,8 +2638,7 @@ The advanced special abilitys identifier.
#### <a name="RestrictAdvancedSpecialAbilityOptions/option"></a> `option`
Specify the select option(s) that only are allowed for the referenced
advanced special ability; others are disallowed.
Specify the select option(s) that only are allowed for the referenced advanced special ability; others are disallowed.
- **Type:** List
- **Items:** <a href="#RestrictAdvancedSpecialAbilityOptions/option[]">RestrictAdvancedSpecialAbilityOptions/option[]</a>
@@ -2758,8 +2672,7 @@ The possible advanced special abilities.
#### <a name="OneOfAdvancedSpecialAbilityOptions/is_selection_required_on_purchase"></a> `is_selection_required_on_purchase`
Do have to choose the advanced special ability when buying the style
special ability? Otherwise the decision can be made later.
Do have to choose the advanced special ability when buying the style special ability? Otherwise the decision can be made later.
- **Type:** Boolean
@@ -2813,8 +2726,7 @@ Map options from the external entry to allowed advanced special abilities.
### <a name="AdvancedSpecialAbilityDerivedFromExternalOptionMapping"></a> `AdvancedSpecialAbilityDerivedFromExternalOptionMapping<Identifier>`
Mapping from an option of the external entry to an allowed advanced special
ability.
Mapping from an option of the external entry to an allowed advanced special ability.
- **Type:** Object
@@ -2851,11 +2763,7 @@ The advanced special ability's identifier.
### <a name="AdvancedSpecialAbilities"></a> `AdvancedSpecialAbilities<Identifier>`
The Advanced Special Abilities for the respective Style Special Ability.
Sometimes, only a specific select option or a set of select options of an
entry is allowed, which can be modelled by the option property. It can also
be that you can choose from a set of special abilities, but then you can't
specify an option.
The Advanced Special Abilities for the respective Style Special Ability. Sometimes, only a specific select option or a set of select options of an entry is allowed, which can be modelled by the option property. It can also be that you can choose from a set of special abilities, but then you can't specify an option.
- **Type:** List
- **Items:** <a href="#AdvancedSpecialAbilities[]">AdvancedSpecialAbilities[]</a>
@@ -2872,8 +2780,7 @@ specify an option.
### <a name="PrerequisitesReplacement"></a> `PrerequisitesReplacement`
The prerequisites text. It is only used if the text cannot be generated from
the given information.
The prerequisites text. It is only used if the text cannot be generated from the given information.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyMarkdown">NonEmptyMarkdown</a>
@@ -3865,8 +3772,7 @@ Key | Description | Details
### <a name="FixedAdventurePointsValue"></a> `FixedAdventurePointsValue`
A fixed adventure points value. If the entry has levels, this is the cost per
level as well.
A fixed adventure points value. If the entry has levels, this is the cost per level as well.
- **Type:** <a href="#AdventurePointsSingleValue">AdventurePointsSingleValue</a>
@@ -3874,8 +3780,7 @@ level as well.
### <a name="AdventurePointsValueByLevel"></a> `AdventurePointsValueByLevel`
An entry with levels may have different costs for each level. The length of
the list must match the amount of levels the special ability has.
An entry with levels may have different costs for each level. The length of the list must match the amount of levels the special ability has.
- **Type:** List
- **Items:** <a href="#AdventurePointsValueByLevel[]">AdventurePointsValueByLevel[]</a>
@@ -3891,10 +3796,7 @@ the list must match the amount of levels the special ability has.
### <a name="AdventurePointsDerivedFromSelection"></a> `AdventurePointsDerivedFromSelection`
The adventure points value is derived from the selection of the special
ability. Its display value may be able to be derived from the given
information for the select options. If that is not the case or the generated
text would not match the original one, a replacement text can be provided.
The adventure points value is derived from the selection of the special ability. Its display value may be able to be derived from the given information for the select options. If that is not the case or the generated text would not match the original one, a replacement text can be provided.
- **Type:** Object
@@ -3921,8 +3823,7 @@ Key | Description | Details
#### <a name="AdventurePointsDerivedFromSelectionTranslation/replacement"></a> `replacement?`
A replacement for the generated text if it would not match the original
one.
A replacement for the generated text if it would not match the original one.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyMarkdown">NonEmptyMarkdown</a>
@@ -3947,8 +3848,7 @@ A string that is used as a label for an input field.
### <a name="AdventurePointsValueReplacement"></a> `AdventurePointsValueReplacement`
The AP value. It is only used if the text cannot be generated from the given
information.
The AP value. It is only used if the text cannot be generated from the given information.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyMarkdown">NonEmptyMarkdown</a>
@@ -3956,8 +3856,6 @@ information.
### <a name="AdventurePointsValueAppend"></a> `AdventurePointsValueAppend`
A string that gets appended to the default AP Value text with a preceding
space. This always happens if present, even if the generated AP Value text is
replaced.
A string that gets appended to the default AP Value text with a preceding space. This always happens if present, even if the generated AP Value text is replaced.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyMarkdown">NonEmptyMarkdown</a>
@@ -484,8 +484,7 @@ Key | Description | Details
#### <a name="BlessedTraditionsSelectOptionCategory/require_principles"></a> `require_principles?`
Should the principles (code) of the tradition be required to select the
respective tradition?
Should the principles (code) of the tradition be required to select the respective tradition?
- **Constant:** `true`
@@ -533,8 +532,7 @@ Does each property require it's corresponding property knowledge?
#### <a name="PropertiesSelectOptionCategory/require_minimum_spellworks_on"></a> `require_minimum_spellworks_on?`
Require a minimum number of spellworks of the respective property to be
on a minimum skill rating.
Require a minimum number of spellworks of the respective property to be on a minimum skill rating.
- **Type:** <a href="#RequiredMinimumSkillsToBeOnSkillRating">RequiredMinimumSkillsToBeOnSkillRating</a>
@@ -558,17 +556,13 @@ Does each aspect require it's corresponding aspect knowledge?
#### <a name="AspectSelectOptionCategory/use_master_of_suffix_as_name"></a> `use_master_of_suffix_as_name?`
The generated name should be the *Master of (Aspect)* suffix for this
aspect instead of the aspect's name. If an aspect does not provide a
suffix (such as the General aspect), it is automatically excluded from
the list.
The generated name should be the *Master of (Aspect)* suffix for this aspect instead of the aspect's name. If an aspect does not provide a suffix (such as the General aspect), it is automatically excluded from the list.
- **Constant:** `true`
#### <a name="AspectSelectOptionCategory/require_minimum_liturgies_on"></a> `require_minimum_liturgies_on?`
Require a minimum number of liturgies of the respective aspect to be on a
minimum skill rating.
Require a minimum number of liturgies of the respective aspect to be on a minimum skill rating.
- **Type:** <a href="#RequiredMinimumSkillsToBeOnSkillRating">RequiredMinimumSkillsToBeOnSkillRating</a>
@@ -576,8 +570,7 @@ minimum skill rating.
### <a name="RequiredMinimumSkillsToBeOnSkillRating"></a> `RequiredMinimumSkillsToBeOnSkillRating`
Require a minimum number of spellworks/liturgies of the respective
property/aspect to be on a minimum skill rating.
Require a minimum number of spellworks/liturgies of the respective property/aspect to be on a minimum skill rating.
- **Type:** Object
@@ -588,16 +581,14 @@ Key | Description | Details
#### <a name="RequiredMinimumSkillsToBeOnSkillRating/number"></a> `number`
The minimum number of liturgies that need to be on the defined minimum
skill rating.
The minimum number of liturgies that need to be on the defined minimum skill rating.
- **Type:** Integer
- **Minimum:** `1`
#### <a name="RequiredMinimumSkillsToBeOnSkillRating/rating"></a> `rating`
The minimum skill rating the defined minimum number of liturgies need
to be on.
The minimum skill rating the defined minimum number of liturgies need to be on.
- **Type:** Integer
- **Minimum:** `1`
@@ -819,18 +810,13 @@ Only include entries of the specified groups.
#### <a name="SkillSelectOptionCategoryCategory/specific"></a> `specific?`
Only include (`Intersection`) or exclude (`Difference`) specific
skills.
Only include (`Intersection`) or exclude (`Difference`) specific skills.
- **Type:** <a href="#SpecificFromSkillSelectOptionCategoryCategory">SpecificFromSkillSelectOptionCategoryCategory</a>&lt;<a href="./_SimpleReferences.md#SkillReference">SkillReference</a>&gt;
#### <a name="SkillSelectOptionCategoryCategory/skill_applications"></a> `skill_applications?`
Registers new applications, which get enabled once this entry is
activated with its respective select option. It specifies an
entry-unique identifier, the skill it belongs to is derived from the
select option automatically. A translation can be left out if its
name equals the name of the origin entry.
Registers new applications, which get enabled once this entry is activated with its respective select option. It specifies an entry-unique identifier, the skill it belongs to is derived from the select option automatically. A translation can be left out if its name equals the name of the origin entry.
- **Type:** List
- **Items:** <a href="#SkillSelectOptionCategoryCategory/skill_applications[]">SkillSelectOptionCategoryCategory/skill_applications[]</a>
@@ -838,11 +824,7 @@ name equals the name of the origin entry.
#### <a name="SkillSelectOptionCategoryCategory/skill_uses"></a> `skill_uses?`
Registers uses, which get enabled once this entry is activated with
its respective select option. It specifies an entry-unique
identifier, the skill it belongs to is derived from the select option
automatically. A translation can be left out if its name equals the
name of the origin entry.
Registers uses, which get enabled once this entry is activated with its respective select option. It specifies an entry-unique identifier, the skill it belongs to is derived from the select option automatically. A translation can be left out if its name equals the name of the origin entry.
- **Type:** List
- **Items:** <a href="#SkillSelectOptionCategoryCategory/skill_uses[]">SkillSelectOptionCategoryCategory/skill_uses[]</a>
@@ -998,8 +980,7 @@ Key | Description | Details
#### <a name="SkillApplicationOrUseTranslation/name"></a> `name`
The name of the application or use if different from the activatable
entry's name.
The name of the application or use if different from the activatable entry's name.
- **Type:** String
- **Minimum Length:** `1`
@@ -1279,8 +1260,7 @@ A mapping of skill identifiers to their specific AP values.
#### <a name="SelectOptionsFixedAdventurePointsValue/default"></a> `default`
The default value of an entry. Used as a fallback if no value is
found in `list`.
The default value of an entry. Used as a fallback if no value is found in `list`.
- **Type:** Integer
- **Minimum:** `1`
@@ -67,9 +67,7 @@ The initial skill modification identifier/level.
### <a name="CastingTimeIncludingLovemaking"></a> `CastingTimeIncludingLovemaking<NonModifiable extends Object>`
The casting time may have two different values: One for use in “normal” time,
i. e. actions, combat rounds and others, and one for use during lovemaking,
which is a rule set from Aventurian Intimacy.
The casting time may have two different values: One for use in “normal” time, i. e. actions, combat rounds and others, and one for use during lovemaking, which is a rule set from Aventurian Intimacy.
There must always be at least one casting time value.
@@ -89,9 +87,7 @@ The default casting time definition.
#### <a name="CastingTimeIncludingLovemaking/during_lovemaking"></a> `during_lovemaking?`
The casting time during lovemaking. In Aventurian Intimacy, you may only
use an activatable skill during lovemaking if it has a casting time used
during lovemaking.
The casting time during lovemaking. In Aventurian Intimacy, you may only use an activatable skill during lovemaking if it has a casting time used during lovemaking.
- **Type:** <a href="#CastingTimeDuringLovemaking">CastingTimeDuringLovemaking</a>
@@ -99,9 +95,7 @@ during lovemaking.
### <a name="CastingTimeDuringLovemaking"></a> `CastingTimeDuringLovemaking`
The casting time during lovemaking. In Aventurian Intimacy, you may only use
an activatable skill during lovemaking if it has a casting time used during
lovemaking.
The casting time during lovemaking. In Aventurian Intimacy, you may only use an activatable skill during lovemaking if it has a casting time used during lovemaking.
- **Type:** Object
+8 -18
View File
@@ -246,8 +246,7 @@ The part of the cost value that has to be spent permanently.
#### <a name="NonModifiableOneTimeCost/per"></a> `per?`
The cost have to be per a specific countable entity, e.g. `8 KP per
person`.
The cost have to be per a specific countable entity, e.g. `8 KP per person`.
- **Type:** <a href="#NonModifiableOneTimeCostPerCountable">NonModifiableOneTimeCostPerCountable</a>
@@ -271,8 +270,7 @@ Key | Description | Details
#### <a name="NonModifiableOneTimeCostPerCountable/minimum_total"></a> `minimum_total?`
If defined, the minimum total AE that have to be spent casting the
skill.
If defined, the minimum total AE that have to be spent casting the skill.
- **Type:** Number
@@ -351,8 +349,7 @@ A description of where the cost come from.
### <a name="CostMap"></a> `CostMap`
A content that is `2/4/8/16 AE for an item the size of a
cup/chest/door/castle gate` may be respresented as the following map:
A content that is `2/4/8/16 AE for an item the size of a cup/chest/door/castle gate` may be respresented as the following map:
```yaml
options:
@@ -367,8 +364,7 @@ options:
for_append: "an item the size of a"
```
This will generate the exact same string as seen above given it is set
for a spellwork and thus `AE` is used.
This will generate the exact same string as seen above given it is set for a spellwork and thus `AE` is used.
- **Type:** Object
@@ -448,8 +444,7 @@ The description of the option for cost string generation.
#### <a name="CostMapOptionTranslation/label_standalone"></a> `label_standalone?`
The description of the option if used standalone. Only used if
different from `label`.
The description of the option if used standalone. Only used if different from `label`.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
@@ -479,10 +474,7 @@ Place a string after the grouped map option labels.
#### <a name="CostMapTranslation/replacement"></a> `replacement?`
If the string from the book cannot be generated using the default
generation technique, use this string. All options still need to be
inserted propertly, since it may be used by in-game tools to provide a
selection to players.
If the string from the book cannot be generated using the default generation technique, use this string. All options still need to be inserted propertly, since it may be used by in-game tools to provide a selection to players.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
@@ -584,8 +576,7 @@ The AE cost value.
#### <a name="NonModifiableSustainedCost/per"></a> `per?`
The cost have to be per a specific countable entity, e.g. `8 KP per
person per 5 minutes`.
The cost have to be per a specific countable entity, e.g. `8 KP per person per 5 minutes`.
- **Type:** <a href="#NonModifiableSustainedCostPerCountable">NonModifiableSustainedCostPerCountable</a>
@@ -608,8 +599,7 @@ Key | Description | Details
#### <a name="NonModifiableSustainedCostPerCountable/minimum_total"></a> `minimum_total?`
If defined, the minimum total AE that have to be spent casting the
skill.
If defined, the minimum total AE that have to be spent casting the skill.
- **Type:** Number
+7 -16
View File
@@ -4,9 +4,7 @@
### <a name="ActivatableSkillEffect"></a> `ActivatableSkillEffect`
The effect description may be either a plain text or a text that is divided
by a list of effects for each quality level. It may also be a list for each
two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** Union
- **Cases:** <a href="#ActivatableSkillEffect'Plain">ActivatableSkillEffect'Plain</a> | <a href="#ActivatableSkillEffect'ForEachQualityLevel">ActivatableSkillEffect'ForEachQualityLevel</a> | <a href="#ActivatableSkillEffect'ForEachTwoQualityLevels">ActivatableSkillEffect'ForEachTwoQualityLevels</a>
@@ -98,23 +96,20 @@ Key | Description | Details
#### <a name="ActivatableSkillEffectForEachQualityLevel/text_before"></a> `text_before`
The effect description before the list of effects for each quality
level.
The effect description before the list of effects for each quality level.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyMarkdown">NonEmptyMarkdown</a>
#### <a name="ActivatableSkillEffectForEachQualityLevel/quality_levels"></a> `quality_levels`
The list of effects for each quality level. The first element
represents QL 1, the second element QL 2, and so on.
The list of effects for each quality level. The first element represents QL 1, the second element QL 2, and so on.
- **Type:** List
- **Items:** <a href="#ActivatableSkillEffectForEachQualityLevel/quality_levels[]">ActivatableSkillEffectForEachQualityLevel/quality_levels[]</a>
#### <a name="ActivatableSkillEffectForEachQualityLevel/text_after"></a> `text_after?`
The effect description after the list of effects for each quality
level.
The effect description after the list of effects for each quality level.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyMarkdown">NonEmptyMarkdown</a>
@@ -138,24 +133,20 @@ Key | Description | Details
#### <a name="ActivatableSkillEffectForEachTwoQualityLevels/text_before"></a> `text_before`
The effect description before the list of effects for each quality
level.
The effect description before the list of effects for each quality level.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyMarkdown">NonEmptyMarkdown</a>
#### <a name="ActivatableSkillEffectForEachTwoQualityLevels/quality_levels"></a> `quality_levels`
The list of effects for each two quality levels. The first element
represents QL 12, the second element QL 34 and the third element QL
56.
The list of effects for each two quality levels. The first element represents QL 12, the second element QL 34 and the third element QL 56.
- **Type:** List
- **Items:** <a href="#ActivatableSkillEffectForEachTwoQualityLevels/quality_levels[]">ActivatableSkillEffectForEachTwoQualityLevels/quality_levels[]</a>
#### <a name="ActivatableSkillEffectForEachTwoQualityLevels/text_after"></a> `text_after?`
The effect description after the list of effects for each quality
level.
The effect description after the list of effects for each quality level.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyMarkdown">NonEmptyMarkdown</a>
+2 -5
View File
@@ -315,16 +315,13 @@ Key | Description | Details
#### <a name="RangeTranslation/note"></a> `note?`
A note, appended to the generated string in parenthesis. If the
generated is modified using `replacement`, the note is appended to
the modifier string.
A note, appended to the generated string in parenthesis. If the generated is modified using `replacement`, the note is appended to the modifier string.
- **Type:** <a href="./_ResponsiveText.md#ResponsiveTextOptional">ResponsiveTextOptional</a>
#### <a name="RangeTranslation/replacement"></a> `replacement?`
A replacement string. If `note` is provided, it is appended to the
replaced string.
A replacement string. If `note` is provided, it is appended to the replaced string.
- **Type:** <a href="./_ResponsiveText.md#ResponsiveTextReplace">ResponsiveTextReplace</a>
@@ -6,8 +6,7 @@
The target category the kind of creature or object the skill affects.
If no target categories are given, the skill applies to all target
categories.
If no target categories are given, the skill applies to all target categories.
- **Type:** List
- **Items:** <a href="#AffectedTargetCategories[]">AffectedTargetCategories[]</a>
+1 -3
View File
@@ -64,9 +64,7 @@ The blessed tradition.
#### <a name="SkillTraditionWithAspects/aspects"></a> `aspects?`
The aspect(s) from the tradition the ceremony belongs to. Note that not
all traditions have aspects. Traditions with aspects must have at least one
aspect specified.
The aspect(s) from the tradition the ceremony belongs to. Note that not all traditions have aspects. Traditions with aspects must have at least one aspect specified.
- **Type:** List
- **Items:** <a href="#SkillTraditionWithAspects/aspects[]">SkillTraditionWithAspects/aspects[]</a>
+8 -19
View File
@@ -6,9 +6,7 @@ This file defines some shared types for different diseases and poisons.
### <a name="Resistance"></a> `Resistance`
Depending on the disease, apply Spirit or Toughness as a penalty to the
disease roll. It may also happen that the lower of both is applied as a
penalty.
Depending on the disease, apply Spirit or Toughness as a penalty to the disease roll. It may also happen that the lower of both is applied as a penalty.
- **Type:** Union
- **Cases:** <a href="#Resistance'0">Resistance'0</a> | <a href="#Resistance'1">Resistance'1</a> | <a href="#Resistance'2">Resistance'2</a>
@@ -35,9 +33,7 @@ penalty.
### <a name="Cause"></a> `Cause`
What causes the disease? The GM rolls 1D20 to see if a character gets
infected. If the infection check succeeds, the GM makes a disease check to
determine the severity of the infection.
What causes the disease? The GM rolls 1D20 to see if a character gets infected. If the infection check succeeds, the GM makes a disease check to determine the severity of the infection.
- **Type:** Object
@@ -82,9 +78,7 @@ The name of the cause.
#### <a name="CauseTranslation/chance"></a> `chance?`
The chance to get infected by this cause. If present for this
language, this overrides the universal `chance` field; they cannot be
used at the same time.
The chance to get infected by this cause. If present for this language, this overrides the universal `chance` field; they cannot be used at the same time.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
@@ -141,15 +135,13 @@ After infection, how much time passes before symptoms appear?
#### <a name="DiseaseTranslation/damage"></a> `damage`
The damage caused by the disease. If the disease check fails, apply the
lessened effects.
The damage caused by the disease. If the disease check fails, apply the lessened effects.
- **Type:** <a href="#Reduceable">Reduceable</a>&lt;<a href="./_NonEmptyString.md#NonEmptyMarkdown">NonEmptyMarkdown</a>&gt;
#### <a name="DiseaseTranslation/duration"></a> `duration`
The duration of the disease. If the disease check fails, use the
lessened duration.
The duration of the disease. If the disease check fails, use the lessened duration.
- **Type:** <a href="#Reduceable">Reduceable</a>&lt;<a href="./_NonEmptyString.md#NonEmptyMarkdown">NonEmptyMarkdown</a>&gt;
@@ -185,11 +177,9 @@ Known remedies for the disease.
### <a name="Reduceable"></a> `Reduceable<Content>`
An effect or other parameter that may be reduced by a failed disease check
for lessening or a degraded poison.
An effect or other parameter that may be reduced by a failed disease check for lessening or a degraded poison.
This streamlines the wording for diseases and poison by using a unified
wording for *lessened* (disease) and *degraded* (poison).
This streamlines the wording for diseases and poison by using a unified wording for *lessened* (disease) and *degraded* (poison).
- **Type:** Object
@@ -206,7 +196,6 @@ The default value. In the source, it's the text before the slash.
#### <a name="Reduceable/reduced"></a> `reduced?`
The reduced value. In the source, it's the text after the slash. Some
entries may not have a reduced value.
The reduced value. In the source, it's the text after the slash. Some entries may not have a reduced value.
- **Type:** <a href="#Content">Content</a>
+1 -2
View File
@@ -49,8 +49,7 @@ The skill rating required to learn this enhancement.
#### <a name="Enhancement/adventure_points_modifier"></a> `adventure_points_modifier`
The value to multiply with the numeric representation of the associated
skill's improvement cost to form the final AP cost of this enhancement.
The value to multiply with the numeric representation of the associated skill's improvement cost to form the final AP cost of this enhancement.
- **Type:** Integer
- **Minimum:** `1`
+1 -8
View File
@@ -4,14 +4,7 @@
### <a name="PluralizationCategories"></a> `PluralizationCategories`
The item can be present in multiple pluralization categories; this object
unifies handling of them. Not all of the options must be present, however,
every possible category for that language should be defined. This means, that
different languages may have a different amount of properties defined here.
More information on pluralization and the Intl.PluralRules API on
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Intl/PluralRules,
https://unicode-org.github.io/cldr/ldml/tr35-numbers.html#Language_Plural_Rules and
http://cldr.unicode.org/index/cldr-spec/plural-rules.
The item can be present in multiple pluralization categories; this object unifies handling of them. Not all of the options must be present, however, every possible category for that language should be defined. This means, that different languages may have a different amount of properties defined here. More information on pluralization and the Intl.PluralRules API on https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Intl/PluralRules, https://unicode-org.github.io/cldr/ldml/tr35-numbers.html#Language_Plural_Rules and http://cldr.unicode.org/index/cldr-spec/plural-rules.
From the third link:
+2 -4
View File
@@ -54,8 +54,7 @@ The influence name.
#### <a name="InfluenceTranslation/effects"></a> `effects`
The effects of the influence. They should be sorted like they are in
the book.
The effects of the influence. They should be sorted like they are in the book.
- **Type:** List
- **Items:** <a href="#InfluenceTranslation/effects[]">InfluenceTranslation/effects[]</a>
@@ -84,8 +83,7 @@ Key | Description | Details
#### <a name="InfluenceEffect/label"></a> `label?`
An optional label that is displayed and placed before the actual
text.
An optional label that is displayed and placed before the actual text.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
+1 -3
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@@ -4,9 +4,7 @@
### <a name="PrerequisiteGroup"></a> `PrerequisiteGroup<T>`
A prerequisite group has no influence on validation logic. It serves as a
single unit for displaying purposes, where the source uses a prerequisites
item that cannot be represented as a single prerequisite.
A prerequisite group has no influence on validation logic. It serves as a single unit for displaying purposes, where the source uses a prerequisites item that cannot be represented as a single prerequisite.
- **Type:** Object
+6 -16
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@@ -4,8 +4,7 @@
### <a name="ResponsiveText"></a> `ResponsiveText`
A text from the source that can be also displayed in small areas using a
compressed version.
A text from the source that can be also displayed in small areas using a compressed version.
- **Type:** Object
@@ -30,9 +29,7 @@ A compressed text for use in small areas (e.g. on character sheet).
### <a name="ResponsiveTextReplace"></a> `ResponsiveTextReplace`
A text from the source that can be also displayed in small areas using a
compressed version. It is used as a replacement for a generated text while
the generated text is still provided and should be used.
A text from the source that can be also displayed in small areas using a compressed version. It is used as a replacement for a generated text while the generated text is still provided and should be used.
- **Type:** Object
@@ -43,9 +40,7 @@ Key | Description | Details
#### <a name="ResponsiveTextReplace/full"></a> `full`
The full replacement string. It must contain `$1`, which is going to be
replaced with the generated string, so additional information can be
provided without duplicating concrete numeric values.
The full replacement string. It must contain `$1`, which is going to be replaced with the generated string, so additional information can be provided without duplicating concrete numeric values.
- **Type:** String
- **Minimum Length:** `1`
@@ -53,10 +48,7 @@ provided without duplicating concrete numeric values.
#### <a name="ResponsiveTextReplace/compressed"></a> `compressed`
A compressed replacement string for use in small areas (e.g. on character
sheet). It must contain `$1`, which is going to be replaced with the
generated string, so additional information can be provided without
duplicating concrete numeric values.
A compressed replacement string for use in small areas (e.g. on character sheet). It must contain `$1`, which is going to be replaced with the generated string, so additional information can be provided without duplicating concrete numeric values.
- **Type:** String
- **Minimum Length:** `1`
@@ -66,8 +58,7 @@ duplicating concrete numeric values.
### <a name="ResponsiveTextOptional"></a> `ResponsiveTextOptional`
A text from the source that can be also displayed in small areas using a
compressed version, if available.
A text from the source that can be also displayed in small areas using a compressed version, if available.
- **Type:** Object
@@ -84,7 +75,6 @@ The full text from the source.
#### <a name="ResponsiveTextOptional/compressed"></a> `compressed?`
A compressed text for use in small areas (e.g. on character sheet). If this
is not present, it should not appear in those areas.
A compressed text for use in small areas (e.g. on character sheet). If this is not present, it should not appear in those areas.
- **Type:** <a href="./_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
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@@ -4,9 +4,7 @@
### <a name="Traditions"></a> `Traditions`
The tradition(s) the ritual is available for. It may be *generally*
available to all traditions or it may be only familiar in specific
traditions.
The tradition(s) the ritual is available for. It may be *generally* available to all traditions or it may be only familiar in specific traditions.
- **Type:** Union
- **Cases:** <a href="#Traditions'General">Traditions'General</a> | <a href="#Traditions'Specific">Traditions'Specific</a>
+1 -3
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@@ -22,9 +22,7 @@ The equipment package's identifier. An unique, increasing integer.
#### <a name="EquipmentPackage/items"></a> `items`
All items in the package. You have to provide the item (template)
identifier and you can optionally provide the number of how often an item
is included in the package.
All items in the package. You have to provide the item (template) identifier and you can optionally provide the number of how often an item is included in the package.
- **Type:** List
- **Items:** <a href="#EquipmentPackage/items[]">EquipmentPackage/items[]</a>
+2 -4
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@@ -370,8 +370,7 @@ Key | Description | Details
#### <a name="HeadHitZone/combination_possibilities"></a> `combination_possibilities?`
In some cases, multiple armors for the same hit zone can be combined.
They're listed at the item that can be combined with others.
In some cases, multiple armors for the same hit zone can be combined. They're listed at the item that can be combined with others.
- **Type:** <a href="#HeadHitZoneCombinationPossibilities">HeadHitZoneCombinationPossibilities</a>
@@ -396,8 +395,7 @@ A list of armors that can be combined with this armor.
#### <a name="HeadHitZoneCombinationPossibilities/protection"></a> `protection?`
The PRO value that is added to the PRO value of the other armor instead
of adding the normale PRO value.
The PRO value that is added to the PRO value of the other armor instead of adding the normale PRO value.
- **Type:** Integer
- **Minimum:** `0`
@@ -36,15 +36,13 @@ The complexity of crafting the item.
#### <a name="BandageOrRemedy/structure_points"></a> `structure_points?`
The structure points of the item. Use an array if the item consists of
multiple components that have individual structure points.
The structure points of the item. Use an array if the item consists of multiple components that have individual structure points.
- **Type:** <a href="./_Item.md#StructurePoints">StructurePoints</a>
#### <a name="BandageOrRemedy/combat_use"></a> `combat_use?`
The item can also be used either as an improvised weapon or as an armor,
although this is not the primary use case of the item.
The item can also be used either as an improvised weapon or as an armor, although this is not the primary use case of the item.
- **Type:** <a href="./_Item.md#CombatUse">CombatUse</a>
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@@ -35,8 +35,7 @@ The complexity of crafting the item.
#### <a name="Book/structure_points"></a> `structure_points`
The structure points of the item. Use an array if the item consists of
multiple components that have individual structure points.
The structure points of the item. Use an array if the item consists of multiple components that have individual structure points.
- **Type:** <a href="./_Item.md#StructurePoints">StructurePoints</a>
@@ -37,8 +37,7 @@ The complexity of crafting the item.
#### <a name="CeremonialItem/structure_points"></a> `structure_points`
The structure points of the item. Use an array if the item consists of
multiple components that have individual structure points.
The structure points of the item. Use an array if the item consists of multiple components that have individual structure points.
- **Type:** <a href="./_Item.md#StructurePoints">StructurePoints</a>
@@ -50,8 +49,7 @@ The deity associated with the equipment item.
#### <a name="CeremonialItem/combat_use"></a> `combat_use?`
The item can also be used either as an improvised weapon or as an armor,
although this is not the primary use case of the item.
The item can also be used either as an improvised weapon or as an armor, although this is not the primary use case of the item.
- **Type:** <a href="./_Item.md#CombatUse">CombatUse</a>
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@@ -37,8 +37,7 @@ The laboratory level needed to brew the elixir.
#### <a name="Elixir/brewing_difficulty"></a> `brewing_difficulty`
The brewing difficulty, which represents the challenge of creating an
elixir.
The brewing difficulty, which represents the challenge of creating an elixir.
- **Type:** Integer
@@ -104,8 +103,7 @@ Prerequsites for the brewing process, if any.
#### <a name="ElixirTranslation/quality_levels"></a> `quality_levels`
The list of effects for each quality level. The first element
represents QL 1, the second element QL 2, and so on.
The list of effects for each quality level. The first element represents QL 1, the second element QL 2, and so on.
- **Type:** List
- **Items:** <a href="#ElixirTranslation/quality_levels[]">ElixirTranslation/quality_levels[]</a>
@@ -22,8 +22,7 @@ The cost in silverthalers.
#### <a name="EquipmentOfBlessedOnes/structure_points"></a> `structure_points`
The structure points of the item. Use an array if the item consists of
multiple components that have individual structure points.
The structure points of the item. Use an array if the item consists of multiple components that have individual structure points.
- **Type:** <a href="./_Item.md#StructurePoints">StructurePoints</a>
@@ -37,22 +37,19 @@ The complexity of crafting the item.
#### <a name="IlluminationLightSource/structure_points"></a> `structure_points`
The structure points of the item. Use an array if the item consists of
multiple components that have individual structure points.
The structure points of the item. Use an array if the item consists of multiple components that have individual structure points.
- **Type:** <a href="./_Item.md#StructurePoints">StructurePoints</a>
#### <a name="IlluminationLightSource/burning_time"></a> `burning_time`
The burning time is the time how long the light source can be lit. After
that time you have to use a new light source.
The burning time is the time how long the light source can be lit. After that time you have to use a new light source.
- **Type:** <a href="#BurningTime">BurningTime</a>
#### <a name="IlluminationLightSource/combat_use"></a> `combat_use?`
The item can also be used either as an improvised weapon or as an armor,
although this is not the primary use case of the item.
The item can also be used either as an improvised weapon or as an armor, although this is not the primary use case of the item.
- **Type:** <a href="./_Item.md#CombatUse">CombatUse</a>
@@ -145,11 +142,4 @@ The time unit.
### <a name="LimitedBurningTimeUnit"></a> `LimitedBurningTimeUnit`
- **Type:** Union
- **Cases:** <a href="#LimitedBurningTimeUnit'0">LimitedBurningTimeUnit'0</a>
---
### <a name="LimitedBurningTimeUnit'0"></a> `LimitedBurningTimeUnit'0`
- **Constant:** `"Hours"`
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@@ -35,8 +35,7 @@ The complexity of crafting the item.
#### <a name="Jewelry/structure_points"></a> `structure_points`
The structure points of the item. Use an array if the item consists of
multiple components that have individual structure points.
The structure points of the item. Use an array if the item consists of multiple components that have individual structure points.
- **Type:** <a href="./_Item.md#StructurePoints">StructurePoints</a>
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@@ -36,15 +36,13 @@ The complexity of crafting the item.
#### <a name="LuxuryGood/structure_points"></a> `structure_points?`
The structure points of the item. Use an array if the item consists of
multiple components that have individual structure points.
The structure points of the item. Use an array if the item consists of multiple components that have individual structure points.
- **Type:** <a href="./_Item.md#StructurePoints">StructurePoints</a>
#### <a name="LuxuryGood/combat_use"></a> `combat_use?`
The item can also be used either as an improvised weapon or as an armor,
although this is not the primary use case of the item.
The item can also be used either as an improvised weapon or as an armor, although this is not the primary use case of the item.
- **Type:** <a href="./_Item.md#CombatUse">CombatUse</a>
@@ -35,8 +35,7 @@ The complexity of crafting the item.
#### <a name="MusicalInstrument/combat_use"></a> `combat_use?`
The item can also be used either as an improvised weapon or as an armor,
although this is not the primary use case of the item.
The item can also be used either as an improvised weapon or as an armor, although this is not the primary use case of the item.
- **Type:** <a href="./_Item.md#CombatUse">CombatUse</a>
+9 -27
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@@ -546,8 +546,7 @@ The laboratory level needed to brew the elixir.
#### <a name="AlchemicalPoison/brewing_difficulty"></a> `brewing_difficulty`
The brewing difficulty, which represents the challenge of creating an
elixir.
The brewing difficulty, which represents the challenge of creating an elixir.
- **Type:** Integer
@@ -752,13 +751,6 @@ Key | Description | Details
### <a name="QualityLevelDemonicPoisonLevelSource"></a> `QualityLevelDemonicPoisonLevelSource`
- **Type:** Union
- **Cases:** <a href="#QualityLevelDemonicPoisonLevelSource'0">QualityLevelDemonicPoisonLevelSource'0</a>
---
### <a name="QualityLevelDemonicPoisonLevelSource'0"></a> `QualityLevelDemonicPoisonLevelSource'0`
- **Constant:** `"Spellwork"`
---
@@ -810,16 +802,13 @@ Key | Description | Details
#### <a name="Intoxicant/legality"></a> `legality`
Whether the use of the intoxicant is legal or not, usually from the
perspective of most middle-Aventurian an northern-Aventurian nations.
Whether the use of the intoxicant is legal or not, usually from the perspective of most middle-Aventurian an northern-Aventurian nations.
- **Type:** <a href="#IntoxicantLegality">IntoxicantLegality</a>
#### <a name="Intoxicant/addiction"></a> `addiction?`
The chance of getting addicted after an ingestion in addition to the
maximum interval at which it, while addicted, must be ingested to not
suffer from withdrawal symptoms.
The chance of getting addicted after an ingestion in addition to the maximum interval at which it, while addicted, must be ingested to not suffer from withdrawal symptoms.
- **Type:** <a href="#IntoxicantAddiction">IntoxicantAddiction</a>
@@ -834,8 +823,7 @@ All translations for the entry, identified by IETF language tag
### <a name="IntoxicantLegality"></a> `IntoxicantLegality`
Whether the use of the intoxicant is legal or not, usually from the
perspective of most middle-Aventurian an northern-Aventurian nations.
Whether the use of the intoxicant is legal or not, usually from the perspective of most middle-Aventurian an northern-Aventurian nations.
- **Type:** Object
@@ -851,9 +839,7 @@ Key | Description | Details
### <a name="IntoxicantAddiction"></a> `IntoxicantAddiction`
The chance of getting addicted after an ingestion in addition to the maximum
interval at which it, while addicted, must be ingested to not suffer from
withdrawal symptoms.
The chance of getting addicted after an ingestion in addition to the maximum interval at which it, while addicted, must be ingested to not suffer from withdrawal symptoms.
- **Type:** Object
@@ -870,8 +856,7 @@ The chance of getting addicted after an ingestion.
#### <a name="IntoxicantAddiction/interval"></a> `interval`
The maximum interval at which it, while addicted, must be ingested to not
suffer from withdrawal symptoms.
The maximum interval at which it, while addicted, must be ingested to not suffer from withdrawal symptoms.
- **Type:** <a href="#IntoxicantAddictionInterval">IntoxicantAddictionInterval</a>
@@ -879,8 +864,7 @@ suffer from withdrawal symptoms.
### <a name="IntoxicantAddictionInterval"></a> `IntoxicantAddictionInterval`
The maximum interval at which it, while addicted, must be ingested to not
suffer from withdrawal symptoms.
The maximum interval at which it, while addicted, must be ingested to not suffer from withdrawal symptoms.
- **Type:** Union
- **Cases:** <a href="#IntoxicantAddictionInterval'Constant">IntoxicantAddictionInterval'Constant</a> | <a href="#IntoxicantAddictionInterval'DiceBased">IntoxicantAddictionInterval'DiceBased</a>
@@ -976,15 +960,13 @@ How to ingest the intoxicant.
#### <a name="IntoxicantTranslation/side_effect"></a> `side_effect?`
The intoxicants side effects that always happen, no matter whether the
intoxicant has the default or the reduced effect.
The intoxicants side effects that always happen, no matter whether the intoxicant has the default or the reduced effect.
- **Type:** <a href="../../_NonEmptyString.md#NonEmptyMarkdown">NonEmptyMarkdown</a>
#### <a name="IntoxicantTranslation/overdose"></a> `overdose`
What happens if the intoxicant has been overdosed, that is, it has been
ingested another time within the duration.
What happens if the intoxicant has been overdosed, that is, it has been ingested another time within the duration.
- **Type:** <a href="../../_NonEmptyString.md#NonEmptyMarkdown">NonEmptyMarkdown</a>
@@ -36,8 +36,7 @@ The complexity of crafting the item.
#### <a name="ToolOfTheTrade/structure_points"></a> `structure_points?`
The structure points of the item. Use an array if the item consists of
multiple components that have individual structure points.
The structure points of the item. Use an array if the item consists of multiple components that have individual structure points.
- **Type:** <a href="./_Item.md#StructurePoints">StructurePoints</a>
+11 -22
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@@ -39,15 +39,13 @@ The complexity of crafting the item.
#### <a name="Weapon/structure_points"></a> `structure_points?`
The structure points of the item. Use an array if the item consists of
multiple components that have individual structure points.
The structure points of the item. Use an array if the item consists of multiple components that have individual structure points.
- **Type:** <a href="./_Item.md#StructurePoints">StructurePoints</a>
#### <a name="Weapon/uses"></a> `uses`
A list of stat blocks for each combat technique this weapon can be used
with.
A list of stat blocks for each combat technique this weapon can be used with.
- **Type:** List
- **Items:** <a href="#Weapon/uses[]">Weapon/uses[]</a>
@@ -55,22 +53,19 @@ with.
#### <a name="Weapon/sanctified_by"></a> `sanctified_by?`
If the weapon is sanctified by a god and thus restricted to it's Blessed
Ones.
If the weapon is sanctified by a god and thus restricted to it's Blessed Ones.
- **Type:** <a href="#SanctifiedBy">SanctifiedBy</a>
#### <a name="Weapon/restricted_to_cultures"></a> `restricted_to_cultures?`
Define if during character creation this weapon can only be bought by
characters of a specific race or culture.
Define if during character creation this weapon can only be bought by characters of a specific race or culture.
- **Type:** <a href="#RestrictedToCultures">RestrictedToCultures</a>
#### <a name="Weapon/restricted_to_traditions"></a> `restricted_to_traditions?`
Define if during character creation this weapon can only be bought by
characters of specific magical or blessed traditions.
Define if during character creation this weapon can only be bought by characters of specific magical or blessed traditions.
- **Type:** List
- **Items:** <a href="#Weapon/restricted_to_traditions[]">Weapon/restricted_to_traditions[]</a>
@@ -170,8 +165,7 @@ Key | Description | Details
#### <a name="SecondaryWeapon/uses"></a> `uses`
A list of stat blocks for each combat technique this weapon can be used
with.
A list of stat blocks for each combat technique this weapon can be used with.
- **Type:** List
- **Items:** <a href="#SecondaryWeapon/uses[]">SecondaryWeapon/uses[]</a>
@@ -179,22 +173,19 @@ with.
#### <a name="SecondaryWeapon/sanctified_by"></a> `sanctified_by?`
If the weapon is sanctified by a god and thus restricted to it's Blessed
Ones.
If the weapon is sanctified by a god and thus restricted to it's Blessed Ones.
- **Type:** <a href="#SanctifiedBy">SanctifiedBy</a>
#### <a name="SecondaryWeapon/restricted_to_cultures"></a> `restricted_to_cultures?`
Define if during character creation this weapon can only be bought by
characters of a specific race or culture.
Define if during character creation this weapon can only be bought by characters of a specific race or culture.
- **Type:** <a href="#RestrictedToCultures">RestrictedToCultures</a>
#### <a name="SecondaryWeapon/restricted_to_traditions"></a> `restricted_to_traditions?`
Define if during character creation this weapon can only be bought by
characters of specific magical or blessed traditions.
Define if during character creation this weapon can only be bought by characters of specific magical or blessed traditions.
- **Type:** List
- **Items:** <a href="#SecondaryWeapon/restricted_to_traditions[]">SecondaryWeapon/restricted_to_traditions[]</a>
@@ -313,8 +304,7 @@ Key | Description | Details
### <a name="SanctifiedBy"></a> `SanctifiedBy`
If the weapon is sanctified by a god and thus restricted to it's Blessed
Ones.
If the weapon is sanctified by a god and thus restricted to it's Blessed Ones.
- **Type:** List
- **Items:** <a href="#SanctifiedBy[]">SanctifiedBy[]</a>
@@ -330,8 +320,7 @@ Ones.
### <a name="RestrictedToCultures"></a> `RestrictedToCultures`
Define if during character creation this weapon can only be bought by
characters of a specific race or culture.
Define if during character creation this weapon can only be bought by characters of a specific race or culture.
- **Type:** Union
- **Cases:** <a href="#RestrictedToCultures'CulturesOfRace">RestrictedToCultures'CulturesOfRace</a> | <a href="#RestrictedToCultures'Cultures">RestrictedToCultures'Cultures</a>
+4 -8
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@@ -36,15 +36,13 @@ The complexity of crafting the item.
#### <a name="DefaultItem/structure_points"></a> `structure_points`
The structure points of the item. Use an array if the item consists of
multiple components that have individual structure points.
The structure points of the item. Use an array if the item consists of multiple components that have individual structure points.
- **Type:** <a href="#StructurePoints">StructurePoints</a>
#### <a name="DefaultItem/combat_use"></a> `combat_use?`
The item can also be used either as an improvised weapon or as an armor,
although this is not the primary use case of the item.
The item can also be used either as an improvised weapon or as an armor, although this is not the primary use case of the item.
- **Type:** <a href="#CombatUse">CombatUse</a>
@@ -62,8 +60,7 @@ All translations for the entry, identified by IETF language tag (BCP47).
### <a name="CombatUse"></a> `CombatUse`
The item can also be used either as an improvised weapon or as an armor,
although this is not the primary use case of the item.
The item can also be used either as an improvised weapon or as an armor, although this is not the primary use case of the item.
- **Type:** Union
- **Cases:** <a href="#CombatUse'Weapon">CombatUse'Weapon</a> | <a href="#CombatUse'Armor">CombatUse'Armor</a>
@@ -152,8 +149,7 @@ Special rules text.
### <a name="StructurePoints"></a> Structure Points (`StructurePoints`)
The structure points of the item. Use an array if the item consists of
multiple components that have individual structure points.
The structure points of the item. Use an array if the item consists of multiple components that have individual structure points.
- **Type:** List
- **Items:** <a href="#StructurePoints[]">StructurePoints[]</a>
@@ -22,8 +22,7 @@ The PA modifier.
### <a name="MeleeDamage"></a> `MeleeDamage`
The damage of a weapon consists of a random part using dice and an optional
flat part.
The damage of a weapon consists of a random part using dice and an optional flat part.
- **Type:** Object
@@ -168,8 +167,7 @@ The combat techniques and dependent values.
#### <a name="MeleeWeapon/damage"></a> `damage`
The damage of a weapon consists of a random part using dice and an optional
flat part.
The damage of a weapon consists of a random part using dice and an optional flat part.
- **Type:** <a href="#MeleeDamage">MeleeDamage</a>
@@ -6,10 +6,7 @@ Auxiliary types for ranged weapons.
### <a name="RangedDamage"></a> `RangedDamage`
The damage of a ranged weapon. It consists of a random part using dice and an
optional flat part ny default. Some ranged weapons may work different so that
damage is either not applicable at all or it is outlined as *Special* and
further defined in a description.
The damage of a ranged weapon. It consists of a random part using dice and an optional flat part ny default. Some ranged weapons may work different so that damage is either not applicable at all or it is outlined as *Special* and further defined in a description.
- **Type:** Union
- **Cases:** <a href="#RangedDamage'Default">RangedDamage'Default</a> | <a href="#RangedDamage'NotApplicable">RangedDamage'NotApplicable</a> | <a href="#RangedDamage'Special">RangedDamage'Special</a>
@@ -87,8 +84,7 @@ Key | Description | Details
### <a name="DefaultRangedDamage"></a> `DefaultRangedDamage`
The damage of a weapon consists of a random part using dice and an optional
flat part.
The damage of a weapon consists of a random part using dice and an optional flat part.
- **Type:** Object
@@ -134,8 +130,7 @@ The combat techniques and dependent values.
#### <a name="RangedWeapon/damage"></a> `damage`
The damage of a weapon consists of a random part using dice and an optional
flat part.
The damage of a weapon consists of a random part using dice and an optional flat part.
- **Type:** <a href="#RangedDamage">RangedDamage</a>
+2 -12
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@@ -4,16 +4,7 @@
### <a name="PrimaryAttributeDamageThreshold"></a> `PrimaryAttributeDamageThreshold`
The primary attribute damage and threshold value. You can either use an
integer, an object or a pair. Use an integer if you just have to define a
single threshold value for the default primary attribute of the combat
technique. Use an object if you need to define the value only or if you need
to define the value as well as a single different primary attribute than
which the combat technique uses. Use the pair if you need to set the primary
attributes to AGI and STR (the combat technique has AGI but this item has
AGI/STR) and/or if you need to set different thresholds for AGI and STR (e.g.
AGI 14/STR 15). If the same values are in the pair, they will be merged (AGI
14/STR 14 will be AGI/STR 14).
The primary attribute damage and threshold value. You can either use an integer, an object or a pair. Use an integer if you just have to define a single threshold value for the default primary attribute of the combat technique. Use an object if you need to define the value only or if you need to define the value as well as a single different primary attribute than which the combat technique uses. Use the pair if you need to set the primary attributes to AGI and STR (the combat technique has AGI but this item has AGI/STR) and/or if you need to set different thresholds for AGI and STR (e.g. AGI 14/STR 15). If the same values are in the pair, they will be merged (AGI 14/STR 14 will be AGI/STR 14).
- **Type:** Union
- **Cases:** <a href="#PrimaryAttributeDamageThreshold'Default">PrimaryAttributeDamageThreshold'Default</a> | <a href="#PrimaryAttributeDamageThreshold'List">PrimaryAttributeDamageThreshold'List</a>
@@ -68,8 +59,7 @@ Key | Description | Details
#### <a name="DefaultPrimaryAttributeDamageThreshold/threshold"></a> `threshold`
The attribute value representing the damage threshold for the primary
attribute of the item's combat technique.
The attribute value representing the damage threshold for the primary attribute of the item's combat technique.
- **Type:** Integer
- **Minimum:** `1`
@@ -21,9 +21,7 @@ The armor type's identifier. An unique, increasing integer.
#### <a name="ArmorType/sturdiness_rating"></a> `sturdiness_rating?`
An armor type can have a *sturdiness rating*. The higher the rating, the
more durable the armor. Rolling higher than this rating during a sturdiness
check means the armor receives one level of the new condition *Wear*.
An armor type can have a *sturdiness rating*. The higher the rating, the more durable the armor. Rolling higher than this rating during a sturdiness check means the armor receives one level of the new condition *Wear*.
- **Type:** Integer
- **Minimum:** `1`
+7 -18
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@@ -46,11 +46,9 @@ The associated property.
#### <a name="AnimistPower/tribe_tradition"></a> `tribe_tradition`
The tribe traditions the animist power is available to. It may be available
to all or only specific tribes.
The tribe traditions the animist power is available to. It may be available to all or only specific tribes.
If no tribe tradition is given, the animist power is generally available to
all tribe traditions.
If no tribe tradition is given, the animist power is generally available to all tribe traditions.
- **Type:** List
- **Items:** <a href="#AnimistPower/tribe_tradition[]">AnimistPower/tribe_tradition[]</a>
@@ -58,8 +56,7 @@ all tribe traditions.
#### <a name="AnimistPower/improvement_cost"></a> `improvement_cost`
States which column is used to improve the skill. It is a fixed value or
depends on the primary patron.
States which column is used to improve the skill. It is a fixed value or depends on the primary patron.
- **Type:** <a href="#AnimistPowerImprovementCost">AnimistPowerImprovementCost</a>
@@ -69,11 +66,7 @@ depends on the primary patron.
#### <a name="AnimistPower/levels"></a> `levels?`
The animist power can have multiple levels. Each level is skilled
separately. A previous level must be on at least 10 so that the next higher
level can be activated and skilled. A higher level cannot be skilled higher
than a lower level. Each level also adds an effect text to the text of the
first level.
The animist power can have multiple levels. Each level is skilled separately. A previous level must be on at least 10 so that the next higher level can be activated and skilled. A higher level cannot be skilled higher than a lower level. Each level also adds an effect text to the text of the first level.
- **Type:** List
- **Items:** <a href="#AnimistPower/levels[]">AnimistPower/levels[]</a>
@@ -133,9 +126,7 @@ purposes.
#### <a name="AnimistPowerTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="../_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
@@ -264,8 +255,7 @@ Key | Description | Details
#### <a name="OneTimeAnimistPowerPerformanceParameters/cost"></a> `cost`
The AE cost value, either a flat value or defined dynamically by the
primary patron.
The AE cost value, either a flat value or defined dynamically by the primary patron.
- **Type:** <a href="#OneTimeAnimistPowerCost">OneTimeAnimistPowerCost</a>
@@ -449,8 +439,7 @@ Key | Description | Details
#### <a name="SustainedAnimistPowerPerformanceParameters/cost"></a> `cost`
The AE cost value, either a flat value or defined dynamically by the
primary patron.
The AE cost value, either a flat value or defined dynamically by the primary patron.
- **Type:** <a href="#SustainedAnimistPowerCost">SustainedAnimistPowerCost</a>
+2 -5
View File
@@ -79,9 +79,7 @@ The name of the curse.
#### <a name="CurseTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="../_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
@@ -205,8 +203,7 @@ Key | Description | Details
#### <a name="FixedCurseCostTranslation/per"></a> `per?`
The cost have to be per a specific countable entity, e.g. `8 KP
per person`.
The cost have to be per a specific countable entity, e.g. `8 KP per person`.
- **Type:** <a href="../_ResponsiveText.md#ResponsiveText">ResponsiveText</a>
@@ -79,9 +79,7 @@ The name of the domination ritual.
#### <a name="DominationRitualTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="../_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
@@ -104,9 +104,7 @@ The name of the elven magical song.
#### <a name="ElvenMagicalSongTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="../_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
@@ -226,7 +224,6 @@ Key | Description | Details
#### <a name="ElvenMagicalSongCostTranslation/per"></a> `per`
The cost have to be per a specific countable entity, e.g. `8 AE
per person`.
The cost have to be per a specific countable entity, e.g. `8 AE per person`.
- **Type:** <a href="../_ResponsiveText.md#ResponsiveText">ResponsiveText</a>
+1 -3
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@@ -87,9 +87,7 @@ The name of the geode ritual.
#### <a name="GeodeRitualTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="../_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
+1 -3
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@@ -96,9 +96,7 @@ The name of the jester trick.
#### <a name="JesterTrickTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="../_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
@@ -44,8 +44,7 @@ The associated property.
#### <a name="MagicalDance/music_tradition"></a> `music_tradition`
The music tradition(s) the magical dance is available for. This also
defines the different names in each music tradition.
The music tradition(s) the magical dance is available for. This also defines the different names in each music tradition.
- **Type:** List
- **Items:** <a href="#MagicalDance/music_tradition[]">MagicalDance/music_tradition[]</a>
@@ -95,9 +94,7 @@ The name of the magical dance.
#### <a name="MagicalDanceTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="../_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
@@ -216,8 +213,7 @@ Key | Description | Details
#### <a name="IndefiniteMagicalDanceCost/modifier"></a> `modifier?`
Specified if the indefinite description's result value is to be
modified by a certain number.
Specified if the indefinite description's result value is to be modified by a certain number.
- **Type:** <a href="../_ActivatableSkillCheckResultBased.md#CheckResultBasedModifier">CheckResultBasedModifier</a>
@@ -40,8 +40,7 @@ In some cases, the target's Spirit or Toughness is applied as a penalty.
#### <a name="MagicalMelody/skill"></a> `skill`
Arcane bards must make a *Singing (area of application)* or *Music (area of
application)* check for each magical melody.
Arcane bards must make a *Singing (area of application)* or *Music (area of application)* check for each magical melody.
- **Type:** List
- **Items:** <a href="#MagicalMelody/skill[]">MagicalMelody/skill[]</a>
@@ -63,8 +62,7 @@ The associated property.
#### <a name="MagicalMelody/music_tradition"></a> `music_tradition`
The music tradition(s) the magical melody is available for. This also
defines the different names in each music tradition.
The music tradition(s) the magical melody is available for. This also defines the different names in each music tradition.
- **Type:** List
- **Items:** <a href="#MagicalMelody/music_tradition[]">MagicalMelody/music_tradition[]</a>
@@ -120,9 +118,7 @@ The name of the magical melody.
#### <a name="MagicalMelodyTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="../_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
@@ -233,8 +229,7 @@ Key | Description | Details
#### <a name="FirstPersonMagicalMelodyCost/value"></a> `value`
The (temporary) AE cost value for the first targeted person. The AE
cost for each additional person is half this value.
The (temporary) AE cost value for the first targeted person. The AE cost for each additional person is half this value.
- **Type:** Integer
- **Minimum:** `1`
+6 -14
View File
@@ -29,8 +29,7 @@ The magical rune's identifier. An unique, increasing integer.
The options the magical rune has, if any.
If there are multiple options, the magical rune may be activated for each
option, that is, multiple times.
If there are multiple options, the magical rune may be activated for each option, that is, multiple times.
- **Type:** List
- **Items:** <a href="#MagicalRune/options[]">MagicalRune/options[]</a>
@@ -102,16 +101,13 @@ Key | Description | Details
The name of the magical rune.
If the rune has an option, the options name will/should not be included in
the name as well as its surrounding parenthesis. It will/should be combined
on demand.
If the rune has an option, the options name will/should not be included in the name as well as its surrounding parenthesis. It will/should be combined on demand.
- **Type:** <a href="../_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
#### <a name="MagicalRuneTranslation/name_in_library"></a> `name_in_library?`
The full name of the entry as stated in the sources. Only use when `name`
needs to be different from full name for text generation purposes.
The full name of the entry as stated in the sources. Only use when `name` needs to be different from full name for text generation purposes.
- **Type:** <a href="../_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
@@ -123,9 +119,7 @@ The native name of the magical rune.
#### <a name="MagicalRuneTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="../_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
@@ -497,8 +491,7 @@ Key | Description | Details
#### <a name="MagicalRuneCraftingTimeTranslation/per"></a> `per`
The crafting time has to be per a specific countable entity, e.g. `8
action per person`.
The crafting time has to be per a specific countable entity, e.g. `8 action per person`.
- **Type:** <a href="../_ResponsiveText.md#ResponsiveText">ResponsiveText</a>
@@ -706,8 +699,7 @@ Key | Description | Details
The name of the option.
The surrounding parenthesis will/should not be included, they will/should
be generated.
The surrounding parenthesis will/should not be included, they will/should be generated.
- **Type:** <a href="../_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
@@ -96,9 +96,7 @@ The name of the zibilja ritual.
#### <a name="ZibiljaRitualTranslation/effect"></a> `effect`
The effect description may be either a plain text or a text that is
divided by a list of effects for each quality level. It may also be a
list for each two quality levels.
The effect description may be either a plain text or a text that is divided by a list of effects for each quality level. It may also be a list for each two quality levels.
- **Type:** <a href="../_ActivatableSkillEffect.md#ActivatableSkillEffect">ActivatableSkillEffect</a>
@@ -4,8 +4,7 @@
### <a name="MusicTraditionReference"></a> `MusicTraditionReference`
A reference to a music tradition with the music-tradition-specific name of
the entry
A reference to a music tradition with the music-tradition-specific name of the entry
- **Type:** Object
@@ -4,8 +4,7 @@
### <a name="Preconditions"></a> Preconditions (`when`) (`Preconditions`)
A list of preconditions for the prerequisite it is defined on, so that it
only takes effect if the prerequisites in this list are matched.
A list of preconditions for the prerequisite it is defined on, so that it only takes effect if the prerequisites in this list are matched.
Usually appears at the `when` property of the parent prerequisite.
@@ -64,16 +64,9 @@ Key | Description | Details
#### <a name="ReplacementDisplayOption/sentence_type"></a> `sentence_type?`
If the replacement text is a sentence or sentence-like fragment, this
property ensures it is integrated into the prerequisite string correctly.
If the replacement text is a sentence or sentence-like fragment, this property ensures it is integrated into the prerequisite string correctly.
A standalone sentence is connected to the previous prerequisite string with
a period and a period is also added at the end of the sentence
automatically, if it is not present. A connected sentence is connected to
the previous prerequisite string with a semicolon and a period is not added
to the end of the sentence. In this case, if there are prerequisites after
this one, they will be connected using a semicolon again, unless a
different punctuation mark is present at the end of the given text.
A standalone sentence is connected to the previous prerequisite string with a period and a period is also added at the end of the sentence automatically, if it is not present. A connected sentence is connected to the previous prerequisite string with a semicolon and a period is not added to the end of the sentence. In this case, if there are prerequisites after this one, they will be connected using a semicolon again, unless a different punctuation mark is present at the end of the given text.
- **Type:** <a href="./single/TextPrerequisite.md#SentenceType">SentenceType</a>
@@ -38,8 +38,7 @@ The required minimum level of the entry.
#### <a name="ActivatablePrerequisite/options"></a> `options?`
Required select options. Order is important. Typically, you only need the
first array index, though.
Required select options. Order is important. Typically, you only need the first array index, though.
- **Type:** List
- **Items:** <a href="#ActivatablePrerequisite/options[]">ActivatablePrerequisite/options[]</a>
@@ -4,9 +4,7 @@
### <a name="ExternalEnhancementPrerequisite"></a> External Enhancement Prerequisite (`ExternalEnhancementPrerequisite`)
Requires a specific enhancement from a skill. This should **not** be used
for enhancements themselves; they can only require enhancements from the same
skill they enhance.
Requires a specific enhancement from a skill. This should **not** be used for enhancements themselves; they can only require enhancements from the same skill they enhance.
- **Type:** Object
@@ -69,7 +67,6 @@ The enhancement's identifier.
### <a name="InternalEnhancementPrerequisite"></a> Internal Enhancement Prerequisite (`InternalEnhancementPrerequisite`)
Requires a specific enhancement from a skill. This can only be used by an
enhancement to require another enhancement from the same skill.
Requires a specific enhancement from a skill. This can only be used by an enhancement to require another enhancement from the same skill.
- **Type:** <a href="#EnhancementsReference">EnhancementsReference</a>
@@ -4,9 +4,7 @@
### <a name="RacePrerequisite"></a> Race Prerequisite (`RacePrerequisite`)
Requires a specific race or one of a specific set of races. You can also
provide an object to say whether the hero must meet one of the races or
if the entry does not allow one of the races.
Requires a specific race or one of a specific set of races. You can also provide an object to say whether the hero must meet one of the races or if the entry does not allow one of the races.
- **Type:** Object
@@ -15,16 +15,14 @@ Key | Description | Details
#### <a name="RatedMinimumNumberPrerequisite/number"></a> `number`
The minimum number of skills that need to be on the defined minimum skill
rating.
The minimum number of skills that need to be on the defined minimum skill rating.
- **Type:** Integer
- **Minimum:** `1`
#### <a name="RatedMinimumNumberPrerequisite/value"></a> `value`
The minimum skill rating the defined minimum number of skills need to be
on.
The minimum skill rating the defined minimum number of skills need to be on.
- **Type:** Integer
- **Minimum:** `1`
@@ -4,10 +4,7 @@
### <a name="TextPrerequisite"></a> Text Prerequisite (`TextPrerequisite`)
A prerequisite that is either not verifyable in general e.g. roleplay or
background information or the referenced entities were not made available
for use yet e.g. races , but which should be displayed, because it is part
of the prerequisite string from the sources.
A prerequisite that is either not verifyable in general e.g. roleplay or background information or the referenced entities were not made available for use yet e.g. races , but which should be displayed, because it is part of the prerequisite string from the sources.
- **Type:** Object
@@ -20,36 +17,23 @@ Key | Description | Details
#### <a name="TextPrerequisite/verification"></a> `verification`
The method how the prerequisite should be verified. Either is passes all
verification text or it denies all verification tests. The latter results
in the associated entry to never be available for purchase.
The method how the prerequisite should be verified. Either is passes all verification text or it denies all verification tests. The latter results in the associated entry to never be available for purchase.
- **Type:** <a href="#TextVerificationRule">TextVerificationRule</a>
#### <a name="TextPrerequisite/sentence_type"></a> `sentence_type?`
If the text is a sentence or sentence-like fragment, this property ensures
it is integrated into the prerequisite string correctly.
If the text is a sentence or sentence-like fragment, this property ensures it is integrated into the prerequisite string correctly.
A standalone sentence is connected to the previous prerequisite string with
a period and a period is also added at the end of the sentence
automatically, if it is not present. A connected sentence is connected to
the previous prerequisite string with a semicolon and a period is not added
to the end of the sentence. In this case, if there are prerequisites after
this one, they will be connected using a semicolon again, unless a
different punctuation mark is present at the end of the given text.
A standalone sentence is connected to the previous prerequisite string with a period and a period is also added at the end of the sentence automatically, if it is not present. A connected sentence is connected to the previous prerequisite string with a semicolon and a period is not added to the end of the sentence. In this case, if there are prerequisites after this one, they will be connected using a semicolon again, unless a different punctuation mark is present at the end of the given text.
- **Type:** <a href="#SentenceType">SentenceType</a>
#### <a name="TextPrerequisite/is_meta"></a> `is_meta?`
If the text does not represent an actual prerequisite but a prerequisite
for the use of certain aspects or the entry the prerequisite is associated
with, or something like that, this property is set to `true`.
If the text does not represent an actual prerequisite but a prerequisite for the use of certain aspects or the entry the prerequisite is associated with, or something like that, this property is set to `true`.
If all prerequisites of an entry are marked as meta, the entry is
considered to have no prerequisites and thus the string `none` must be
rendered before the list of meta prerequisites.
If all prerequisites of an entry are marked as meta, the entry is considered to have no prerequisites and thus the string `none` must be rendered before the list of meta prerequisites.
This is the only use case for this property.
@@ -13,8 +13,7 @@ Key | Description | Details
#### <a name="BlessedTraditionPrerequisite/restriction"></a> `restriction?`
The blessed tradition prerequisite may only be satified if the blessed
tradition is either church or shamanistic.
The blessed tradition prerequisite may only be satified if the blessed tradition is either church or shamanistic.
- **Type:** <a href="#BlessedTraditionPrerequisiteRestriction">BlessedTraditionPrerequisiteRestriction</a>
@@ -26,8 +25,7 @@ tradition is either church or shamanistic.
### <a name="BlessedTraditionPrerequisiteRestriction"></a> `BlessedTraditionPrerequisiteRestriction`
The blessed tradition prerequisite may only be satified if the blessed
tradition is either church or shamanistic.
The blessed tradition prerequisite may only be satified if the blessed tradition is either church or shamanistic.
- **Type:** Union
- **Cases:** <a href="#BlessedTraditionPrerequisiteRestriction'0">BlessedTraditionPrerequisiteRestriction'0</a> | <a href="#BlessedTraditionPrerequisiteRestriction'1">BlessedTraditionPrerequisiteRestriction'1</a>
@@ -57,8 +55,7 @@ Key | Description | Details
#### <a name="MagicalTraditionPrerequisite/restriction"></a> `restriction?`
The magical tradition prerequisite may only be satified if the magical
tradition can learn rituals or can bind familiars.
The magical tradition prerequisite may only be satified if the magical tradition can learn rituals or can bind familiars.
- **Type:** <a href="#MagicalTraditionPrerequisiteRestriction">MagicalTraditionPrerequisiteRestriction</a>
@@ -70,8 +67,7 @@ tradition can learn rituals or can bind familiars.
### <a name="MagicalTraditionPrerequisiteRestriction"></a> `MagicalTraditionPrerequisiteRestriction`
The magical tradition prerequisite may only be satified if the magical
tradition can learn rituals or can bind familiars.
The magical tradition prerequisite may only be satified if the magical tradition can learn rituals or can bind familiars.
- **Type:** Union
- **Cases:** <a href="#MagicalTraditionPrerequisiteRestriction'0">MagicalTraditionPrerequisiteRestriction'0</a> | <a href="#MagicalTraditionPrerequisiteRestriction'1">MagicalTraditionPrerequisiteRestriction'1</a>
+5 -17
View File
@@ -149,9 +149,7 @@ Key | Description | Details
### <a name="ChildNode"></a> `ChildNode`
A core rule nested inside this core rule. It may be displayed as a separate
page or its content may be included in this rule's text, which will
automatically generate a proper heading. No content node of a type other than
A core rule nested inside this core rule. It may be displayed as a separate page or its content may be included in this rule's text, which will automatically generate a proper heading. No content node of a type other than
`Child` should follow a child node, since then it may look like the the text
may be part of the child node.
@@ -170,9 +168,7 @@ The nested core rule's identifier.
#### <a name="ChildNode/include"></a> `include`
If the nested core rule's content should be integrated into this core rule
and a proper heading should be added. Otherwise create a link to a separate
view of that core rule.
If the nested core rule's content should be integrated into this core rule and a proper heading should be added. Otherwise create a link to a separate view of that core rule.
- **Type:** Boolean
@@ -180,8 +176,7 @@ view of that core rule.
### <a name="TextNode"></a> `TextNode`
A simple text block, containing one or multiple paragraphs. Headings are not
allowed, they should be handled as nested core rules instead.
A simple text block, containing one or multiple paragraphs. Headings are not allowed, they should be handled as nested core rules instead.
- **Type:** Object
@@ -1748,9 +1743,7 @@ Key | Description | Details
#### <a name="ReferenceListNodeImprovementCostSource/target"></a> `target`
Define if the cost for attributes or skills should be defined. The
cost for attributes start with value 9, while the cost for skills
start with 1 in addition to possible activation cost.
Define if the cost for attributes or skills should be defined. The cost for attributes start with value 9, while the cost for skills start with 1 in addition to possible activation cost.
- **Type:** <a href="#ReferenceListNodeImprovementCostSourceTarget">ReferenceListNodeImprovementCostSourceTarget</a>
@@ -1758,12 +1751,7 @@ start with 1 in addition to possible activation cost.
The highest value the improvement cost are displayed for.
The minimum maximum value should depend on what is the upper bound of
the range of adventure point cost that are equal across multiple
values (value increases for attributes are always 15 up to (and
including) value 14, while value increases for skills are always 1 to
4, depending on the improvement cost, up to (and including) value
12), since those ranges should be combined into a single table row.
The minimum maximum value should depend on what is the upper bound of the range of adventure point cost that are equal across multiple values (value increases for attributes are always 15 up to (and including) value 14, while value increases for skills are always 1 to 4, depending on the improvement cost, up to (and including) value 12), since those ranges should be combined into a single table row.
- **Type:** Integer
- **Minimum:** `12`
+1 -2
View File
@@ -38,8 +38,7 @@ The focus rule's level.
#### <a name="FocusRule/is_missing_implementation"></a> `is_missing_implementation`
Has the focus rule not been implemented in Optolith yet? This is also true
if the focus rule does not (currently) apply to any Optolith feature.
Has the focus rule not been implemented in Optolith yet? This is also true if the focus rule does not (currently) apply to any Optolith feature.
- **Type:** Boolean
+1 -2
View File
@@ -22,8 +22,7 @@ The optional rule's identifier. An unique, increasing integer.
#### <a name="OptionalRule/is_missing_implementation"></a> `is_missing_implementation`
Has the focus rule not been implemented in Optolith yet? This is also true
if the focus rule does not (currently) apply to any Optolith feature.
Has the focus rule not been implemented in Optolith yet? This is also true if the focus rule does not (currently) apply to any Optolith feature.
- **Type:** Boolean
+2 -4
View File
@@ -36,8 +36,7 @@ If the publication may contain adult content.
#### <a name="Publication/is_missing_implementation"></a> `is_missing_implementation`
If the publication is not (fully) implemented and thus needs to be excluded
from * stable releases.
If the publication is not (fully) implemented and thus needs to be excluded from * stable releases.
- **Type:** Boolean
@@ -95,8 +94,7 @@ The publication's release date.
#### <a name="PublicationTranslation/is_missing_implementation"></a> `is_missing_implementation`
If this publication translation is not (fully) implemented and thus needs
to be excluded from stable releases.
If this publication translation is not (fully) implemented and thus needs to be excluded from stable releases.
- **Type:** Boolean
+9 -19
View File
@@ -22,9 +22,7 @@ The publications where you can find the entry.
### <a name="PublicationRef"></a> Publication Reference (`PublicationRef`)
A source reference. It contains the book's publisher identifier and the page
where it occurs. If an entry spans multiple pages, provide the last page as
well.
A source reference. It contains the book's publisher identifier and the page where it occurs. If an entry spans multiple pages, provide the last page as well.
- **Type:** Object
@@ -97,16 +95,14 @@ Key | Description | Details
#### <a name="SimpleOccurrence/first_page"></a> `first_page`
The page where it occurs. If the entry spans multiple pages, use this as
the first page and `last_page` as the last page.
The page where it occurs. If the entry spans multiple pages, use this as the first page and `last_page` as the last page.
- **Type:** Integer
- **Minimum:** `1`
#### <a name="SimpleOccurrence/last_page"></a> `last_page?`
The last page where it occurs. If there is only one page, set this to the
same as `first_page` oder remove it.
The last page where it occurs. If there is only one page, set this to the same as `first_page` oder remove it.
- **Type:** Integer
- **Minimum:** `2`
@@ -130,8 +126,7 @@ The initial occurrence of the entry.
#### <a name="VersionedOccurrence/revisions"></a> `revisions?`
Revisions of the entry, resulting in either changed page references or
re-addition or removal of an entry.
Revisions of the entry, resulting in either changed page references or re-addition or removal of an entry.
- **Type:** List
- **Items:** <a href="#VersionedOccurrence/revisions[]">VersionedOccurrence/revisions[]</a>
@@ -156,8 +151,7 @@ Key | Description | Details
#### <a name="InitialOccurrence/printing"></a> `printing?`
The publication's printing since which the entry is present. Leave
empty if present since the beginning.
The publication's printing since which the entry is present. Leave empty if present since the beginning.
- **Type:** Integer
- **Minimum:** `2`
@@ -180,8 +174,7 @@ The initial page references.
### <a name="Revision"></a> Revision (`Revision`)
A revision of the entry, resulting in either changed page references or
re-addition or removal of an entry.
A revision of the entry, resulting in either changed page references or re-addition or removal of an entry.
- **Type:** Union
- **Cases:** <a href="#Revision'Since">Revision'Since</a> | <a href="#Revision'Deprecated">Revision'Deprecated</a>
@@ -237,8 +230,7 @@ Key | Description | Details
#### <a name="Since/printing"></a> `printing`
The publication's printing since which the entry is present again or has
changed page references.
The publication's printing since which the entry is present again or has changed page references.
- **Type:** Integer
- **Minimum:** `2`
@@ -287,15 +279,13 @@ Key | Description | Details
#### <a name="PageRange/first_page"></a> `first_page`
The page where it occurs. If the entry spans multiple pages, use this as
the first page and `last_page` as the last page.
The page where it occurs. If the entry spans multiple pages, use this as the first page and `last_page` as the last page.
- **Type:** <a href="#Page">Page</a>
#### <a name="PageRange/last_page"></a> `last_page?`
The last page where it occurs. If there is only one page, set this to the
same as `first_page` oder remove it.
The last page where it occurs. If there is only one page, set this to the same as `first_page` oder remove it.
- **Type:** <a href="#Page">Page</a>
@@ -110,16 +110,13 @@ Key | Description | Details
#### <a name="AdvancedCombatSpecialAbilityTranslation/ap_value"></a> `ap_value?`
The AP value. It is only used if the text cannot be generated from the
given information.
The AP value. It is only used if the text cannot be generated from the given information.
- **Type:** <a href="#AdventurePointsValueReplacement">AdventurePointsValueReplacement</a>
#### <a name="AdvancedCombatSpecialAbilityTranslation/ap_value_append"></a> `ap_value_append?`
A string that gets appended to the default AP Value text with a preceding
space. This always happens if present, even if the generated AP Value text
is replaced.
A string that gets appended to the default AP Value text with a preceding space. This always happens if present, even if the generated AP Value text is replaced.
- **Type:** <a href="#AdventurePointsValueAppend">AdventurePointsValueAppend</a>
@@ -43,8 +43,7 @@ Key | Description | Details
#### <a name="BlessedTradition/primary"></a> `primary?`
The tradition's primary attribute. Leave empty if the tradition does not
have one.
The tradition's primary attribute. Leave empty if the tradition does not have one.
- **Type:** <a href="../_SimpleReferences.md#AttributeReference">AttributeReference</a>
@@ -80,8 +79,7 @@ A list of favored skills.
#### <a name="BlessedTradition/favored_skills_selection"></a> `favored_skills_selection?`
On activation of the tradition, a specific number of skills from a list of
skills must be selected as being favored.
On activation of the tradition, a specific number of skills from a list of skills must be selected as being favored.
- **Type:** <a href="#FavoredSkillsSelection">FavoredSkillsSelection</a>
@@ -93,8 +91,7 @@ The type of the tradition. May be either church or shamanistic.
#### <a name="BlessedTradition/associated_principles_id"></a> `associated_principles_id?`
The select option's identifier of the disadvantage *Principles* that
represent this tradition's code, if any.
The select option's identifier of the disadvantage *Principles* that represent this tradition's code, if any.
- **Type:** Number
@@ -456,8 +453,7 @@ Key | Description | Details
#### <a name="BlessedTraditionTranslation/name_compressed"></a> `name_compressed?`
A shorter name of the tradition's name, used in liturgical chant
descriptions.
A shorter name of the tradition's name, used in liturgical chant descriptions.
- **Type:** String
- **Minimum Length:** `1`
@@ -468,8 +464,7 @@ descriptions.
#### <a name="BlessedTraditionTranslation/special_rules"></a> `special_rules`
The special rules of the tradition. They should be sorted like they are
in the book.
The special rules of the tradition. They should be sorted like they are in the book.
- **Type:** List
- **Items:** <a href="#BlessedTraditionTranslation/special_rules[]">BlessedTraditionTranslation/special_rules[]</a>
@@ -94,8 +94,7 @@ Key | Description | Details
#### <a name="CeremonialItemSpecialAbilityTranslation/prerequisites"></a> `prerequisites?`
The prerequisites text. It is only used if the text cannot be generated
from the given information.
The prerequisites text. It is only used if the text cannot be generated from the given information.
- **Type:** <a href="#PrerequisitesReplacement">PrerequisitesReplacement</a>
@@ -89,8 +89,7 @@ Key | Description | Details
#### <a name="FatePointSpecialAbilityTranslation/ap_value"></a> `ap_value?`
The AP value. It is only used if the text cannot be generated from the
given information.
The AP value. It is only used if the text cannot be generated from the given information.
- **Type:** <a href="#AdventurePointsValueReplacement">AdventurePointsValueReplacement</a>
@@ -96,9 +96,7 @@ A string that is used as a label for an input field.
#### <a name="GeneralSpecialAbilityTranslation/ap_value_append"></a> `ap_value_append?`
A string that gets appended to the default AP Value text with a preceding
space. This always happens if present, even if the generated AP Value text
is replaced.
A string that gets appended to the default AP Value text with a preceding space. This always happens if present, even if the generated AP Value text is replaced.
- **Type:** <a href="#AdventurePointsValueAppend">AdventurePointsValueAppend</a>
@@ -79,8 +79,7 @@ Key | Description | Details
#### <a name="KarmaSpecialAbilityTranslation/ap_value"></a> `ap_value?`
The AP value. It is only used if the text cannot be generated from the
given information.
The AP value. It is only used if the text cannot be generated from the given information.
- **Type:** <a href="#AdventurePointsValueReplacement">AdventurePointsValueReplacement</a>
@@ -96,8 +96,7 @@ A string that is used as a label for an input field.
#### <a name="MagicalSpecialAbilityTranslation/ap_value"></a> `ap_value?`
The AP value. It is only used if the text cannot be generated from the
given information.
The AP value. It is only used if the text cannot be generated from the given information.
- **Type:** <a href="#AdventurePointsValueReplacement">AdventurePointsValueReplacement</a>
@@ -51,8 +51,7 @@ Key | Description | Details
#### <a name="MagicalTradition/primary"></a> `primary?`
The tradition's primary attribute. Leave empty if the tradition does not
have one.
The tradition's primary attribute. Leave empty if the tradition does not have one.
- **Type:** <a href="#PrimaryAttribute">PrimaryAttribute</a>
@@ -82,15 +81,13 @@ Can this magical tradition bind familiars?
#### <a name="MagicalTradition/allows_multiple_traditions"></a> `allows_multiple_traditions`
Does the tradition allow learning more traditions or having learned a
different tradition before learning this tradition?
Does the tradition allow learning more traditions or having learned a different tradition before learning this tradition?
- **Type:** Boolean
#### <a name="MagicalTradition/alternative_magical_adventure_points_maximum"></a> `alternative_magical_adventure_points_maximum?`
Is the maximum AP you're able to spent on magical advantages and able to
get by magical disadvantages different than the default of 50 AP?
Is the maximum AP you're able to spent on magical advantages and able to get by magical disadvantages different than the default of 50 AP?
- **Type:** Integer
- **Minimum:** `25`
@@ -99,8 +96,7 @@ get by magical disadvantages different than the default of 50 AP?
#### <a name="MagicalTradition/require_non_spellwork_exclusive_effects"></a> `require_non_spellwork_exclusive_effects`
Are advantages/disadvantages required to not exclusively apply to arcane
spellworks, but also to the tradition's magical actions or applications?
Are advantages/disadvantages required to not exclusively apply to arcane spellworks, but also to the tradition's magical actions or applications?
- **Type:** Boolean
@@ -112,8 +108,7 @@ Is this a magical dilettante tradition?
#### <a name="MagicalTradition/use_arcane_spellworks_from_tradition"></a> `use_arcane_spellworks_from_tradition?`
If arcane spellworks from a different tradition count as arcane spellworks
of this tradition, this is the different tradition's reference.
If arcane spellworks from a different tradition count as arcane spellworks of this tradition, this is the different tradition's reference.
- **Type:** <a href="../_SimpleReferences.md#MagicalTraditionReference">MagicalTraditionReference</a>
@@ -168,9 +163,7 @@ The attribute's identifier.
#### <a name="PrimaryAttribute/use_half_for_arcane_energy"></a> `use_half_for_arcane_energy`
Typically, the value of the primary attribute (if one exists) is added
onto the base of 20 AE to get the actual AE. But sometimes, only half the
value is added.
Typically, the value of the primary attribute (if one exists) is added onto the base of 20 AE to get the actual AE. But sometimes, only half the value is added.
- **Type:** Boolean
@@ -194,8 +187,7 @@ Key | Description | Details
#### <a name="MagicalTraditionTranslation/name_for_arcane_spellworks"></a> `name_for_arcane_spellworks?`
The name used for the traditions list of arcane spellworks if it is
different than the `name` of the special ability.
The name used for the traditions list of arcane spellworks if it is different than the `name` of the special ability.
- **Type:** String
- **Minimum Length:** `1`
@@ -206,8 +198,7 @@ different than the `name` of the special ability.
#### <a name="MagicalTraditionTranslation/special_rules"></a> `special_rules`
The special rules of the tradition. They should be sorted like they are
in the book.
The special rules of the tradition. They should be sorted like they are in the book.
- **Type:** List
- **Items:** <a href="#MagicalTraditionTranslation/special_rules[]">MagicalTraditionTranslation/special_rules[]</a>
+4 -8
View File
@@ -41,8 +41,7 @@ Key | Description | Details
#### <a name="PactGift/automatic_entries"></a> `automatic_entries?`
This pact gift has direct influence on the existence of other entries. It
may add or remove entries.
This pact gift has direct influence on the existence of other entries. It may add or remove entries.
- **Type:** List
- **Items:** <a href="#PactGift/automatic_entries[]">PactGift/automatic_entries[]</a>
@@ -147,8 +146,7 @@ Key | Description | Details
#### <a name="PactGiftPermanentDemonicConsumptionPerLevel/levels"></a> `levels`
The levels of *Demonic Consumption* the pact gift causes per activated
level of the pact gift.
The levels of *Demonic Consumption* the pact gift causes per activated level of the pact gift.
- **Type:** Integer
- **Minimum:** `1`
@@ -174,15 +172,13 @@ What type of action is applied to the target entry?
#### <a name="AutomaticEntry/apply_ap_value"></a> `apply_ap_value`
If an entry is added or removed, does is cost or grant adventure points
or is it free of charge?
If an entry is added or removed, does is cost or grant adventure points or is it free of charge?
- **Type:** Boolean
#### <a name="AutomaticEntry/target"></a> `target`
The entry that is to be added or removed. It can be a fixed entry or a
selection where the player must choose one entry.
The entry that is to be added or removed. It can be a fixed entry or a selection where the player must choose one entry.
- **Type:** <a href="#AutomaticEntryTarget">AutomaticEntryTarget</a>
@@ -79,8 +79,7 @@ Key | Description | Details
#### <a name="SikaryanDrainSpecialAbilityTranslation/ap_value"></a> `ap_value?`
The AP value. It is only used if the text cannot be generated from the
given information.
The AP value. It is only used if the text cannot be generated from the given information.
- **Type:** <a href="#AdventurePointsValueReplacement">AdventurePointsValueReplacement</a>
@@ -79,8 +79,7 @@ Key | Description | Details
#### <a name="VampiricGiftTranslation/ap_value"></a> `ap_value?`
The AP value. It is only used if the text cannot be generated from the
given information.
The AP value. It is only used if the text cannot be generated from the given information.
- **Type:** <a href="#AdventurePointsValueReplacement">AdventurePointsValueReplacement</a>
+1 -2
View File
@@ -13,8 +13,7 @@ Key | Description | Details
#### <a name="SpecialRule/label"></a> `label?`
An optional label that is displayed and placed before the actual
text.
An optional label that is displayed and placed before the actual text.
- **Type:** <a href="../_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
@@ -33,8 +33,7 @@ The continents this language is present on.
#### <a name="Language/specializations"></a> `specializations?`
Language-specific specializations. Either a list of possible options or a
indefinite description of what may be a specialization.
Language-specific specializations. Either a list of possible options or a indefinite description of what may be a specialization.
- **Type:** <a href="#Specializations">Specializations</a>
@@ -44,8 +43,7 @@ indefinite description of what may be a specialization.
#### <a name="Language/max_level"></a> `max_level?`
The maximum possible level of the language. Only specified if lower than
default of 3.
The maximum possible level of the language. Only specified if lower than default of 3.
- **Type:** Number
- **Default:** `3`
@@ -180,8 +178,7 @@ The name of the specialization.
#### <a name="SpecificSpecializationTranslation/description"></a> `description?`
The specialization description. It will be appended to the name in
parenthesis.
The specialization description. It will be appended to the name in parenthesis.
- **Type:** <a href="../../_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
@@ -220,8 +217,7 @@ The specializations description.
#### <a name="IndefiniteSpecializationsTranslation/label"></a> `label?`
An input label or placeholder text for an UI element if it differs
from the `description`.
An input label or placeholder text for an UI element if it differs from the `description`.
- **Type:** <a href="../../_NonEmptyString.md#NonEmptyString">NonEmptyString</a>
@@ -47,8 +47,7 @@ Key | Description | Details
#### <a name="CauldronEnchantment/brew"></a> `brew`
Witches can learn to brew special things in their Witch's Cauldron. These
brews can be categorized in different types.
Witches can learn to brew special things in their Witch's Cauldron. These brews can be categorized in different types.
- **Type:** <a href="#BrewReference">BrewReference</a>
@@ -109,8 +109,7 @@ Key | Description | Details
#### <a name="SpellSwordEnchantmentTranslation/ap_value"></a> `ap_value?`
The AP value. It is only used if the text cannot be generated from the
given information.
The AP value. It is only used if the text cannot be generated from the given information.
- **Type:** <a href="#AdventurePointsValueReplacement">AdventurePointsValueReplacement</a>

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