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reference GAME_BALANCE.md a bit more
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NetSysFire committed Feb 24, 2024
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Expand Up @@ -23,43 +23,43 @@ Property | Description
--- | ---
`name` | (string or object) Monster name, and optional plural name and translation context
`description` | (string) In-game description of the monster, in one or two sentences
`ascii_picture` | (string) Id of the asci_art used for this monster
`hp` | (integer) Hit points
`hp` | (integer) Hit points. Also see [monster HP scaling in GAME_BALANCE.md](GAME_BALANCE.md#monster-hp-scaling)
`volume` | (string) Volume of the creature's body, as an integer with metric units, ex. `"35 L"` or `"1500 ml"`. Used to calculate monster size, size influences melee hit chances on different-sized targets.
`weight` | (string) Monster weight, as an integer with metric units, ex. `"12 kg"` or `"7500 g"`
`symbol` | (string) UTF-8 single-character string representing the monster in-game
`color` | (string) Symbol color for the monster
`default_faction` | (string) What faction the monster is allied with
`bodytype` | (string) Monster's body type, ex. bear, bird, dog, human, insect, lizard etc.
`speed` | (integer) Monster speed, relative to human speed `100`, with greater numbers being faster
`speed` | (integer) Monster speed, relative to human speed `100`, with greater numbers being faster. Also see [monster speed scaling in GAME_BALANCE.md](GAME_BALANCE.md#monster-speed-scaling)

Monsters may also have any of these optional properties:

Property | Description
--- | ---
`copy-from` | (string) Inherit monster attributes from another. See [JSON_INHERITANCE.md](JSON_INHERITANCE.md)
`categories` | (array of strings) Monster categories (NULL, CLASSIC, or WILDLIFE)
`species` | (array of strings) Species IDs, ex. HUMAN, ROBOT, ZOMBIE, BIRD, MUTANT, etc.
`scents_tracked` | (array of strings) Monster tracks these scents
`categories` | (array of strings) Monster categories (NULL, CLASSIC, or WILDLIFE). Important for mods who black or whitelist monsters.
`ascii_picture` | (string) Id of the `ascii_art` used for this monster
`species` | (array of strings) Species IDs, ex. HUMAN, ROBOT, ZOMBIE, BIRD, MUTANT, etc. Defined in [`species.json`](../data/json/species.json)
`scents_tracked` | (array of strings) Monster tracks these scents. Defined [`scent_types.json`](../data/json/scent_types.json)
`scents_ignored` | (array of strings) Monster ignores these scents
`material` | (array of strings) Materials the monster is made of
`material` | (array of strings) Materials the monster is made of. Defined in [`materials.json`](../data/json/materials.json)
`phase` | (string) Monster's body matter state, ex. SOLID, LIQUID, GAS, PLASMA, NULL
`attack_cost` | (integer) Number of moves per regular attack. If not defined defaults to `100`.
`diff` | (integer) Additional monster difficulty for special and ranged attacks
`diff` | (integer) Displayed monster difficulty, e.g affects how the monster name is colored, e.g red for very nasty critters. Also see [monster difficulty scaling in GAME_BALANCE.md](GAME_BALANCE.md#monster-difficulty-scaling)
`aggression` | (integer) Starting aggression, the monster will become hostile when it reaches 10
`morale` | (integer) Starting morale, monster will flee when (current aggression + current morale) < 0
`aggro_character` | (bool) If true the monster will always attack characters when angry.
`mountable_weight_ratio` | (float) For mounts, max ratio of mount to rider weight, ex. `0.2` for `<=20%`
`melee_skill` | (integer) Monster skill in melee combat, from `0-10`, with `4` being an average mob
`melee_skill` | (integer) Monster skill in melee combat, from `0-10`, with `4` being an average mob. Also see [monster melee skill scaling in GAME_BALANCE.md](GAME_BALANCE.md#monster-melee-skill-scaling)
`dodge` | (integer) Monster's skill at dodging attacks
`melee_damage` | (array of objects) List of damage instances added to die roll on monster melee attack
`melee_damage` | (array of objects) List of damage instances added to die roll on monster melee attack. Also see [monster maximum damage scaling in GAME_BALANCE.md](GAME_BALANCE.md#monster-maximum-damage-scaling)
`melee_dice` | (integer) Number of dice rolled on monster melee attack to determine bash damage
`melee_dice_sides` | (integer) Number of sides on each die rolled by `melee_dice`
`grab_strength` | (integer) Intensity of grab effect, from `1` to `n`, simulating `n` regular zombie grabs
`melee_training_cap` | (integer) The maximum melee skill levels learnable by fighting this monster. If not defined defaults to `melee_skill + 2`.
`armor` | (object) Monster's protection from different types of damage
`weakpoints` | (array of objects) Weakpoints in the monster's protection
`weakpoint_sets` | (array of strings) Weakpoint sets to apply to the monster
`weakpoint_sets` | (array of strings) Weakpoint sets to apply to the monster. Defined in [`monster_weakpoints`](../data/json/monster_weakpoints)
`status_chance_multiplier`| (float) Multiplier to chance to apply zapped when electric damage is dealt (no other effects are implemented at this time)
`families` | (array of objects or strings) Weakpoint families that the monster belongs to
`vision_day` | (integer) Vision range in full daylight, with `50` being the typical maximum
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