# Rasse und Klasse sind Charakteroptionen, keine eigenen Konzepte (Ticket 02). # Die Kategorien sind selbst Inhalt und tragen `pick = N`, damit ein Mod eine # dritte Wahl ergaenzen kann, ohne dass die Engine davon weiss. [[categories]] id = "race" name = "Rasse" order = 10 pick = 1 [[categories]] id = "class" name = "Klasse" order = 20 pick = 1 [[options]] id = "dwarf" category = "core:race" name = "Zwerg" description = "Zäh, misstrauisch, trinkfest." modifiers = [ { attribute = "constitution", flat = 2 }, { attribute = "max_health", flat = 10 } ] abilities = ["core:steinsinn"] [[options]] id = "elf" category = "core:race" name = "Elf" description = "Flink, hochmütig, langlebig." modifiers = [ { attribute = "dexterity", flat = 2 }, { attribute = "luck", flat = 1 } ] [[options]] id = "warrior" category = "core:class" name = "Krieger" description = "Schlägt zu, wo andere nachdenken." modifiers = [ { attribute = "strength", flat = 3 }, { attribute = "damage", percent = 10 } ] abilities = ["core:power_strike"] # `on_create` ist KEINE neue Mechanik, sondern gewoehnliche Aktionen, einmal # beim Bau ausgefuehrt (Ticket 02). Die Engine kennt den Begriff # "Startausruestung" deshalb gar nicht. on_create = [ { action = "equip_item", item = "core:iron_sword" }, { action = "give_item", item = "core:health_potion", count = 2 } ] [[options]] id = "thief" category = "core:class" name = "Dieb" description = "Nimmt, was nicht niet- und nagelfest ist." modifiers = [ { attribute = "dexterity", flat = 2 }, { attribute = "luck", flat = 2 }, # `flat`, nicht `percent`: Die Basis war 0, und Prozent auf 0 # bleibt 0 — die Signaturzahl des Diebs tat nichts (Befund M9). { attribute = "critical_chance", flat = 10 } ] abilities = ["core:backstab"] on_create = [ { action = "equip_item", item = "core:dagger" }, { action = "equip_item", item = "core:leather_cap" }, { action = "give_item", item = "core:gold", count = 40 } ]