Saves
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This configuration is found in saves.json.
Saves allow a character to "save" against various situations. Players are able to "roll" against their saves for RPG purposes. Also, when spells are cast on a player, they may get a chance to "save" against that spell to see if they can avoid it from taking full effect, or a partial effect instead.
Further Details:
- Create a Save
- Applying Abilities to Saves
- Applying to Races, Classes and Levels
- Character Saves
- Example Configuration
In the main configuration file, you can create a save using the following entry:
{
"id": "reflex",
"displayName": "Reflex Save",
"description": "Reflex",
"base": 2
}
id | The id of the save. Used later to apply modifiers to. |
displayName | Display name for the save. Used when displaying on screen. |
description | Description of the save. |
base | Defines the base value that everyone will get when making a new character regardless of race or class. |
You can apply an ability to character saves. This is accomplished through an "abilityModifier" in the save definition. This modifier affects only the save value itself and is applied as a multiplier against the value of the related total save for the character.
You can only have one ability modifier assigned per save.
{
"id": "reflex",
"displayName": "Reflex Save",
"description": "Reflex",
"base": 2,
// For each 1 point of dex, increase the reflex save by 0.5 points. (2 to 1 ratio)
"abilityModifier": {
"id": "dexterity",
"value": 0.5
}
}
id | The id of the save to apply the modifier to. |
value | The multiplier used to determine how much each point of ability increases the save by. |
So the example above says:
For each 1 point of dexterity, increase the reflex save by 0.5 points. (2 to 1 ratio)
So, if a character has 10 dexterity, they will gain:
10 dexterity * 0.5 ability modifier = +5 to their reflex save
You can further expand on the save by applying bonuses to races, classes and levels.
This is accomplished through a saveModifiers list in each type above. This modifier is not like a combatModifier and does not affect combat. Instead, it adds the value defined directly to the characters save.
For example:
"saveModifiers": [
{
"id": "fortitude",
"value": 1.0
},
{
"id": "will",
"value": 1.0
},
{
"id": "reflex",
"value": 1.0
}
Remeber, these are directly added, and are NOT multiplier values to the save itself.
So for each race, class or level, you can define additional values to the save as you desire. For example:
Race: Orc
+2 additional fortitude
+2 additional will
Class: Archer
+2 additional reflex
For levels, each level can adjustment the base (baseModifiers), race (racialModifiers) and class (classModifiers) also using the saveModifiers in the level definition.
See Levels for details on levels.
Level 1 Character:
+1 additional will
Level 2 Character:
+1 additional fortitude
+1 additional will (archer-only)
Level 3 Character
+1 additional will
+1 additional will (orc-only)
+1 additional reflex
Example:
A Level 3, Orc, Archer would receive:
+2 additional fortitude (orc bonus)
+1 additional fortitude (level 2)
+2 additional will (orc bonus)
+1 additional will (level 1)
+1 additional will (level 2, archer-only)
+1 additional will (level 3)
+1 additional will (level 3, orc-only)
+1 additional reflex
Totals:
Fortitude: +3 Will: +6 Reflex: +1
Example:
A Level 3, Human, Warrior would receive: (no bonuses)
+1 additional fortitude (level 2)
+1 additional will (level 1)
+1 additional will (level 3)
+1 additional reflex
Totals:
Fortitude: +1 Will: +2 Reflex: +1
The above showed an example of how save modifiers are applied from races, classes and levels. Now we'll show you how a characters "base" save modifiers are applied.
You can apply save bonuses directly to a character also. You do so using the command:
/character modify [character] save fortitude amount
"fortitude" being the name of a save as per above
"amount" being the number you want to add to the save directly
Example:
/character modify [character] save fortitude 5
This would give a character an additional 5 fortitude save.
This is then applied to the total numbers determined above from races, classes, levels and abilities to give the character their final save result.