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{
"chapter": {
"id": 13,
"name": "Crimson Fists",
"flavor": "An Imperial Fists descendant, the Crimson Fists are more level-minded than their Progenitor and brother chapters. They suffer the same lacking zygotes as their ancestors, and more resemble the Ultramarines in their balanced approach to combat. After surviving a devastating Ork WAAAGH! the chapter clings dearly to its future.",
"origin": 2, // 1 - Founding, 2 - Successor, 3 - Other/non-canon/fanmade, 4 - Custom
"points": 150,
"founding": 4, // The id of the founding chapter, 0 for unknown or none, 10 for random
"splash": 13, // in \images\creation\chapters\splash folder, the img number, 1 being Dark Angels etc.
"icon": 13, // in \images\creation\chapters\icons folder, the icon number, 1 being Dark Angels etc.
"icon_name": "cf", // ? dunno what this is used for yet but the icon breaks if you dont use it
"fleet_type": 1, // 1= Homeworld, 2 = Fleet based, 3 = Penitent
"strength": 2, // 1-10
"purity": 8, // 1-10
"stability": 96, // 1-99
"cooperation": 8, // 1-10
"homeworld_exists": 1, // 1 = true
"recruiting_exists": 0, // 1 = true
"homeworld_rule": 1, // 1 = Govenor, 2 = Countries, 3 = Personal Rule
"homeworld": "Agri", // one of "Lava" "Desert" "Forge" "Hive" "Death" "Agri" "Feudal" "Temperate" "Ice" "Dead" "Shrine"
"homeworld_name": "Rynn's World", // Homeworld Planet name, leave blank to autogenerate
"recruit_home_relationship" : 0, //recruit from home planet
"recruiting": "", // one of "Lava" "Desert" "Forge" "Hive" "Death" "Agri" "Feudal" "Temperate" "Ice" "Dead" "Shrine"
"recruiting_name": "", // Recruiting Planet name, leave blank to autogenerate
"discipline": "librarius", // one of 'default' 'biomancy' 'pyromancy' 'telekinesis' 'rune_magic'
"aspirant_trial": "CHALLENGE", // one of "BLOODDUEL" "HUNTING" "SURVIVAL" "EXPOSURE" "KNOWLEDGE" "CHALLENGE" "APPRENTICESHIP"
"advantages": [
"", // leave the first entry blank for now
"Bolter Drilling",
"Enemy: Orks",
"",
"",
"",
"",
"",
""
],
"disadvantages": [
"", // leave the first entry blank for now
"Sieged",
"",
"",
"",
"",
"",
"",
""
],
"colors": {
"main": "Blue",
"secondary": "Blue",
"pauldron_r": "Blue",
"pauldron_l": "Blue",
"trim": "White",
"lens": "Red",
"weapon": "Black",
"special": 0, // 0 - normal, 1 - Breastplate, 2 - Vertical, 3 - Quadrant
"trim_on": 0 // 0 no, 1 yes for pauldron trim colours. Trim colour will still be used for certain complex livery items
},
"names": {
//Chapter Staff
"hchaplain": "Marqol Tomasi", // Head Chaplain
"clibrarian": "Eustace Mendoza", // Chief Librarian
"fmaster": "Javier Adon", // Forge Master
"hapothecary": "Curien Droga", // Head Apothecary
//Company Captains 1 - 10
"honorcapt": "Alessio Cortez",
"watchmaster": "Steffan Hios",
"arsenalmaster": "Faradis Anto",
"admiral": "Isidore Haleous",
"marchmaster": "Balthazar",
"ritesmaster": "",
"victualler": "",
"lordexec": "",
"relmaster": "",
"recruiter": "Ishmael Icario"
},
"battle_cry": "There is only the Emperor! He is our shield and our protector!",
"equal_specialists": 0, // 0 if no, 1 if yes. If yes, will distribute specialist roles like Assaults and Devastators equally between companies. Otherwise all Assaults go in Company 8 and all Devastators in Company 9
"load_to_ships": {
"escort_load": 2, // 0 no, 2 yes, 1 doesnt do anything :)
"split_scouts": 0, // 0 no, 1 yes. If yes, splits scouts between companies equally. Otherwise all scouts are kept in 10th Company.
"split_vets": 0 // 0 no, 1 yes. If yes, all veterans are distrubuted equally between companies. Otherwise all veterans are kept in the 1st Company
},
"successors": 0, //total number of successor chapters
"mutations": {
"preomnor": 0,
"voice": 0,
"doomed": 0,
"lyman": 0,
"omophagea": 0,
"ossmodula": 0,
"membrane": 1,
"zygote": 0,
"betchers": 1,
"catalepsean": 0,
"secretions": 0,
"occulobe": 0,
"mucranoid": 0
},
"disposition": [
0, // nothing
60, // Progenitor faction
80, // Imperium
50, // Admech
50, //Inquisition
50, // Ecclesiarchy
60, // Astartes
0 // nothing
],
"chapter_master": {
"name": "Pedro Kantor",
"specialty": 1, //1 Leader, 2 Champion, 3 Psyker,
"melee": 1, // 1 twin power fists ... 8 force staff
"ranged": 1, // 1 boltstorm gauntlets ... 7 storm shield
// All chapter masters have the trait `Lead by Example` by default
"traits": [],
"gear": "",
"mobi": "",
"armour": "" // default is Artificer armour, only needed to set if changing to something else.
},
"artifact": [],
"company_titles": [
"",
"The Righteous Crusaders",
"The Shieldwall",
"The Red Lightning",
"The Crimson Lancers",
"The War Riders",
"Iron Guardians",
"The Wardens of Rynn",
"The Red Path",
"The Fists of Rynn",
"The Wayfinders"
],
"flagship_name": "Throne's Fury", // leave blank to autogenerate
/**
* * Default fleet composition
* * Homeworld
* - 2 Battle Barges, 8 Strike cruisers, 7 Gladius, 3 Hunters
* * Fleet based and Penitent
* - 4 Battle Barges, 3 Strike Cruisers, 7 Gladius, 3 Hunters
*
* use negative numbers to subtract ships
* * Stacks with advantages/disadvantages
*/
"extra_ships": {
"battle_barges": -1,
"gladius": -3,
"strike_cruisers": -4,
"hunters": 0
},
/**
* * Default HQ Layout (Does not include company specialists)
* - 8 Chaplains, 8 Techmarines, 8 Apothecary, 2 Epistolary (librarian),
* - 2 Codiciery, 4 Lexicanum
* * Default Company specialists (divided based on `load_to_ships.split_vets` setting)
* - 20 Terminators, 85 Veterans, 20 Devastators, 20 Assault
* Use negative numbers to subtract
* * Stacks with advantages/disadvantages
*/
"extra_specialists": {
"chaplains": 0,
"techmarines": 0,
"apothecary": 0,
"epistolary": 0,
"codiciery": 0,
"lexicanum": 0,
"terminator": 0,
"assault": 0,
"veteran": 30,
"devastator": 0
},
/**
* * Default Marine strength
* - 100 marines per company
* use negative numbers to subtract
* * Stacks with strength for non-founding chapters only
*/
"extra_marines": {
"second": 0,
"third": 0,
"fourth": 0,
"fifth": 0,
"sixth": 0,
"seventh": 0,
"eighth": 0,
"ninth": 0,
"tenth": 0
},
"extra_vehicles": {
"rhino": 0,
"whirlwind": 0,
"predator": 0,
"land_raider": 0,
"land_speeder": 0
},
/** Add extra starting items ["Item Name", Number to add] */
"extra_equipment": [
// [
// "Bolter",
// 20
// ]
],
/**
* Provide a place to change the default name and equipment preferences of roles for this chapter
* `custom_roles` should be used for specialist/leadership type roles,
* To affect an entire squad, see `custom_squads` below
*/
"custom_roles": {
// "honour_guard": {
// "name": "Honour Guard",
// "wep1": "Power Sword",
// "wep2": "Bolter"
// },
// "veteran": {
// "name": "Veteran",
// "wep1": "Chainaxe"
// },
// "captain": {
// "name": "Captain",
// "wep1": "Power Sword"
// },
// "tactical": {
// "name": "Tactical"
// },
// "devastator": {
// "name": "Devastator"
// },
// "assault": {
// "name": "Assault",
// "wep1": "Chainsword"
// },
// "scout": {
// "name": "Scout",
// "wep1": "Sniper Rifle"
// },
// "chaplain": {
// "name": "Chaplain",
// },
// "techmarine": {
// "name": "Techmarine",
// "wep1": "Power Axe"
// },
// "apothecary": {
// "name": "Apothecary",
// "wep1": "Power Axe"
// },
// "librarian": {
// "name": "Librarian",
// "wep1": "Force Staff"
// },
// "sergeant": {
// "name": "Sergeant",
// "wep1": "Chainaxe"
// },
// "veteran_sergeant": {
// "name": "Veteran Sergeant",
// "wep1": "Chainaxe"
// }
},
/**
* * Custom squad roles, loadouts and formations
* When companies are made, squads are formed based on these rules:
* - squad name: one of captain, terminator, terminator_assault, sternguard_veteran,
vanguard_veteran, devastator, tactical, assault, scout, scout_sniper
* - squad array layout [Role, Role, ...Role, type_data]
* - each element of the array is a default Role, and their settings.
- if you changed the role using `custom_roles` you need to reference the role with this new name
- for non-leader roles it is better to change the name of the role in the squad layout instead
* - unit layout [Role Name, Settings Struct]
* - settings struct:
* - max: The most amount of this unit is allowed per squad
* - min: The squad can't be formed unless at least 1 of this unit is in it
* - role: The name of the unit when it is a member of the squad. This is where you rename roles e.g.
"Terminator" > "Deathwing Terminator"
** - loadout: Struct containing Required and Optional weaponry this unit can equip
a required loadout always follows this syntax <loadout_slot>:[<loadout_item>,<required number>]
so "wep1":["Bolter",4], will mean four marines are always equipped with 4 bolters in the wep1 slot
* option loadouts follow the following syntax <loudout_slot>:[[<loadout_item_list>],<allowed_number>]
for example [["Flamer", "Meltagun"],1], means the role can have a max of one flamer or meltagun
[["Plasma Pistol","Bolt Pistol"], 4] means the role can have a mix of 4 plasma pistols and bolt pistols on top
of all required loadout options
- wep1: right hand weapon
- wep2: left hand weapon
- mobi: Mobility item, e.g. Jump Packs.
- armour: required armour
- gear: special equipment needed for certain roles, like a Roasrius or Narthecium
* - type_data: names the squad, allows certain formations
*/
"squad_name": "Squad",
"custom_squads": {}
}
}