Main Chars - jjppof/goldensun_html5 GitHub Wiki
Database file for main chars. See an example. This json file is an array of objects, each object corresponds to a main char.
Properties
key_name[string]: char unique key_name.name[string]: char name.hp_curve[array]: array of HP values for each level.pp_curve[array]: array of PP values for each level.atk_curve[array]: array of attack values for each level.def_curve[array]: array of defense values for each level.agi_curve[array]: array of agility values for each level.luk_curve[array]: array of luck values for each level.exp_curve[array]: array of required experience for each level.starting_level[number]: starting level of the char.base_level[object]:venus[number]: base venus level of the char.mercury[number]: base mercury level of the char.mars[number]: base mars level of the char.jupiter[number]: base jupiter level of the char.
base_power[object]:venus[number]: base venus power of the char.mercury[number]: base mercury power of the char.mars[number]: base mars power of the char.jupiter[number]: base jupiter power of the char.
base_resist[object]:venus[number]: base venus resistance of the char.mercury[number]: base mercury resistance of the char.mars[number]: base mars resistance of the char.jupiter[number]: base jupiter resistance of the char.
innate_abilities[array]: array of innate abilities key names.in_party[boolean]: if true, this char is in the party.battle_scale[number]: this char battle sprite scale factor, 0 is 0%, 1 is 100%.battle_shadow_key[string]: the battle shadow key inassets\images\spritesheets\battle\battle_shadows.json.status_sprite_shift[number]: the shift from the char battle sprite top that will be applied to the status sprite.weapon_sprite_shift[number]: the shift from the char battle sprite top that will be applied to the weapon sprite.djinn[array]: array of the initial djinni key names.items[array]: array of the initial items.key_name[string]: item key name.quantity[number]: the item quantity. Optional property. Default value is1.equipped[boolean]: whether the item is equipped or not. Optional property. Default value isfalse.
battle_animations_variations[object]: whether this char has a battle animation variation for an ability.{[ability key name]:[battle animation key name]}: create one of this pair for each variation.
weapons_sprites[object]: an object of objects describing the weapons sprites of this NPC. The key of each internal object should be the weapon type:spritesheet[object]: the spritesheet paths:image[string]: the spritesheet image relative path.json[string]: the spritesheet json relative path. IMPORTANT: the action name inside this file for all frames must be the type of the weapon, example for a sword:sword/attack_back/00.