Initial scaffold: Nakama backend, Godot client, content schema
Sets up the Step 1 (Project Foundation) and Step 2 (Content Schemas) scaffold from the implementation sequence. Includes Docker Compose stack, Nakama TypeScript module stubs, PostgreSQL migration, Godot 4 project shell with scene stubs and NakamaClient singleton, YAML content schemas for all entity types, and example data for 3 characters, 2 jobs, and all 7 core resources. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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121
content/schema/banner.yaml
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121
content/schema/banner.yaml
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# banner.yaml — schema definition for gacha banner definitions
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#
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# All rate tables are content-driven. No hardcoded pull rates in server code.
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# Banner end dates and pity rules must be visible to players per design spec.
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$schema: "xyvera/content-schema/banner/v1"
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type: object
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required:
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- id
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- name
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- type
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- pull_cost
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- pool
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- pity
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properties:
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id:
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type: string
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pattern: "^[a-z][a-z0-9_]*$"
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name:
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type: string
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type:
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type: string
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enum: [standard, featured, event]
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description: >
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standard = permanent evergreen with wishlist;
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featured = region or character banner with up/down rate;
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event = limited mega-event with spark currency.
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pull_cost:
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type: object
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required: [currency, single, multi]
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properties:
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currency:
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type: string
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description: "Resource ID used to pull. Usually 'diamond' or a banner-specific ticket."
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single:
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type: integer
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minimum: 1
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multi:
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type: integer
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minimum: 1
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description: "Cost for a 10-pull. Typically single * 10 minus one free pull."
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pool:
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type: array
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description: "All characters eligible from this banner."
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items:
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type: object
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required: [character_id, rarity, base_weight]
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properties:
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character_id:
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type: string
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rarity:
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type: string
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enum: [R, SR, SSR, UR]
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base_weight:
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type: number
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minimum: 0.0
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description: "Relative weight before pity modifiers. Higher = more common."
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is_featured:
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type: boolean
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default: false
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pity:
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type: object
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required: [soft_pity_start, hard_pity, guaranteed_rarity]
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properties:
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soft_pity_start:
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type: integer
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minimum: 1
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description: "Pull count at which SSR/UR rate starts increasing toward hard pity."
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hard_pity:
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type: integer
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minimum: 1
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description: "Pull count that guarantees at least guaranteed_rarity."
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guaranteed_rarity:
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type: string
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enum: [SR, SSR, UR]
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featured_guarantee:
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type: object
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description: "50/50 featured character guarantee rules."
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properties:
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rate:
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type: number
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minimum: 0.0
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maximum: 1.0
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description: "Chance featured character is selected when SSR hits."
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guaranteed_after_loss:
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type: boolean
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default: true
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description: "If false on the 50/50, next SSR is guaranteed featured."
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spark_currency:
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type: object
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description: "Only applies to event-type banners."
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properties:
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currency_id:
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type: string
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spark_cost:
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type: integer
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description: "Amount of spark currency required to select a featured character."
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active_from:
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type: string
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format: date-time
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description: "ISO 8601 UTC datetime. Null means active from server start."
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active_until:
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type: string
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format: date-time
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description: "ISO 8601 UTC datetime. Null means permanent."
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rerun_policy:
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type: string
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enum: [permanent, will_rerun, no_rerun_planned, collaboration_locked]
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default: permanent
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description: "Displayed to players per the fair-visibility design pillar."
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165
content/schema/character.yaml
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165
content/schema/character.yaml
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# character.yaml — schema definition for Xyvera character content files
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#
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# Every file under content/data/characters/ must conform to this schema.
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# Run `tools/validate_content.py` to check all data files against schemas.
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#
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# Design notes from spec:
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# - Rarity: R / SR / SSR / UR (four-tier PoC model; full ladder naming deferred)
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# - Combat roles: recon, sabotage, healer, support, tank, glass_cannon
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# - Profession roles: miner, lumberjack, researcher, construction, farmer, trainer
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# - Male and female presentation variants are art/naming only; mechanics identical
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# - No duplicate-dependency model: progression uses universal materials, bonds,
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# and assignment mastery
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$schema: "xyvera/content-schema/character/v1"
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type: object
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required:
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- id
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- name
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- rarity
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- combat_role
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- profession
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- base_stats
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- skills
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- suitability_bonuses
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properties:
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id:
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type: string
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description: "Unique character identifier. Snake_case. Shared between male/female variants."
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pattern: "^[a-z][a-z0-9_]*$"
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example: "lyra_stoneheart"
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name:
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type: object
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description: "Display names for each presentation variant."
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required: [female]
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properties:
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female:
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type: string
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example: "Lyra Stoneheart"
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male:
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type: string
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example: "Leon Stoneheart"
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additionalProperties: false
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rarity:
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type: string
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enum: [R, SR, SSR, UR]
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description: "R = common filler, SR = reliable specialist, SSR = premium, UR = rare/prestige"
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combat_role:
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type: string
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enum: [recon, sabotage, healer, support, tank, glass_cannon]
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profession:
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type: string
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enum: [miner, lumberjack, researcher, construction, farmer, trainer]
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description: "Primary village assignment profession. Used to determine suitability bonuses."
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region_origin:
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type: string
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description: "World region this character is associated with. Affects banner pools and event tags."
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example: "heartwood_vale"
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element:
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type: string
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enum: [fire, water, earth, wind, light, shadow, null]
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description: "Optional elemental archetype. 'null' means no element."
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default: "null"
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personality:
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type: string
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description: "Short personality descriptor used for relationship flavor and dialogue tags."
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example: "stoic_protector"
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base_stats:
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type: object
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description: "Stats at level 1 / ascension 0. Scaling is applied by the server formula."
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required: [hp, attack, defense, speed]
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properties:
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hp:
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type: integer
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minimum: 1
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attack:
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type: integer
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minimum: 1
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defense:
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type: integer
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minimum: 1
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speed:
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type: integer
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minimum: 1
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crit_rate:
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type: number
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minimum: 0.0
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maximum: 1.0
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default: 0.05
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crit_damage:
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type: number
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minimum: 1.0
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default: 1.5
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additionalProperties: false
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skills:
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type: array
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description: "Character skills. First entry is the combat passive; second is the signature active."
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minItems: 1
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maxItems: 4
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items:
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type: object
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required: [id, name, description, type]
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properties:
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id:
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type: string
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pattern: "^[a-z][a-z0-9_]*$"
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name:
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type: string
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description:
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type: string
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type:
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type: string
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enum: [passive, active, ultimate]
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max_level:
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type: integer
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minimum: 1
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maximum: 10
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default: 5
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upgrade_cost_per_level:
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type: object
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description: "Resource costs to advance one skill level. Keys are resource IDs."
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additionalProperties:
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type: integer
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minimum: 0
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suitability_bonuses:
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type: object
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description: >
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Multiplier applied to passive output when this character is assigned to a matching
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job slot. A character with their primary profession gets 1.5x; secondary gets 1.2x;
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unmatched gets 1.0x (no bonus). These values override the defaults.
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properties:
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primary_profession_multiplier:
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type: number
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minimum: 1.0
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default: 1.5
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secondary_professions:
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type: array
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items:
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type: string
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enum: [miner, lumberjack, researcher, construction, farmer, trainer]
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description: "Additional professions where this character earns the secondary bonus."
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additionalProperties: false
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bond_hooks:
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type: array
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description: "Relationship flavor tags used to unlock bond dialogue and minor stat bonuses."
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items:
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type: string
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example: ["loyalty", "mentor", "rival"]
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lore_summary:
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type: string
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description: "One or two sentence background. Minimal story as per spec."
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91
content/schema/event.yaml
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91
content/schema/event.yaml
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# event.yaml — schema definition for live-ops event entries
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#
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# Events are content-defined, not code-defined. Adding a new event of an
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# existing template type requires only a new YAML file, no code changes.
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#
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# PoC event templates (from spec):
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# - resource_push: multiplied resource gain window
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# - combat_score: score-attack combat ranking
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# - profession_spotlight: boosted output for one profession
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$schema: "xyvera/content-schema/event/v1"
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type: object
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required:
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- id
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- name
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- template
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- schedule
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- rewards
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properties:
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id:
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type: string
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pattern: "^[a-z][a-z0-9_]*$"
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name:
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type: string
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description:
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type: string
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template:
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type: string
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enum: [resource_push, combat_score, profession_spotlight]
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description: >
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Determines which server-side event handler processes this event.
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New templates require code; new instances of existing templates do not.
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schedule:
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type: object
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required: [start, end]
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properties:
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start:
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type: string
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format: date-time
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end:
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type: string
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format: date-time
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timezone_note:
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type: string
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description: "Optional human-readable timezone note for players."
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template_params:
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type: object
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description: >
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Template-specific configuration. Contents depend on the template value.
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resource_push: { resource_id, multiplier }
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combat_score: { stage_id, score_formula }
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profession_spotlight: { profession, bonus_multiplier }
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additionalProperties: true
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rewards:
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type: array
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description: "Milestone reward tiers. Players claim each tier once."
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items:
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type: object
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required: [milestone, reward]
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properties:
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milestone:
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type: integer
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minimum: 1
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description: "Cumulative event score or points required to unlock this reward tier."
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reward:
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type: object
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description: "Map of resource_id to amount granted at this milestone."
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additionalProperties:
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type: integer
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minimum: 1
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banner_id:
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type: string
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description: "Optional linked banner that runs alongside this event."
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calendar_visible_from:
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type: string
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format: date-time
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description: >
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When this event appears on the player's calendar preview.
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Must be earlier than schedule.start. Ensures low-FOMO scheduling
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visibility per design spec.
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99
content/schema/job.yaml
Normal file
99
content/schema/job.yaml
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# job.yaml — schema definition for village job/assignment slot definitions
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#
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# Jobs define what characters can be assigned to and what passive resources
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# they generate. All tuning values should be content-driven so the economy
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# can be rebalanced without code changes.
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#
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# PoC jobs (from spec): mining, woodcutting, research, construction, farming
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$schema: "xyvera/content-schema/job/v1"
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|
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type: object
|
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required:
|
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- id
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- name
|
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- profession
|
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- output_resource
|
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- base_output_per_hour
|
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- max_slots
|
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|
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properties:
|
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|
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id:
|
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type: string
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pattern: "^[a-z][a-z0-9_]*$"
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example: "lumber_camp"
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name:
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type: string
|
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example: "Lumber Camp"
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description:
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type: string
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example: "Workers harvest wood from the forest edge. Essential for construction and upgrades."
|
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|
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profession:
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type: string
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enum: [miner, lumberjack, researcher, construction, farmer, trainer]
|
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description: "Determines which characters receive the suitability bonus when assigned here."
|
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|
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output_resource:
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type: string
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description: "Resource ID produced passively by characters in this job slot."
|
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example: "wood"
|
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secondary_output:
|
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type: object
|
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description: "Optional secondary resource produced at a lower rate."
|
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properties:
|
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resource:
|
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type: string
|
||||
rate_fraction:
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type: number
|
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minimum: 0.0
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maximum: 1.0
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description: "Fraction of base_output_per_hour for the secondary resource."
|
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additionalProperties: false
|
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|
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base_output_per_hour:
|
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type: number
|
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minimum: 0.0
|
||||
description: >
|
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Base resource units generated per assigned character per hour.
|
||||
Actual output = base * suitability_multiplier * character_level_factor.
|
||||
Level factor formula: (level / max_level) ^ 0.5 — tunable in constants.yaml.
|
||||
|
||||
max_slots:
|
||||
type: integer
|
||||
minimum: 1
|
||||
maximum: 10
|
||||
description: "Maximum number of characters that can be simultaneously assigned to this job."
|
||||
|
||||
unlock_condition:
|
||||
type: object
|
||||
description: "What the player must have done before this job slot is available."
|
||||
properties:
|
||||
building_level:
|
||||
type: integer
|
||||
minimum: 0
|
||||
description: "Village building level required to unlock this slot."
|
||||
prerequisite_job_id:
|
||||
type: string
|
||||
description: "Another job that must be unlocked first."
|
||||
additionalProperties: false
|
||||
|
||||
manual_work_eligible:
|
||||
type: boolean
|
||||
default: false
|
||||
description: >
|
||||
If true, this job can be targeted by the manual micro-management action.
|
||||
Only one or two jobs should have this enabled in PoC to keep the system focused.
|
||||
|
||||
passive_cap_hours:
|
||||
type: number
|
||||
minimum: 1.0
|
||||
default: 8.0
|
||||
description: >
|
||||
Hours after which passive accumulation stops until the player collects.
|
||||
Prevents long absences from breaking the economy. Default is 8 hours
|
||||
matching the server-side MAX_PASSIVE_HOURS constant.
|
||||
96
content/schema/resource.yaml
Normal file
96
content/schema/resource.yaml
Normal file
|
|
@ -0,0 +1,96 @@
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|||
# resource.yaml — schema definition for resource/currency type definitions
|
||||
#
|
||||
# Defines what each resource is, how it behaves, and display metadata.
|
||||
# The economy starts with seven core resources as specified in the concept doc.
|
||||
|
||||
$schema: "xyvera/content-schema/resource/v1"
|
||||
|
||||
type: object
|
||||
required:
|
||||
- id
|
||||
- name
|
||||
- category
|
||||
- description
|
||||
|
||||
properties:
|
||||
|
||||
id:
|
||||
type: string
|
||||
pattern: "^[a-z][a-z0-9_]*$"
|
||||
description: "Matches the wallet key and all internal references."
|
||||
example: "wood"
|
||||
|
||||
name:
|
||||
type: string
|
||||
example: "Wood"
|
||||
|
||||
description:
|
||||
type: string
|
||||
example: "Basic construction material harvested from forested areas."
|
||||
|
||||
category:
|
||||
type: string
|
||||
enum:
|
||||
- soft_currency # gold, wood, stone — general economy resources
|
||||
- knowledge # research and skill upgrade material
|
||||
- stamina # action budget (not in core 7, reserved for future)
|
||||
- premium # diamond — sparse, monetisation-adjacent
|
||||
- ascension # character ascension materials
|
||||
- event # event-specific temporary currencies
|
||||
- guild # guild and territory tokens
|
||||
description: "Resource family used to group items in UI and apply economy rules."
|
||||
|
||||
is_spendable:
|
||||
type: boolean
|
||||
default: true
|
||||
description: "Can this resource be directly spent by the player? False for passive trackers."
|
||||
|
||||
is_capped:
|
||||
type: boolean
|
||||
default: false
|
||||
description: "Whether this resource has a maximum carry limit."
|
||||
|
||||
carry_cap:
|
||||
type: integer
|
||||
minimum: 1
|
||||
description: "Maximum held quantity. Only meaningful when is_capped is true."
|
||||
|
||||
decay_rate:
|
||||
type: number
|
||||
minimum: 0.0
|
||||
default: 0.0
|
||||
description: "Fraction lost per hour (0 = no decay). Reserved for future scarcity mechanics."
|
||||
|
||||
icon:
|
||||
type: string
|
||||
description: "Path to the icon asset relative to godot/assets/."
|
||||
example: "icons/resources/wood.png"
|
||||
|
||||
color_hex:
|
||||
type: string
|
||||
pattern: "^#[0-9a-fA-F]{6}$"
|
||||
description: "UI accent color for this resource."
|
||||
example: "#8B5E3C"
|
||||
|
||||
sources:
|
||||
type: array
|
||||
description: >
|
||||
Informational list of where this resource comes from.
|
||||
Used to power the inventory help tooltip so players always know
|
||||
how to get more of it. (Economy Rule 4: inventory confusion is an economy bug.)
|
||||
items:
|
||||
type: string
|
||||
example:
|
||||
- "Lumber Camp passive output"
|
||||
- "Manual wood-chopping action"
|
||||
- "Event shop purchase"
|
||||
|
||||
sinks:
|
||||
type: array
|
||||
description: "Informational list of what this resource is spent on."
|
||||
items:
|
||||
type: string
|
||||
example:
|
||||
- "Building upgrades"
|
||||
- "Character ascension materials"
|
||||
- "Construction job slot unlocks"
|
||||
Loading…
Add table
Add a link
Reference in a new issue