Documentation
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Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func AbilityScoreModifier ¶
Types ¶
type Background ¶
type Background int
const ( Bohemian Background = iota Exile Outcast Military Laborer Urban Academic Suburban Trade Aristocratic Corporate Cosmopolitan )
func (Background) BenefitDefinitions ¶
func (b Background) BenefitDefinitions() BenefitDefinition
func (Background) SocialClass ¶
func (b Background) SocialClass() SocialClass
func (Background) String ¶
func (b Background) String() string
type BenefitDefinition ¶
type BenefitDefinition struct {
Background Background `json:"background"`
Ability Ability `json:"ability"`
AbilityModifier int `json:"ability_mod"`
FocusPool []Focus `json:"focus_pool"`
TalentPool []Talent `json:"talent_pool"`
}
type Character ¶
type Character struct {
Name string `json:"name"`
Level int `json:"level"`
Origin Origin `json:"origion"`
Background Background `json:"background"`
Talents map[Talent]int `json:"talents"`
Focus map[Focus]int `json:"focus"`
Specializations map[Specialization]int `json:"specializations"`
SocialClass SocialClass `json:"social_class"`
Profession Profession `json:"profession"`
Drive Drive `json:"drive"`
Abilities map[Ability]int `json:"abilities"`
Fortune int `json:"fortune"`
Conditions []Condition `json:"conditions"`
Meta Meta `json:"meta"`
}
func GenerateRandomCharacter ¶
func GenerateRandomCharacter() Character
type Focus ¶
type Focus int
const ( Bows Focus = iota Gunnery Pistols Rifles Throwing Bargaining Deception Disguise Etiquette Expression Gambling Investigation Leadership Performing Persuasion Seduction Running Stamina Swimming Tolerance Acrobatics Crafting Driving FreeFall Initiative Piloting SleightOfHand Stealth Brawling Grappling HeavyWeapons LightWeapons Art Business Cryptography CurrentAffairs Demolitions Engineering Evaluation Law Medicine Research Science SecurityFocus Tactics Technology Empathy Hearing Intuition Searching Seeing Smelling Survival Tasting Touching Tracking Climbing Intimidation Jumping Might Courage Faith SelfDiscipline History Theology )
type Profession ¶
type Profession int
const ( Brawler Profession = iota Survivalist Criminal Scavenger Fixer Artist Athlete Soldier Investigator Technician Clergy Negotiator Pilot Security Professional Scholar Merchant Politician Commander Explorer Dilettante Expert Executive Socialite )
func (Profession) BenefitDefinitions ¶
func (p Profession) BenefitDefinitions() BenefitDefinition
func (Profession) SocialClass ¶
func (p Profession) SocialClass() SocialClass
func (Profession) String ¶
func (p Profession) String() string
type SocialClass ¶
type SocialClass int
const ( Outsider SocialClass = iota LowerClass MiddleClass UppderClass )
func (SocialClass) IncomeScore ¶
func (s SocialClass) IncomeScore() int
func (SocialClass) String ¶
func (s SocialClass) String() string
type Specialization ¶
type Specialization int
const ( AcademicSpecialization Specialization = iota AceSpecialization AgentSpecialization CommandoSpecialization ExecutiveSpecialization GunfighterSpecialization HackerSpecialization InvestigatorSpecialization MartialSpecialization ArtistSpecialization SniperSpecialization SocaliteSpecialization StarSpecialization )
func (Specialization) String ¶
func (s Specialization) String() string
type Talent ¶
type Talent int
const ( Affluent Talent = iota Agility Artistry Attractive Burglary Carousing Command Contacts Doctor DualWeaponStyle Fringer Expertise GrapplingStyle Hacking Improvisation Inspire Intrigue KnowItAll Knowledge Linguistics Maker Medic Misdirection Observation Oratory OverwhelmStyle Performance PilotTalent PinpointAccuracy QuickReflexes PistolStyle RifleStyle Protector Scouting SelfDefenseStyle TacticalAwareness SingleWeaponStyle ThrownWeaponStyle TwoHandedStyle StrikingStyle Fortune )
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