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Archetype files for Classes & Races
The archetype files are structured in .json format and you can also edit them in a plain text editor.
Let’s explain a couple of things using the hunter’s file as an example:
“MainWeapon”: “Silver Dagger”,
“MainShield”: “Hand Crossbow”,
Stats are added on top of the racial stats which are added on the base scores of 10. A Human starts with all stats to 10, so a Human Hunter has strength 10+1 etc.
AI AI field contains AI behaviors, these are pre-scripted behaviours that enemies will display once certain conditions are met, ie. Heal or take a Defensive Stance, or attempt to Feed etc.
You can change which behaviors an archetype has, but you currently can’t create new ones.
AI field currently accepts any or all of the following behaviors:
- Defensive Stance
- Raise Dead
EA0185 added the following AI behaviors:
- Hybrid Form
- Animal Ally
EA0199 added the following AI behaviors:
- Flyby Attack
- Spiked Armor
- Counter Attack
- Illusory Copy
MainWeapon & MainShield: The currently (or better initially) equipped items.
StartingEquipment defines both the equipped and unequipped items. All these get drawn, when you start the game.
StartingDeck is The deck you start the game with. Basically a mix of your Race & Archetype’s Starting Deck.
SkillTree: is the skills your character can unlock and use freely and at which level this happens. For instance Hunter can use Multishot at level 5, but do note that Multishot happens to be a Tier 3 Action which the player Unlocks at Hunter Mastery 60. So after they unlock the Action, they can then use it in every play-through they also meet its level requirements. You can add as many skills as you like here, or remove them entirely but do note that there is space for only 30 skills in the character sheet and i don’t think i should support more.
Resistances & Profiency: Are similarly formatted and represent how much [Damage Type] you absorb, and the extra damage bonus you have when dealing [Damage Type]
Now a note about the stat blocks. The same files are used for the NPC enemies attributes, while some files are exclusively used for enemies. These are used to adjust their advancement (each enemy exists in 5 levels. The one you define and 4 extra generated by the system. In example a Tier 5 enemy, has a 5,6,7,8,9 & 10 Level version. So editing the attributes in those files may change the enemies in ways you have not foreseen or anticipated.
This is the ending of Erannorth Reborn Modding Guide – Archetype files for Classes & Races guide. I hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.