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schema.lua
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104 lines (80 loc) · 2.08 KB
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version = 1
-- forward declare nested structs
Character = struct {}
Quest = struct {}
Vector3 = struct {
x = f64[0],
y = f64[1],
z = f64[2]
}
Stats = struct {
health = int32[0],
mana = int32[1],
stamina = int32[2],
critChance = f64[3],
critDamage = f64[4],
resistances = map(str, int16)[5]
}
Item = struct {
id = uint32[0],
name = str[1],
rarity = uint8[2],
weight = f64[3],
isQuestItem = bool[4],
tags = list(str)[5],
extraData = map(str, str)[6]
}
EquipmentSlot = struct {
slotName = str[0],
item = Item[1]
}
Companion = struct {
name = str[0],
level = uint8[1],
bond = f64[2]
}
LootEntry = struct {
itemId = uint32[0],
minQty = uint8[1],
maxQty = uint8[2],
conditions = map(str, bool)[3]
}
Loot = struct {
baseChance = f64[0],
modifiers = map(str, f64)[1],
entries = list(LootEntry)[2]
}
Character = struct {
id = uint64[0],
name = str[1],
position = Vector3[2],
stats = Stats[3],
inventory = list(list(Item))[4],
equipment = map(str, EquipmentSlot)[5],
companions = map(uint16, Companion)[6],
friends = list(Character)[7],
skillProgress = map(str, list(f64))[8],
arbitraryData = map(str, map(str, map(str, int8)))[9]
}
Quest = struct {
id = uint32[0],
title = str[1],
difficulty = uint8[2],
rewards = list(Item)[3],
requiredPos = list(Vector3)[4],
objectives = map(str, list(str))[5],
prerequisites = list(Quest)[6],
nextSteps = map(str, Quest)[7],
areaLayers = list(list(list(uint16)))[8],
description = str[9]
}
World = struct {
worldName = str[0],
seed = uint64[1],
gravity = f64[2],
players = list(Character)[3],
activeQuests = list(Quest)[4],
zoneData = map(str, map(str, uint32))[5],
systemFlags = map(str, bool)[6],
lootTables = map(str, Loot)[7]
}