Define buffs
Define your buffs in companion disposition via field Buffs
or ProstheticBuffs
for changeable buffs.
These fields are type of structure BuffData
contains these fields:
Field | Type | Default value | Description |
---|---|---|---|
Farming | integer | 0 | Adds temporary farming level |
Fishing | integer | 0 | Adds temporary fishing level |
Mining | integer | 0 | Adds temporary mining level |
Farming | integer | 0 | Extra luck |
Foraging | integer | 0 | Adds temporary foraging level |
Crafting | integer | 0 | unused Not used in SDV 1.5.6 (but since SDV 1.6 it's used) |
MaxStamina | integer | 0 | Temporarily increases max stamina bar |
MagneticRadius | integer | 0 | Extra magnetic radius |
Speed | integer | 0 | Extra movement speed |
Defense | integer | 0 | Increases defense skill |
Attack | integer | 0 | Increases attack skill |
All buff values are applied on a farmer which has a companion and all of them are optional.
Static buffs
You can define static buffs granted by your companion to a farmer.
Use field Buffs
which defines one static buff with the BuffData
structure.
If you don't want define changeble buffs, let this field undefined in your disposition file.
Example
File companions/Abigail.json
{
"Format": "2.0",
"Name": "Abigail",
/* ... */
"Buffs": {
"Attack": 1,
"Luck": 1,
"Speed": 1
},
"BuffsDescription": "[buffs.abigail]"
}
Prosthetic (changeable) buffs
This buffs can be changed in-game by press G
key.
You have to define afield ProstheticBuffs
which is an array with buffs described by BuffData
structure.
If you don't want define changeble buffs, let this field undefined in your disposition file.
{
"Format": "2.0",
"Name": "Maru",
/* ... */
"ProstheticBuffs": [
{ "Speed": 1 },
{ "Farming": 1 },
{ "Fishing": 1 },
{ "Mining": 1 },
{ "Luck": 1 },
{ "Foraging": 1}
],
"BuffsDescription": "[buffs.maru]"
Add buffs description
It's recommended to define buffs description. You can do it with field BuffsDescription
which defines default description for buffs granted by your companion.
Buff description is a translatable string
and it's recommended reference i18n translation key here.
#
for new line
Example:
```js
{
"Abigail": "Hanging out with Abigail get's your adventurer's blood pumping!#You gain +1 Speed, +1 Luck and +1 Attack.",
"Alex": "Alex's fighting spirit seems to awaken yours as well.#You gain +1 Speed and +2 Attack.",
"Elliott": "Truly a descendant of Thoreau himself, there's nobody quite#like Elliott to sit down and fish with next to a tranquil pond.#You gain +3 to your Fishing skill.",
"Emily": "Emily and her powerful spirit will aid you while mining.#She grants you +2 Mining.",
"Haley": "When Haley's around, good things just seem to happen more often.#Your Luck is increased +2!",
"Harvey": "Dr. Harvey is the master of both preventative and reactive medicine.#You gain +3 Defense.",
"Leah": "Leah always seems to smell like chopped wood and fall mushrooms.#You gain +2 Foraging while hanging out with her.",
"Maru": "Maru's been working on some prosthetics that can enhance various abilities!#You gain +1 to any stat. Use the '%button' key to cycle your current prosthetic.",
"Penny": "Penny's a true homesteader, and she's more than willing to help out on the farm!#You gain +3 Farming with her at your side.",
"Sam": "Sam likes to live fast (but hopefully he won't die TOO young)# You gain +2 Speed",
"Sebastian": "Hmmmm. Something about Sebastian's buff seems familiar...#You gain +1 Speed, +1 Luck and +1 Attack",
"Shane": "Shane may shun organic ingredients in favor of frozen pizza, but he's still good with chickens.#You gain +3 Farming with Shane."
}