JobFileData

Extension: ".jdata"

Characters are assigned a job during creation, which guides some aspects of the character.

Common Definitions

"e" for End

Defines the end of a FileData.
If not defined: No FileData is defined.

"i" for Identifier "Type > String"

Defines an identifier used for identification of FileData and overriding of some FileData. Identifiers are converted to all lower case during load.
If not defined: Set to name.

"n" for Name "Type > String"

Defines a name used in some FileData.
If not defined: Set to identifier.

"p" for Priority "Type > Integer"

Defines a priority that is used for overriding FileData. Higher priority overrides lower priority.
If not defined: Is set to 0.

"v" for Value "Type > String=(Any Type)"

Defines a value for this file.
If not defined: No Value is set.

"x" for NSFW "Type > Separated Array of Type > String"

Defines the FileData as NSFW, and sets the NSFW categories.
If not defined: FileData is treated as SFW.

"#" for File Tag "Type > Separated Array of Type > String"

Defines file tags that can be used to later in lua scripts.

"@" for Insert Value

Defines a value that is inserted into a given data map.
Example: @=extra=can_take_photo=1

"~" for Skip

Defines this line as being skipped.

"c" for Chance "Type > Float"

#unused Defines the chance of this job to be assigned to a character during creation.
If not defined: Is set to 100.0.
Example: "c=100.0"

"j" for Job "Type > String"

Defines the job "tag". For example used to define jobs for locations. Most of the time should be similar to the name. #TODO
If not defined: This job can't be found by other files.
Example: "j=student"

"f" for Feature Type > FeatureData

Defines a feature the character will have when working.
If not defined: No job specific features are inherited by assigned characters.
Example: "f=hair color/blue"

"o" for Outfit Type > OutfitData

Defines an outfit the character will wear when working.
If not defined: No job specific outfits are inherited by assigned characters.
Example: "o=outfit/school uniform"

"a" for Activity "Type > ActivityData" (Only Identifier and Weight)

Defines an activity the character will attend, if possible.
If not defined: The character will follow no job specific activities.
Example: "a=study:1.0"

"s" for Stat Potential "Type > String=Type > Float"

Defines the likelihood of an assigned character being good at a skill/attribute. The second letter defines which type of stat this affects: skill (ss=) or attribute (sa=). 0.0 will disable this stat, 2.0 will make it twice as likely for the assigned character to have a good value in this stat.
If not defined: Every undefined skill/attribute will be treated as a 1.0.
Example: "ss=teaching=0.0"