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Custom Data

General

Custom Data: Folder

You will find these files located in.

  • install-dir/judge/campaigns
    • your-campaign-name/res/manuallyspecified/


As of the advent of the Rules Library, most of the text files mentioned here are subsumed by the Rules Library. Once the data in these text files is consumed by the Library, the files will be cleared (0 length, empty).

it is strongly suggested to also have a backup of theses text files. You can use a subdirectory or simply make a copy I.E. classes.txt.org or the like.


Editing text

Please make sure you use a quality text editor. There are problems with notepad and wordpad. Yes, you can use them, but you'll run into problems such as overwritten file extensions, odd character sets as well as file encodings. Please see our Utilities suggestions in Utilities->Text Editing.

In most of the name.txt files ## is a comment marker. This means lines starting with ## are ignored.

Classes.txt

classes.txt contains information for races and classess applicable to PCs and creatures.

The Template

## Creature Class Template: New Template
## Class/Race/Template Name
## NOTE ## Template name must match the name on this line
CreatureClass=New Template

## Optional ## Define the type or types of the current creature class template.
CreatureClassType=Class

## Required ## Define the attack rate ratio as a decimal value 1.0 = +1 per level, .5 is +1 every 2 levels
AttackRate=

## Required ## Hit die per level and hit die type in die format
HitDie=

## Optional ## List saving throw(s) which benefit from a good/trained status as a piped list
SavingThrows=

## Optional ## List the primary ability/abilities as a piped list
PrimaryAbility=

## Optional ## List the secondary ability/abilities as a piped list
SecondaryAbility=

## NOTE ## The following four entries are not currently used to pre-populate characters; However
## that will change in a near future release. 
## Optional ## List Skill options as a piped list
Skills=

## Optional ## List Tool options as a piped list
Tools=

## Optional ## List Armor options as a piped list
Armor=

## Optional ## List Weapon options as a piped list
Weapons=

## Optional ## List the parent class this template is a variant of
VariantOfClass=

## Optional ## List all variants of the current creature class as a piped list
Variants=

## REQUIRED ## Features for class header
Features=New Template

## FEATURES BY LEVEL ## List features in Feature<level>=piped|list|of|features format
Features0=
Features1=
Features2=
Features3=
Features4=
Features5=
Features6=
Features7=
Features8=
Features9=
Features10=
Features11=
Features12=
Features13=
Features14=
Features15=
Features16=
Features17=
Features18=
Features19=
Features20=

## Optional ## Define the spellcasting template and ability score override to use.
## NOTE ## this is not required when a Primary Ability line is definied; The FIRST 
## ability in the Primary Ability line will be used with a default casting template
## SpellCaster=com.mindgene.d20.plugin.dnd.creature.SpellCasterTemplate_Prepared|INT

## Optional ## Override the system specific Maximum Class Level or define a local Max
MaxClassLevel=20

## Optional ## GLOBAL SPELLCASTING SETTINGS

## Sets the max spell level for Spell Lists (excluding Special/Domain)
MaxSpellLevel=9

## Set to true to collapse prepared Special and Spell lists into one casting pool
SpellUseAllSpellsInLine=true

## Set to true to use Cast and Keep spell memoriztion versus cast and forget
SpellUseListMemorization=true

## Set to true to keep spells in memory even after having cast them.
KeepSpellsInMemory=true

## Use to define the SpellCaster Classes capabilities
## Set to true to use Prepared spell mechanics
SpellCasterUsePrepared=true

## Set to true to use known/learned spell system
SpellCasterUseKnown=true

## Set to true to enable domain logic for paths, oaths, circles, bloodlines, etc.
SpellCasterUseSpecial=true

## Use to define the Spell Editor tab names
SpellCasterLabels=Spells Prepared|Spells Known|Special

## Show spells per spell level UI
SpellCasterUseSlots=true

## Set to true to enable trait/pool based casting -- leave false for now!
SpellCasterUsePools=false

## Define Spell Lists as List Name|List Name|etc
SpellLists=Spells

## Set the spell cost by spell level
##           Spell Level  C|1|2|3|4|5|6|7|8|9|10
OverrideSpellCostsByLevel=0|1|1|1|1|1|1|1|1|1|1

## Spells available by spell level as a piped list of spells possible
 Spells0=
 Spells1=
 Spells2=
 Spells3=
 Spells4=
 Spells5=
 Spells6=
 Spells7=
 Spells8=
 Spells9=
Spells10=

## OPTIONAL ## If your class uses a different prepared per day vs casts per day, enable the
## Prepared block and set the correct values as a piped list.
## Set of possible prepared spells by spell level
##           | | | | | | | | | |1
##          0|1|2|3|4|5|6|7|8|9|0
# Prepared1=
# Prepared2=
# Prepared3=
# Prepared4=
# Prepared5=
# Prepared6=
# Prepared7=
# Prepared8=
# Prepared9=
#Prepared10=
#Prepared11=
#Prepared12=
#Prepared13=
#Prepared14=
#Prepared15=
#Prepared16=
#Prepared17=
#Prepared18=
#Prepared19=
#Prepared20=
##           | | | | | | | | | |1
##          0|1|2|3|4|5|6|7|8|9|0

## Spells Per Day by caster level as a piped list by spell level
##        | | | | | | | | | |1
##       0|1|2|3|4|5|6|7|8|9|0
 PerDay1=
 PerDay2=
 PerDay3=
 PerDay4=
 PerDay5=
 PerDay6=
 PerDay7=
 PerDay8=
 PerDay9=
PerDay10=
PerDay11=
PerDay12=
PerDay13=
PerDay14=
PerDay15=
PerDay16=
PerDay17=
PerDay18=
PerDay19=
PerDay20=
##        | | | | | | | | | |1
##       0|1|2|3|4|5|6|7|8|9|0

## Spells known by caster level as a piped list by spell level
##       | | | | | | | | | |1
##      0|1|2|3|4|5|6|7|8|9|0
 Known1=
 Known2=
 Known3=
 Known4=
 Known5=
 Known6=
 Known7=
 Known8=
 Known9=
Known10=
Known11=
Known12=
Known13=
Known14=
Known15=
Known16=
Known17=
Known18=
Known19=
Known20=
##      0|1|2|3|4|5|6|7|8|9|0
##       | | | | | | | | | |1

## DOMAIN EXAMPLE
## When using Spells by level definition, each level can contain a piped list
## of spells. Each level row can contain as many spells as you want/need.

## Set to true to use SpellsByLevel declarations rather than Domain List declarations
##
## example: when false: DomainPrimary=Spell|Spell|Spell|Spell
##
## Example: when true: 
##
##     Primary1=Spell
##     Primary2=Spell
##     Primary3=Spell
##     Primary4=
##     Primary5=
##     Primary6=
##     Primary7=
##     Primary8=
##     Primary9=
##     Primary10=
##     Primary11=
##     Primary12=
##     Primary13=
##     Primary14=
##     Primary15=
##     Primary16=
##     Primary17=
##     Primary18=
##     Primary19=
##     Primary20=
##
DomainUseSpellByLevel=true

## OPTIONAL ## Define Domain Lists as List Name|List Name|etc
## NOTE ## DomainList is not used when DomainUseSpellByLevel=false
DomainLists=Primary|Secondary

## EXAMPLE Domain when DomainUseSpellByLevel=false 
##
## When using the default Domain definition, Domain name is preceded by Domain
## and the list contains all spells granted in order. To skip a level, you will
## need to insert a blank || entry between levels with granted spells.
## DomainExample=Ex0|Ex1|Ex2|Ex3|Ex4|EX5

## OPTIONAL ## Set the number of spell slots for memorization of domain spells if applicable
DomainSpellSlotsPerLevel=2

## OPTIONAL ## Set the ratio by which the spell level is determined 
## NOTE ## When using DomainuseSpellByLevel=true, leave DomainSpellRate equal to 1 as this will
## read spell entries from each [domain name][@level]= line.
## [ Class Level * SpellRate ] Rounded down = Spell Level
DomainSpellRate=1

## OPTIONAL ## Set the minimum spell level for Domain Spells 
DomainMinSpellLevel=0

## OPTIONAL ## Set the maximum spell level for Domain Spells
DomainMaxSpellLevel=9

## Describe spells gained by caster level for domain Primary
Primary0=
Primary1=
Primary2=
Primary3=
Primary4=
Primary5=
Primary6=
Primary7=
Primary8=
Primary9=
Primary10=
Primary11=
Primary12=
Primary13=
Primary14=
Primary15=
Primary16=
Primary17=
Primary18=
Primary19=
Primary20=
## Secondary Domain Example
Secondary0=
Secondary1=
Secondary2=
Secondary3=
Secondary4=
Secondary5=
Secondary6=
Secondary7=
Secondary8=
Secondary9=
Secondary10=
Secondary11=
Secondary12=
Secondary13=
Secondary14=
Secondary15=
Secondary16=
Secondary17=
Secondary18=
Secondary19=
Secondary20=

An Attack Rate of value 0 allows the Base Attack/Prof Bonus to be calculated by CR rather than by Hit Dice.

An Example Entry

Please open one of the example classes in the defualt campaign template.
Main Menu -> Rules Library -> Class Library -> XX Starter (class).

Skills.txt

skills.txt defines skills, which attribute the skill is based on as well as what group it belongs to for the category grouping in the quick list.

The format is; SkillName|Attribute|GroupName

  • Skill names can be whatever you like, try to avoid special characters (-/&^%$#@ etc).
  • Atribute is define by 3 letter short names; all caps (STR, DEX, CON, INT, WIS, CHA).
  • Group name can be whatever you like, try to avoid special characters (-/&^%$#@ etc).

Examples:
Acrobatics|DEX|Dexterity
Computer Use|INT|General

Spells.txt

spells.txt is a simple alpha list of spell names for use in the engine. This list is used for freeform casting and a few other places.

Examples:
Acid Splash
Aid
Alarm
Alter Self
Animal Friendship
Animal Messenger
Animal Shapes
Animate Dead

Feats.txt

feats.txt is a simple alpha list of feats or trait names for use in the engine.

Examples:
Evasion|Evasion|false
Evasion|Improved Evasion|true
Generic|Ability Focus
Generic|Acadamae Graduate
InitModifier|Improved Initiative

Status.zip

Custom Data: status.zip

  • /res/ManuallySpecififed/status.zip and the /res/Status/ folder contains the default status icons. (these need to mirror each other)
  • These are simple image files (jpg, png).
  • Typically these are 50x50px.


Custom Data->Status: List name

It is important to note here that the image file name becomes the Status Icon name with out the extension.

  • File name: Energy Drained.png
  • Status name: Energy Drained


Markers.zip

Custom Data: markers.zip

  • /res/ManuallySpecififed/markers.zip and the /res/Markers/ folder contains the default marker icons. (these need to mirror each other)
  • These are simple image files (jpg, png).
  • Typically these are 50x50px.


Custom Data->Markers: Icon list name

It is important to note here that the image file name becomes the Marker Icon name with out the extension.

  • File name: symbol_sun.png
  • Marker Drop List name: symbol_sun


Image Directories

Also in the /Res/ folder are several imagery folders, you can add subfolders to organize your imagery. Images in these folders that have the .enc extension are encrypted and can not be manipulated. The folders are;

  • /CTR/: This folder contains creature and token images.
  • /FLR/: This folder contains Map and tile images.
  • /ITEM/: This folder contains item images.