Full Class Definition Example
The following example shows a complete class definition.
It combines all documented sections:
Each field is explained inline.
Example
{
"schemaVersion": 1,
"id": "blademaster", // Unique internal identifier used by the class registry.
"displayName": "Blademaster", // Player-facing name shown in UI, menus, and documentation.
"description": "They use one medium-sized one-handed blade in battle.", // Short summary describing the class fantasy and combat style.
"stats": [
{
"id": "strength", // The stat identifier. Must match a valid LevelingCore stat (strength, agility, perception, vitality, intelligence, constitution).
"base": 10, // Flat amount added to the player's stat when the class is selected.
"perLevel": 1 // Amount automatically gained per level (and removed on level down).
},
{
"id": "agility", // Agility stat identifier.
"base": 10, // Base bonus applied on class selection.
"perLevel": 0 // No automatic scaling per level for this stat.
},
{
"id": "perception",
"base": 10,
"perLevel": 1
},
{
"id": "vitality",
"base": 10,
"perLevel": 2 // Gains 2 vitality per level.
},
{
"id": "intelligence",
"base": 10,
"perLevel": 0
},
{
"id": "constitution",
"base": 10,
"perLevel": 1
}
],
// IMPORTANT:
// - Base stats are applied once when the class is selected.
// - If the player is already above level 1, they also receive retroactive perLevel scaling.
// - Future level-ups and level-downs automatically adjust stats using perLevel.
"passives": [
{
"id": "blademaster_health_1", // Unique identifier for this passive effect.
"type": "attribute_multiplier", // Passive type that multiplies a player stat.
"attribute": "max_health", // The attribute affected by this passive.
"value": 2 // Multiplier applied to the attribute (2 = double health).
},
{
"id": "blademaster_melee_1", // Identifier for a damage-related passive.
"type": "damage_multiplier", // Passive type that modifies outgoing damage.
"damageType": "melee", // Damage category affected by this modifier.
"value": 1.5 // Multiplier applied to melee damage (1.5 = 50% more damage).
}
],
"equipmentRules": {
"allowedWeapons": [
"Weapon_Sword_Adamantite", // Weapon ID the class is allowed to use.
"Weapon_Sword_Crude", // Additional allowed weapon ID.
"Weapon_Sword_*" // Supports Wildcard usage.
],
"allowedArmor": [
"Armor_Adamantite_Chest", // Chest armor piece allowed for this class.
"Armor_Adamantite_Legs", // Leg armor piece allowed for this class.
"Armor_Adamantite_Head", // Head armor piece allowed for this class.
"Armor_Adamantite_Hands", // Hand armor piece allowed for this class.
"Armor_Adamantite_*", // Supports Wildcard usage.
]
}
}
