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settings
Schema and rules for editing settings
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Schema and rules for editing settings
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Schema and rules for editing AI instructions
Check character counts and limits for Voyage World config files. Use when checking how much space is used, before adding large content, or when approaching size limits.
Schema and rules for creating locations
Schema and rules for creating traits
Schema and rules for creating triggers
Schema and rules for creating narrative events
| name | settings |
| description | Schema and rules for editing settings |
| context | fork |
| agent | settings |
Edit tabs/settings.json.
Characters progress through four power levels based on skill proficiency:
| Power Level | Skill Range | Experience |
|---|---|---|
| I | 1-10 | Fails almost every roll - training arc |
| II | 10-30 | Fails most rolls - underdog experience |
| III | 30-40 | Succeeds most rolls - capable hero |
| IV | 40-60 | Succeeds almost always - master |
The balanced values below support this progression curve.
| Field | Balanced Value | Notes |
|---|---|---|
startingAttributeValue | 0 | Traits determine attributes, not point-buy |
startingAttributePoints | 0 | No point allocation |
maxStartingAttribute | 0 | No hard cap (traits handle limits) |
attributeBonusModifier | 2.5 | Each attribute point = +2.5 to checks |
lowAttributeThreshold | 8 | Below this grants weakness traits |
| Field | Balanced Value | Notes |
|---|---|---|
trainingCooldown | 10 | Ticks between training opportunities |
skillBonusModifier | 1 | Each skill level = +1 to checks |
maxSkillLevel | 999 | Effectively uncapped |
maxSkillSuccessLevel | 999 | Cap on the absolute contribution any single skill, attribute, ability, random roll, or context modifier can make to a success check |
startingXPToLevelUpSkill | 50 | Fast early progression |
additionalXPRequiredPerSkillLevel | 50 | Consistent XP increase per level |
baseXPFromSkillUpgrade | 100 | Bonus XP when skills level up |
charXPPerSkillLevel | 100 | Character XP from skill progression |
baseChanceToLearnNewSkill | 1 | Use 1 if world allows learning new skills, 0 if fixed |
skillLearningBonusModifier | 1 | Use 1 if world allows learning new skills, 0 if fixed |
xpFromNewSkill | 200 | Character XP when learning a new skill |
newSkillGenerationEnabled | true | Allow the AI to invent skills not in the config; false restricts characters to predefined skills |
| Field | Balanced Value |
|---|---|
skillXPRewards.small | 50 |
skillXPRewards.medium | 100 |
skillXPRewards.large | 150 |
skillXPRewards.huge | 200 |
| Field | Balanced Value | Notes |
|---|---|---|
regionSize | 100 | 100km regions |
simpleRadius | 5 | 5km simple interaction radius |
complexRadius | 10 | 10km complex interaction radius |
avgTravelDistance | 40 | 40km average between locations |
minTravelDistance | 20 | 20km minimum between locations |
regionLocationCount | 0 | Designer defines per world |
regionFactionCount | 0 | Designer defines per world |
encountersEnabled | false | Enable random wilderness encounters during travel |
regionMapBorderFeatheringEnabled | true | Feathered border / rounded frame treatment on region map images |
| Field | Balanced Value | Notes |
|---|---|---|
startingItems | [] | Starting items come from traits |
| Field | Balanced Value | Notes |
|---|---|---|
baseCombatXP | 200 | Combat is rewarding |
minCombatXP | 50 | Trivial fights still meaningful |
abilityCooldown | 0 | Cooldown for AI-generated (learned) abilities + throttle on learning new ones; does not affect predefined abilities |
abilityBonus | 10 | Default bonus for AI-generated (learned) abilities; does not scale predefined abilities |
npcDailyHealingAmount | 999 | NPCs fully heal daily |
| Field | Balanced Value | Notes |
|---|---|---|
npcHealthPerLevel | 10 | NPC HP per level |
npcMinHealth | 0 | NPC base HP |
Player HP scaling lives on the health resource (
resourceSettings.health.maxValueandgainPerLevel), not inotherSettings. See the ai-instructions skill for the Resource schema.
Required section. Character XP and level-up configuration lives here (legacy configs with XP fields in otherSettings migrate automatically).
| Field | Balanced Value | Notes |
|---|---|---|
startingCharacterLevelUpRequirement | 500 | Base XP for first level |
extraRequiredXPPerCharacterLevel | 100 | +100 XP per level; 0 = flat curve (only field allowed to be 0) |
maxCharacterLevel | 999 | Effectively uncapped |
abilityPointEveryLevels | 1 | Grant ability points every N levels |
abilityPointsPerGrant | 1 | Ability points per grant (1/1 = one per level) |
attributePointEveryLevels | 5 | Grant attribute points every N levels |
attributePointsPerGrant | 1 | Attribute points per grant |
maxAttributeValue | 999 | Cap on attributes raised by spending points |
traitPickEveryLevels | 10 | Grant trait picks every N levels |
traitPicksPerGrant | 1 | Trait picks per grant |
locationDiscoveryXP | 10 | XP per party member on first entering an area |
levelUpTraitPool | [] | Trait names offered on level-up picks — empty means no trait picks are ever granted; entries must name existing traits (see the traits skill) |
milestoneTitles | defaults | { levelGranted, title }[] — titles granted when a level is hit exactly; levels unique positive integers, titles non-blank |
All numeric fields must be positive whole numbers except extraRequiredXPPerCharacterLevel (non-negative).
These must be configured per-world:
| Field | Guidance |
|---|---|
attributeSettings.attributeNames | Thematic attribute names for the world |
attributeSettings.lowAttributeTraits | See lowAttributeTraits format below |
attributeSettings.attributeStatModifiers | Only where narratively sensible (e.g., Constitution to Health) |
attributeSettings.attributeDamageModifiers | Optional. Per-point % bonus to outgoing damage, keyed by attribute (e.g. { strength: 1 } = +1% damage per point). Positive values only |
attributeSettings.attributeDamageReductionModifiers | Optional. Per-point % reduction to incoming damage, keyed by attribute (e.g. { dexterity: 1 } = -1% damage taken per point). Positive values only |
skillSettings.skillTypeDifficultyBonus | Always include "none": 0, others creative |
itemSettings.currencyName | Thematic currency name |
itemSettings.itemCategories | Always include "Armor", "Consumable", plus world-specific |
itemSettings.itemSlots | World-specific |
combatSettings.damageTypes | Types that fit world theme |
characterCreationMusic | Optional top-level field. "fantasy" or "nonfantasy" background music for the character-creation screen. Defaults to "fantasy" |
imageModelSources | Optional top-level field. Pins which platform-provided image model renders NPC portraits (portrait), location/area images (location), and region maps (region) while editing the world; games created from it start with these as their default but can pick their own. Omit fields to use the platform's current defaults |
Each entry follows this structure: "You have a weak [domain]. [What skill types this affects]. [Effect on learning and usage]."
interface Settings {
attributeSettings: AttributeSettings
skillSettings: SkillSettings
locationSettings: LocationSettings
itemSettings: ItemSettings
combatSettings: CombatSettings
otherSettings: OtherSettings
progressionSettings: ProgressionSettings
characterCreationMusic?: 'fantasy' | 'nonfantasy'
imageModelSources?: { portrait?: string, location?: string, region?: string }
}
For detailed documentation, see settings-reference.md.