KINBARROW modding reference
v0.2.0+main.c05ef2b dataset 45d0fe274f851548

Weapon

FieldTypeRequiredDescription
categoryWeaponCategoryrequired

The SRD weapon category — proficiency gates on it.

cost_cpuint32required

Cost in copper pieces (1 gp = 100 cp, 1 sp = 10 cp).

damageDamageoptional

The weapon's damage; absent = none (the net).

idstringrequired
namestringrequired
propertiesWeaponProperty[]required

The SRD weapon properties (finesse, heavy, thrown, …).

quality_overridesTierEffects[]optional

Per-item quality-profile overrides; absent = the class profile.

recipesRecipe[]required

The weapon's crafting recipes (ORIGINAL content, not SRD).

weight_lbnumberoptional

Weight in pounds; absent = negligible (the sling).

Nested shapes

Every shape Weapon closes over, so this page stands alone.

Ability

The six ability scores (SRD 5.1). The engine's own stats::Ability is the runtime type; this is the data-layer mirror, bridged by [Ability::engine].

StrDexConIntWisCha

CraftTier

The tool-proficiency ladder — one ladder, two homes (this IS the engine's TradeTier).

UntrainedProficientExpert

Damage

FieldTypeRequiredDescription
dicestringrequired

The damage dice, an NdM string (e.g. "1d8").

kindstringrequired

A tables/damage_kinds.srd.ron id, boot-resolved.

QualityTier

The seven quality tiers (semantic — engine code branches on it).

TrashPoorNormalGoodExcellentMasterworkLegendary

Range

Weapon-range band in feet.

FieldTypeRequiredDescription
longuint32required

Long range in feet — an attack beyond normal up to this is at disadvantage.

normaluint32required

Normal range in feet — no penalty within it.

Recipe

A recipe embedded on a good/weapon/armor. Craftable IS having recipes — there is no craftable flag (README).

FieldTypeRequiredDescription
abilityAbilityoptional

The ability whose mod feeds output; absent = untrained extraction.

buildingstringrequired

The building TYPE that produces this good (a data/buildings/ id, boot-resolved): a recipe names its building directly, and the build-time derivation mints one Produces edge at every venue of that type. Producing vs merely crafting is NOT authored: every recipe is a candidate Produces edge and the opportunity-cost engine (best_row) decides what a shift makes. The only recipes that do not derive an edge are those the 2-input edge model cannot hold (3+ distinct inputs) — a substrate limit, ledgered, not a producibility flag.

forbids_terrainstring[]default []

The exclusion half of the terrain GATE (see requires_terrain): the recipe is skipped at any venue whose town bears one of these tags.

hoursuint32required

Labour hours one batch takes.

inputsany[][]required

The (input, qty) pairs consumed per batch — boot-resolved. EMPTY = raw extraction (nature's own yield): such a recipe names WHERE and HOW FAST a raw is won, carries no CRAFTED flag, and keeps the extraction lottery. A recipe WITH inputs is a craft (sets CRAFTED).

ratedoublerequired

Units per worked hour, before the work multiplier. The recipe carries it, so production truth lives in one place.

requires_terrainstring[]default []

Terrain GATE: this recipe is wired only at venues whose town bears every requires_terrain tag and NONE of forbids_terrain. Lets a good be made two ways by place — coast/vale bread bakes flour where an arable mill stands; the mountain bakes grain direct where it does not. Empty gates = wire wherever the building stands.

strikeStrikeoptional

The face's RARE find: each produced unit has odds chance of striking this good instead of the bulk yield — the mithral vein in the stone. Absent on ordinary recipes.

terrain_modsany[][]default []

Terrain-tag rate MODIFIERS: the effective production rate at a venue is rate × Π(multiplier for each town terrain tag present). Regional divergence emerges from the GROUND, not hand-wired per venue — grain grows richer on arable, an ore seam runs faster in mountains. Empty = the base rate stands everywhere the recipe is wired.

tierCraftTierrequired

The tool-proficiency floor to run this recipe.

toolstringoptional

A goods/ id (e.g. "smiths_tools"); absent = bare hands.

yielduint32required

Units the batch yields: one run of inputs + hours makes this many of the good — the ammunition fix the pricing ledger named (arrows come 20 to a batch, so their per-unit worth is sane). The derivation (recipe_worth_cp) divides material + labour by it, so a per-unit anchor round-trips. Explicit in EVERY recipe — the RON key is yield; the no-serde-default contract's one exception is quality_overrides, and this is not it (1 for a single-unit craft).

RecipeInput

A recipe input: a SPECIFIC good (process inputs) or ANY material of a class (constructive inputs — the family wall).

Good

A SPECIFIC good by id — the exact material a process consumes.

Carries string.

Class

ANY good of a material CLASS by id — the constructive input (the family wall): whichever member of the class is on hand.

Carries string.

Strike

A strike table entry: the rare good and its per-unit odds.

FieldTypeRequiredDescription
goodstringrequired

The rare good struck — a goods/ id, boot-resolved.

oddsdoublerequired

Per-unit chance (0..1) of striking good instead of the bulk yield.

TierEffects

FieldTypeRequiredDescription
ac_deltaintegeroptional

AC delta at this tier (armor); absent = n/a.

attack_deltaintegeroptional

Attack-roll delta at this tier (weapons); absent = n/a.

damage_deltaintegeroptional

Damage delta at this tier (weapons); absent = n/a.

dc_deltaintegeroptional

Lock DC delta vs the Normal DC 10 base at this tier (locks); absent = n/a.

integrity_factornumberoptional

Max-integrity multiplier (the structure class) — defaulted so the arms/tool/lock profiles never spell it.

tierQualityTierrequired

The quality tier this row describes.

value_factordoublerequired

Worth multiplier at this tier (every class).

work_factornumberoptional

Work-output multiplier at this tier (tools); absent = n/a.

WeaponCategory

The four SRD weapon categories (simple/martial × melee/ranged) — proficiency gates on this.

SimpleMeleeSimpleRangedMartialMeleeMartialRanged

WeaponProperty

An SRD weapon property (finesse, heavy, thrown, …) — a tag that bends how a weapon is wielded or rolled.

Ammunition

Fires ammunition within the given [Range] (bows, crossbows, slings).

Carries Range.

Finesse

May use Dexterity instead of Strength for attack and damage rolls.

Heavy

Small creatures attack with disadvantage (too large to wield well).

Light

Light enough for two-weapon fighting (the off-hand bonus attack).

Loading

Only one shot per action, however many attacks the wielder has.

Reach

Adds 5 ft to the wielder's reach for attacks and opportunity attacks.

Special

Carries special rules given in the weapon's own text (SRD "Special").

Thrown

May be thrown for a ranged attack within the given [Range].

Carries Range.

TwoHanded

Requires two hands to wield.

Versatile

May be wielded one- or two-handed; the two-handed damage die is the given NdM string.

Carries string.