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98 lines
4.2 KiB
Text
98 lines
4.2 KiB
Text
SGP Cgen
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HOWTO-List Objects: 110901
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Data organization for SGP Cgen:
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------------------------------
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This is a short primer on compiling lists for your game's List Object.
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SGP cgen is based on the assumption that a character sheet for an RPG is
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grouped into 3 essential categories: strings, stats, and lists.
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String data, for our purposes is essentially the type of information found
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at the top of a character sheet. Strings may represent both arbitrary and
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specific types of imformation, such as name(arbitrary), race(arbitrary or
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specific), gender(specific), or other information that is identifying. The
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key is that any given bit of string data is generally going to be short, a
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ew words at the most. Look at the top of the character sheet in the back
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of the book you're using. Many of those character attributes are going to
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be stored on the character object as &STRING- data.
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Stats, for our purposes, are any character attribute that carries a specific
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numerical value, such as strength or willpower. Stats are special, because
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they are compiled into a master database that is searched before a stat is
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set on the character object. They are generally the most numerous type of
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attribute on a character sheet and are stored on the character object as a
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&STATLIST- data.
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List data is much like strings, except that lists on a character object are
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generally arbitrary and can contain a little more information. Lists are
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generally things like merits, flaws, specialties, spells, and things you
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might find as details on the bottom of a character sheet or on supplemental
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pages. They appear on a character object as &LIST- data.
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Compiling listings for &STATLIST-, &STRING-, and &LIST-:
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-------------------------------------------------------
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STRINGS: The first thing to do is to list out the types of data you want to
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store on the character object using this cgen. Begin by compiling
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&LIST-STRINGS and figuring out all the types of string data that you'll have
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appearing at the top of the sheet display. These lists may be short or long,
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but all items should be seperated by a '|'.
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Example:
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&LIST-STRINGS List Object=name|race|class|sex
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This list of strings becomes the list that +setstring checks to see if it is
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a valid type of string data. You can also define what may appear in something
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like race by creating and attribute on the list object accordingly.
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Example:
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&LIST-RACE List Object=elf|human|vampire|elephant
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STATS: Begin by using the book for your game system and define a list of
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stattypes. Write those types to a '|' seperated list. The rule of thumb is
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should be that if the book gives it a name, like a 'discipline' or 'skill' or
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'attribute', then use those names in your stat list. +setstat and +settemp
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check a master database of stats based on this listing of stats.
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Example:
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&LIST-STATS List Object=abilities|skills|secondary-skills|pools|powers|lores
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You then take each of the listed stat types and compile a list of stats that
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fit them. After you compile the lists, which may take a while, make an attribute
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for them. BE SURE that you check for typos.
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Example:
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&LIST-ABILITIES List Object=strength|dexterity|intelligence|charisma
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&LIST-SKILLS List Object=driving|fighting|survival
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&LIST-SECONDARY-SKILLS List Object=racing|performance|poetry|brawl|melee
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&LIST-POOLS List Object=health|willpower|psi
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&LIST-POWERS List Object=levitation|clairvoyance|telepathy
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&LIST-LORES List Object=monsters|werewolves|history|mythology
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LISTS: As with string data, compile your list of list data on an attribute named
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&LIST-LISTS. +setlist will check this list to see if the list is valid or not.
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You can control what may or may not be set in a given list by creating a &LIST-
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attribute for that list.
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Example:
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&LIST-LISTS List Object=merits|flaws|gear|spells|scrolls|magick items
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&LiST-SPELLS List Object=fireball|make water|call lightning|greet the sun
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In the latter example, you can check against the specific list of spells as a
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means to prevent misspellings, or simply to prevent strange things from cropping
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up on your character sheets.
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Once complete, you can load the object and begin the process of building the
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character sheet itself.
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