From: <mar...@us...> - 2008-05-21 03:20:07
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Revision: 6330 http://pcgen.svn.sourceforge.net/pcgen/?rev=6330&view=rev Author: maredudd800 Date: 2008-05-20 20:20:15 -0700 (Tue, 20 May 2008) Log Message: ----------- Merge with 5.14 Issue#: 1789081 Modified Paths: -------------- Trunk/pcgen/docs/listfilepages/lstfileclass/lfc_lesson17_converting_feats_to_abilities.html Modified: Trunk/pcgen/docs/listfilepages/lstfileclass/lfc_lesson17_converting_feats_to_abilities.html =================================================================== --- Trunk/pcgen/docs/listfilepages/lstfileclass/lfc_lesson17_converting_feats_to_abilities.html 2008-05-21 03:14:39 UTC (rev 6329) +++ Trunk/pcgen/docs/listfilepages/lstfileclass/lfc_lesson17_converting_feats_to_abilities.html 2008-05-21 03:20:15 UTC (rev 6330) @@ -51,13 +51,10 @@ sections, the Basic Conversion and the Advanced Conversion. Within each of these sections you will find discussion of each file that must be modified, and the tags required to accomplish the conversion of your homebrew feats.</p> - <p class="indent0">What this lesson will not tell you is how to create either Feats or Abilities. - Both are very similar in construction, using the same set of general tags to provide the - functionality required to implement varied game rules used. To get an idea of how to build - feats you can look up <a href="lfc_lesson12_feat1.html">LST File Class #12</a> and - <a href="lfc_lesson13_feat2.html">LST File Class #13</a>, Feat LST Classes parts 1 and 2. - There will eventually be a LST FIle Class for Abilities so you can check back periodically - to see if its been released yet.</p> + <p class="indent0">What this lesson will not tell you is how to create either Feats or + Abilities. Both are very similar in construction, using the same set of general tags + to provide the functionality required to implement varied game rules used. The specific + differences are covered below.</p> <p class="indent0">For those of you that have gone through the previous LST Classes, some of the global tags will be repetitive. feel free to skip those portions if you like. These classes are being written for the new LST-Monkey, so there will be some overlap, but a @@ -104,8 +101,15 @@ <hr style="height:3px"> <h3>Ability.lst File</h3> - <p class="indent0">This file is where your converted feat will be placed. You will - need to add <code>CATEGORY</code> to your feat to make it an ability.</p> + <p class="indent0">This file is where your converted feat will be placed. In fact, + the <span class="lstobj">ability.lst</span> file, and the tags you use in it, + are very similar to the <span class="lstobj">feat.lst</span> file. The major + diference between the two is that you will need to add the <code>CATEGORY</code> + tag to your feat to make it an ability. To get an idea of how to build feats, + you can look up <a href="lfc_lesson12_feat1.html">LST File Class #12</a> and + <a href="lfc_lesson13_feat2.html">LST File Class #13</a>, Feat LST Classes Parts + 1 and 2. There will eventually be a LST FIle Class for Abilities so you can check + back periodically to see if its been released yet.</p> <p></p> <hr> @@ -143,6 +147,7 @@ <p class="indent1"><code>PREABILITY:My First Cool Ability</code></p> <p></p> + <hr style="height:3px"> <h3>The PCC File</h3> @@ -150,13 +155,11 @@ files to load as well as other information about the 'campaign'. Without these files and the related information, PCGen would not be able to load any datafiles. For the purposes of this lesson, there are only two tags we need to cover. The <code>ABILITY</code> tag and the - <code>ABILITYCATEGORY</code> tag. Both of these tags will be covered in some detail below. More - general information about PCC files can be found in the <a href="lfc_lesson01_pcc.html">PCC LST - File Class</a>.</p> - <p></p> + <code>ABILITYCATEGORY</code> tag. Both of these tags will be covered in some detail below.</p> + <p class="sidebar1">More information about PCC files can be found in the <a href="lfc_lesson01_pcc.html">PCC LST File Class</a></p> <hr> - <p class="indent0"><strong>ABILITY</strong></p> + <p class="indent0"><strong><code>ABILITY</code></strong></p> <p class="indent0">PCGen uses the <code>ABILITY:<ability file></code> tag to identify the files in which PCGen's new "Ability" objects can be found and loaded into PCGen.</p> <p class="indent0"><strong>Example:</strong></p> @@ -165,7 +168,7 @@ <hr> - <p class="indent0"><strong>ABILITYCATEGORY</strong></p> + <p class="indent0"><strong><code>ABILITYCATEGORY</code></strong></p> <p class="indent0">PCGen uses the <code>ABILITYCATEGORY:<ability category file></code> tag to identify the files in which PCGen will find the "Ability Categories" required to implement the new abilities.</p> @@ -184,18 +187,12 @@ <hr style="height:3px"> <h3>Miscinfo.lst or Abilitycategory.lst File</h3> - <p class="indent0">The previous section describes how to convert your homebrew feats to homebrew - abilities of the <span class="lstobj">FEAT</span> category but you can convert your feats to - abilities of any 'ability category'. There are many different ability categories currently - defined in PCGen with some good examples to be found in the - <span class="lstobj">SRD</span>/<span class="lstobj">RSRD</span>/<span class="lstobj">MSRD</span> - datasets. For homebrews, you'll need to set up any special "abilities" in their own pools. - To demonstrate this, we'll use the sample ability category shown below:</p> - <p></p> + <p class="indent0">For Homebrews you'll need to set up any special "abilities" + in their own pools. To demonstrate this, we'll use the sample ability category shown below:</p> <hr> - <p class="indent0"><strong>ABILITYCATEGORY</strong></p> + <p class="indent0"><strong><code>ABILITYCATEGORY</code></strong></p> <p class="indent0">This defines the Ability Category. This is what will show in the PCGen user interface, under the FEATs tab.</p> <p class="indent0"><strong>Example:</strong></p> <p class="indent1"><code>ABILITYCATEGORY:My Ability Category</code></p> @@ -203,7 +200,7 @@ <hr> - <p class="indent0"><strong>CATEGORY</strong></p> + <p class="indent0"><strong><code>CATEGORY</code></strong></p> <p class="indent0">This is a 'sub-category'. You'll note we leave it the same for this example but you can have the same ability name as long as it has a different category name. As an example, you could have an ability <span class="lstobj">FooBarSneak</span> of @@ -218,7 +215,7 @@ <hr> - <p class="indent0"><strong>PLURAL</strong></p> + <p class="indent0"><strong><code>PLURAL</code></strong></p> <p class="indent0">This has to do with the internationalization. An example is: in_feats which sets the Category key to 'in_feats'. It also shows up with the 'Plural' of the name. Ex. Feat would be Feats (Feats would display in the drop down bar).</p> @@ -228,7 +225,7 @@ <hr> - <p class="indent0"><strong>EDITABLE</strong></p> + <p class="indent0"><strong><code>EDITABLE</code></strong></p> <p class="indent0">This defines whether a user can modify the abilities in the category. NO would be appropriate for class abilities which aren't chosen by the user.</p> <p class="indent0"><strong>Example:</strong></p> @@ -237,7 +234,7 @@ <hr> - <p class="indent0"><strong>EDITPOOL</strong></p> + <p class="indent0"><strong><code>EDITPOOL</code></strong></p> <p class="indent0">This defines whether a user can modify the pool number or not. Each ability has a 'cost' (Default is 1) if this option is set to 'NO' the user cannot add or subtract from the pool. For feats, the default is 'YES'.</p> @@ -247,7 +244,7 @@ <hr> - <p class="indent0"><strong>FRACTIONALPOOL</strong></p> + <p class="indent0"><strong><code>FRACTIONALPOOL</code></strong></p> <p class="indent0">This defines whether the pool must be a whole number or can be fractions. Some abilities may have a cost less than '1' like .5 or .25. <YES / NO></p> <p class="indent0"><strong>Example:</strong></p> @@ -256,7 +253,7 @@ <hr> - <p class="indent0"><strong>POOL</strong></p> + <p class="indent0"><strong><code>POOL</code></strong></p> <p class="indent0">0 unless you want a formula to determine the pool number. Example: TL/2 would grant one point every 2 levels to the character. </p> <p class="indent0"><strong>Example:</strong></p> @@ -265,7 +262,7 @@ <hr> - <p class="indent0"><strong>VISIBLE</strong></p> + <p class="indent0"><strong><code>VISIBLE</code></strong></p> <p class="indent0">Defines whether this category is visible on the UI or hidden. Usefull for hidden abilities and class abilities that require no interaction from the user. <Options are - YES, NO, QUALIFY></p> @@ -285,9 +282,9 @@ show up on the 'Feats' tab as normal. Great examples of new ability categories can be seen in the RSRD/SRD for the <span class="lstobj">Fighter</span>, <span class="lstobj">Wizard</span> and <span class="lstobj">Rogue</span> class.</p> - <p class="indent0">Remember, <span class="lstobj">miscinfo.lst</span> is a gamemode file, to define - new ability categories or subcategories you MUST create it there. There are entries about them in - the docs if you want to read up on them. To call the ability file it's (as you guessed), ABILITY:ability.lst, + <p class="indent0">Remember, miscinfo.lst is a gamemode file, to define new ability categories + or subcategories you MUST create it there. There are entries about them in the docs if you + want to read up on them. To call the ability file it's (as you guessed), ABILITY:ability.lst, in the .pcc file. Basically pretend that an ability.lst is a feat file as far as what tags you can use in it and you'll be ok (fair warning though, there may be exceptions to that rule of thumb).</p> This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |