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<blockquote data-quote="Klintus Fang" data-source="post: 408019" data-attributes="member: 3580"><p>I'm aware of that Luke. But you misunderstand me. I am thinking much more general. I am assuming that <em>every game mechanic</em> will be encoded in this theoretical data file, including all the rules for how stacking works (to take your example). I am assuming that the core engine will read the data file to determine what the stats are, and what their names are. The data files will also inform the binary of what type of value each stat holds (could be an integer, a string, a float or whatever). The core binary won't even assume that any such stat as "AC" even exists. It will find that in the data file. It will also find in the data file that this thing called "AC" is a sum of a bunch of other things (also defined in the data file). Those other things would be some stats called things like "AC:natural", "AC:armor", "AC:deflection", etc. Then in the data file there will also be some rules that specify how to calculate each of these sub-stats. Stacking rules really aren't a big deal in that respect. To calculate "AC:deflection" you simply specify in the data file that you take the "maximum" of all the relevant components rather than summing them together.</p><p></p><p>I realize there would have to be a lot of nitty gritty details that would make defining the format of this data file a serious endeavor, but in principle there is no reason that all of the rules cannot be encoded in a data file in such a way that a general purpose "rpg engine" would be able to interpret it and then construct a set of data structures at run time that model the rule system. This engine would <em>assume nothing that can be construed as another person's copyrighted material.</em> It would assume only that there will be a bunch of statistics that need to be calculated and added together according to certain rules, all which will be defined in some data file that has a predefined format.</p></blockquote><p></p>
[QUOTE="Klintus Fang, post: 408019, member: 3580"] I'm aware of that Luke. But you misunderstand me. I am thinking much more general. I am assuming that [i]every game mechanic[/i] will be encoded in this theoretical data file, including all the rules for how stacking works (to take your example). I am assuming that the core engine will read the data file to determine what the stats are, and what their names are. The data files will also inform the binary of what type of value each stat holds (could be an integer, a string, a float or whatever). The core binary won't even assume that any such stat as "AC" even exists. It will find that in the data file. It will also find in the data file that this thing called "AC" is a sum of a bunch of other things (also defined in the data file). Those other things would be some stats called things like "AC:natural", "AC:armor", "AC:deflection", etc. Then in the data file there will also be some rules that specify how to calculate each of these sub-stats. Stacking rules really aren't a big deal in that respect. To calculate "AC:deflection" you simply specify in the data file that you take the "maximum" of all the relevant components rather than summing them together. I realize there would have to be a lot of nitty gritty details that would make defining the format of this data file a serious endeavor, but in principle there is no reason that all of the rules cannot be encoded in a data file in such a way that a general purpose "rpg engine" would be able to interpret it and then construct a set of data structures at run time that model the rule system. This engine would [i]assume nothing that can be construed as another person's copyrighted material.[/i] It would assume only that there will be a bunch of statistics that need to be calculated and added together according to certain rules, all which will be defined in some data file that has a predefined format. [/QUOTE]
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