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<blockquote data-quote="Mynex" data-source="post: 408391" data-attributes="member: 2136"><p>Just to chime in here, you realize, what you described above, is exactly how PCGen operates now?</p><p></p><p>All the information _is_ contained in the data files, the interface itself is completely dumb and will not do anything it is not told to specifically do by the data files with regards to character creation.</p><p></p><p>This applies to stats and AC calc's etc, but does not apply to random character name generation (by definition a name does not determine success or failure for a character, so per Wizards that is legitimate)... But the data files tell the interface 'Hey, I have x stats here, these are their names, here's a short name, here's what they do, and here's how they work'... each class is broken down completely for it's BAB's, saves, etc, and tell the interface what to do. same for spells, equipements, skills, etc...</p><p></p><p>Now it's not perfect, there's still some bugs to work out (ins't there always? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />), but the end goal is to be completely generic, eventually being able to define any rule sets in the data files telling the interface what to do. And yes, eventually, we'll be moving the data formats, currently text, to XML to make them easier to manipulate by other programs, but that's still a work in progress.</p></blockquote><p></p>
[QUOTE="Mynex, post: 408391, member: 2136"] Just to chime in here, you realize, what you described above, is exactly how PCGen operates now? All the information _is_ contained in the data files, the interface itself is completely dumb and will not do anything it is not told to specifically do by the data files with regards to character creation. This applies to stats and AC calc's etc, but does not apply to random character name generation (by definition a name does not determine success or failure for a character, so per Wizards that is legitimate)... But the data files tell the interface 'Hey, I have x stats here, these are their names, here's a short name, here's what they do, and here's how they work'... each class is broken down completely for it's BAB's, saves, etc, and tell the interface what to do. same for spells, equipements, skills, etc... Now it's not perfect, there's still some bugs to work out (ins't there always? :p), but the end goal is to be completely generic, eventually being able to define any rule sets in the data files telling the interface what to do. And yes, eventually, we'll be moving the data formats, currently text, to XML to make them easier to manipulate by other programs, but that's still a work in progress. [/QUOTE]
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