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<blockquote data-quote="Firzair" data-source="post: 2129261" data-attributes="member: 1334"><p>Hi everybody,</p><p>I'm working on a piece of software that would be a universal RPG helper that you could use for D20, Rolemaster and probably anything else.</p><p>My approach (using Delphi) is just building a framework with a database behind. </p><p>In the application you can define your object layouts, e.g. using the SRD you define a object category <em>skill</em> with some variables like armor_penalty and use_untrained. </p><p>Then in the application you create a panel where you can enter data for this object.</p><p></p><p>Every variable and every object has its own rules-section. </p><p>Here's a working example:</p><p>Object: <em>creature</em></p><p>Variable: <em>attribute[].current</em> (defined as calculated integer)</p><p>Rules: </p><p>:INIT</p><p>=attribute[].base</p><p></p><p>Variable: <em>attribute[].mod</em> (defined as calculated integer)</p><p>Rules: </p><p>:INIT</p><p>=(attribute[].current \ 2) - 5 ( \ is used for truncated division of numbers, so always rounding down)</p><p></p><p>attribute[] means there's an object type called attribute and that for every such available object an variable will be created using the correct code: attribute[strength].current will reference attribute[strength].base etc.</p><p></p><p>The :INIT-section only does initial calculations. Object- and variable-rules can add boni to calculated variables that will be evaluated after the :INIT-section.</p><p></p><p>Every variable and every object has a database field for credits and a licence reference (so you can enter all the OGLs you use in your data into your database and then you always stay OGL-compliant, as for everything on the screen you can get the relevant OGL onto the screen.</p><p></p><p>Object data ist stored as plain-text in an BLOB-field in a table. XML would be possible but I will only use this for export and import functions.</p><p></p><p>Sorry for advertising here a product that's in early alpha stadium, but my point is, an OPEN D20 API should use a similar approach: being just a framework, that gives you the possibility to enter (or import) any data and screen definitions. </p><p></p><p>Oh and one important thing I do in my program: every object and variable has got a display name. This display name can be changed without having to change the rules. Thus you can take the english SRD-data and just change the display names to german without loosing the functions. While I'm used to english texts my players are not and they like to get german texts <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Greetings</p><p>Firzair</p></blockquote><p></p>
[QUOTE="Firzair, post: 2129261, member: 1334"] Hi everybody, I'm working on a piece of software that would be a universal RPG helper that you could use for D20, Rolemaster and probably anything else. My approach (using Delphi) is just building a framework with a database behind. In the application you can define your object layouts, e.g. using the SRD you define a object category [I]skill[/I] with some variables like armor_penalty and use_untrained. Then in the application you create a panel where you can enter data for this object. Every variable and every object has its own rules-section. Here's a working example: Object: [I]creature[/I] Variable: [I]attribute[].current[/I] (defined as calculated integer) Rules: :INIT =attribute[].base Variable: [I]attribute[].mod[/I] (defined as calculated integer) Rules: :INIT =(attribute[].current \ 2) - 5 ( \ is used for truncated division of numbers, so always rounding down) attribute[] means there's an object type called attribute and that for every such available object an variable will be created using the correct code: attribute[strength].current will reference attribute[strength].base etc. The :INIT-section only does initial calculations. Object- and variable-rules can add boni to calculated variables that will be evaluated after the :INIT-section. Every variable and every object has a database field for credits and a licence reference (so you can enter all the OGLs you use in your data into your database and then you always stay OGL-compliant, as for everything on the screen you can get the relevant OGL onto the screen. Object data ist stored as plain-text in an BLOB-field in a table. XML would be possible but I will only use this for export and import functions. Sorry for advertising here a product that's in early alpha stadium, but my point is, an OPEN D20 API should use a similar approach: being just a framework, that gives you the possibility to enter (or import) any data and screen definitions. Oh and one important thing I do in my program: every object and variable has got a display name. This display name can be changed without having to change the rules. Thus you can take the english SRD-data and just change the display names to german without loosing the functions. While I'm used to english texts my players are not and they like to get german texts ;) Greetings Firzair [/QUOTE]
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