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<blockquote data-quote="Firzair" data-source="post: 2132152" data-attributes="member: 1334"><p>Ok, here's some more meat from my current application...</p><p>Here's what I thought would be needed: </p><p>- available data types (integer, float, string, dice, memo, cost (that's an abstract fantasy money value), object, reference, item, itemslot, logical (yes/no) and SetOf (reference to one or more objects)</p><p>- some basic definition for a bonus</p><p> I've got a table just for you to enter available bonus (and penalty) names and whether they stack or not. Bonus handling is done by the dataobject</p><p>- tables for storage of the data</p><p>Current tables (using access at the moment):</p><p>Object types (e.g. creature, skill, feat etc.)</p><p>Variables by object type (e.g. age, hit_points_max, skill[] for creature)</p><p>Objects (all object types are stored in the same table, the object data goes into a BLOB)</p><p>Bonus types (as described above)</p><p>Rules (for storing rules that don't directly belong to a variable or an object; not sure if needed)</p><p>Masks (my name for panels to show the data)</p><p>Generators (here the rules for different generation methods for the various object types are stored; a generator can be with or without graphical interface)</p><p>GeneratorTables (I've created an engine like an early version of TableSmith; here the tables will be stored)</p><p>Tables (here you can store tables like experience by CR etc.)</p><p></p><p>The object table has the following fields:</p><p>ObjectType</p><p>ObjectName</p><p>Creator (this is part of the primary key, so you can import data with the same name from a friend and the select, which version to use)</p><p>Data (the BLOB with the actual data</p><p>Prereq (expressions that can be checked; if the prerequisites are not satisfied the object won't appear in selection boxes; can be overridden)</p><p>Description (a free text)</p><p>Rules (rules for the specific object)</p><p>Active (a true/false field, where you can just turn off the availability of the object)</p><p>DisplayName (as described above)</p><p>Licence (reference to the OGL for that object)</p><p></p><p>Perhaps that's a not so abstract base for conversation and discussion.</p><p></p><p>Greetings</p><p>Firzair</p></blockquote><p></p>
[QUOTE="Firzair, post: 2132152, member: 1334"] Ok, here's some more meat from my current application... Here's what I thought would be needed: - available data types (integer, float, string, dice, memo, cost (that's an abstract fantasy money value), object, reference, item, itemslot, logical (yes/no) and SetOf (reference to one or more objects) - some basic definition for a bonus I've got a table just for you to enter available bonus (and penalty) names and whether they stack or not. Bonus handling is done by the dataobject - tables for storage of the data Current tables (using access at the moment): Object types (e.g. creature, skill, feat etc.) Variables by object type (e.g. age, hit_points_max, skill[] for creature) Objects (all object types are stored in the same table, the object data goes into a BLOB) Bonus types (as described above) Rules (for storing rules that don't directly belong to a variable or an object; not sure if needed) Masks (my name for panels to show the data) Generators (here the rules for different generation methods for the various object types are stored; a generator can be with or without graphical interface) GeneratorTables (I've created an engine like an early version of TableSmith; here the tables will be stored) Tables (here you can store tables like experience by CR etc.) The object table has the following fields: ObjectType ObjectName Creator (this is part of the primary key, so you can import data with the same name from a friend and the select, which version to use) Data (the BLOB with the actual data Prereq (expressions that can be checked; if the prerequisites are not satisfied the object won't appear in selection boxes; can be overridden) Description (a free text) Rules (rules for the specific object) Active (a true/false field, where you can just turn off the availability of the object) DisplayName (as described above) Licence (reference to the OGL for that object) Perhaps that's a not so abstract base for conversation and discussion. Greetings Firzair [/QUOTE]
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