Difference between revisions of "Conditional Skill Proposal"

From PCGen Wiki
Jump to: navigation, search
(Created page with 'I think this is nice and clear, but I've been wrong before. This is the working-spec for Conditional skills. I'm on my second version, hence the Mk2 in the header. Tir Gwaith L…')
 
Line 8: Line 8:
  
 
Skill Conditionals Spec
 
Skill Conditionals Spec
−
I) LST Tags (in skills.lst)
+
==I) LST Tags (in skills.lst)==
−
A) CONDITIONAL:<primary skill name>
+
 
−
1) Makes this a Conditional skill that is checked in UI (see
+
* A) CONDITIONAL:<primary skill name>
−
part XXX)
+
* 1) Makes this a Conditional skill that is checked in UI (see part XXX)
−
2) Links the skill to the primary skill, useful for RANKS, and
+
* 2) Links the skill to the primary skill, useful for RANKS, and listing on OS
−
listing on OS
+
* a) Grabs all BONUS:SKILL|<primary>|X and applies it to the skill
−
a) Grabs all BONUS:SKILL|<primary>|X and applies it to the
+
* b) Not currently looking at grabbing RANKS from primary (see B)
−
skill
+
* B) RANKS:<YES/NO/INHERIT/PRIMARY>
−
b) Not currently looking at grabbing RANKS from primary
+
* 1) YES is Default - user can purchase skill ranks with point pool
−
(see B)
+
* 2) NO - user can not purchase any ranks in the skill
−
B) RANKS:<YES/NO/INHERIT/PRIMARY>
+
** Note: BONUS:SKILLRANK would still work, limited by Max Rank as usual
−
1) YES is Default - user can purchase skill ranks with point
+
* 3) INHERIT/PRIMARY -
−
pool
+
* a) Haven't come up with a good name for this option, Same as NO, but grabs RANKS from parent skill.
−
2) NO - user can not purchase any ranks in the skill
+
* b) Basically, the RANK for the skill is always the same as the parent
−
Note: BONUS:SKILLRANK would still work, limited by Max
+
* c) To allow Ranks to be added, but also use primary skill ranks, use BONUS:SKILLRANK and allow RANKS:YES
−
Rank as usual
+
* C) Specifically not using TYPE tag to keep it off the TYPE tree, etc
−
3) INHERIT/PRIMARY -
+
* 1) these entries should not have normal TYPE tags to prevent BONUS:SKILL|TYPE.x| from applying twice
−
a) Haven't come up with a good name for this option, Same
+
* 2) Suggest using TYPE:Conditional, with possibly HIDETYPE:Conditional
−
as NO, but grabs RANKS from parent skill.
+
* D) No coded limitation on skill name, suggested (release standard) would be to have <Primary name> (<condition-name>)
−
b) Basically, the RANK for the skill is always the same as
+
 
−
the parent
 
−
c) To allow Ranks to be added, but also use primary skill
 
−
ranks, use BONUS:SKILLRANK and allow RANKS:YES
 
−
C) Specifically not using TYPE tag to keep it off the TYPE tree, etc
 
−
1) these entries should not have normal TYPE tags to prevent
 
−
BONUS:SKILL|TYPE.x| from applying twice
 
−
2) Suggest using TYPE:Conditional, with possibly
 
−
HIDETYPE:Conditional
 
−
D) No coded limitation on skill name, suggested (release standard)
 
−
would be to have <Primary name> (<condition-name>)
 
 
Examples
 
Examples
−
1) Climb (Using Rope)
+
* 1) Climb (Using Rope)
−
- Synergy from Use Rope, etc.
+
** - Synergy from Use Rope, etc.
−
2) Appraise (Woodworking)
+
* 2) Appraise (Woodworking)
−
- Synergy from appropriate Craft skill...
+
** - Synergy from appropriate Craft skill...
−
- Yes, there would be one per Craft skill for this...
+
** - Yes, there would be one per Craft skill for this...
−
3) Use Magic Device (Scrolls)
+
* 3) Use Magic Device (Scrolls)
−
- Synergy from Decipher Script, etc
+
** - Synergy from Decipher Script, etc
−
4a) Use Rope (Bind someone)
+
* 4a) Use Rope (Bind someone)
−
- Synergy from Escape Artist
+
** - Synergy from Escape Artist
−
4b) Escape Artist (from rope bonds)
+
* 4b) Escape Artist (from rope bonds)
−
- synergy from Use Rope
+
** - synergy from Use Rope
−
Stone Cunning to Search, Craft, etc...
+
* Stone Cunning to Search, Craft, etc...
−
II) UI (skills tab)
+
 
−
A) Selection on Skills Tab, near Include Skills, to include
+
==II) UI (skills tab)==
−
Conditionals or not
+
* A) Selection on Skills Tab, near Include Skills, to include Conditionals or not
−
1) Either Checkbox for Conditionals, or dropdown, or options for
+
* 1) Either Checkbox for Conditionals, or dropdown, or options for more
−
more
+
* 2) Depends on Real Estate available, or what users want (so respond to this if you have a preference)
−
2) Depends on Real Estate available, or what users want (so
+
* a) Zaister is leaning towards a checkbox currently.
−
respond to this if you have a preference)
+
* B) Do not show or gray out if there are no skills loaded have CONDITIONAL tag in them.
−
a) Zaister is leaning towards a checkbox currently.
+
 
−
B) Do not show or gray out if there are no skills loaded have
+
==III) Core==
−
CONDITIONAL tag in them.
+
* A) Preference to turn compare to Primary skill Modifier Off (default On)
−
III) Core
+
* B) On skill listing, for both Export (before going to OS, so no effect there), Preview, and UI tab
−
A) Preference to turn compare to Primary skill Modifier Off (default
+
* 1) compare CONDITIONAL skills final modifier to Primary Skill's modifier.
−
On)
+
* 2) If different, display Conditional skill (displays anyway if Preference is checked)
−
B) On skill listing, for both Export (before going to OS, so no effect
 
−
there), Preview, and UI tab
 
−
1) compare CONDITIONAL skills final modifier to Primary Skill's
 
−
modifier.
 
−
2) If different, display Conditional skill (displays anyway if
 
−
Preference is checked)
 

Revision as of 18:35, 26 August 2010

I think this is nice and clear, but I've been wrong before.

This is the working-spec for Conditional skills. I'm on my second version, hence the Mk2 in the header.

Tir Gwaith LST Chimp

Skill Conditionals Spec

I) LST Tags (in skills.lst)

  • A) CONDITIONAL:<primary skill name>
  • 1) Makes this a Conditional skill that is checked in UI (see part XXX)
  • 2) Links the skill to the primary skill, useful for RANKS, and listing on OS
  • a) Grabs all BONUS:SKILL|<primary>|X and applies it to the skill
  • b) Not currently looking at grabbing RANKS from primary (see B)
  • B) RANKS:<YES/NO/INHERIT/PRIMARY>
  • 1) YES is Default - user can purchase skill ranks with point pool
  • 2) NO - user can not purchase any ranks in the skill
    • Note: BONUS:SKILLRANK would still work, limited by Max Rank as usual
  • 3) INHERIT/PRIMARY -
  • a) Haven't come up with a good name for this option, Same as NO, but grabs RANKS from parent skill.
  • b) Basically, the RANK for the skill is always the same as the parent
  • c) To allow Ranks to be added, but also use primary skill ranks, use BONUS:SKILLRANK and allow RANKS:YES
  • C) Specifically not using TYPE tag to keep it off the TYPE tree, etc
  • 1) these entries should not have normal TYPE tags to prevent BONUS:SKILL|TYPE.x| from applying twice
  • 2) Suggest using TYPE:Conditional, with possibly HIDETYPE:Conditional
  • D) No coded limitation on skill name, suggested (release standard) would be to have <Primary name> (<condition-name>)

Examples

  • 1) Climb (Using Rope)
    • - Synergy from Use Rope, etc.
  • 2) Appraise (Woodworking)
    • - Synergy from appropriate Craft skill...
    • - Yes, there would be one per Craft skill for this...
  • 3) Use Magic Device (Scrolls)
    • - Synergy from Decipher Script, etc
  • 4a) Use Rope (Bind someone)
    • - Synergy from Escape Artist
  • 4b) Escape Artist (from rope bonds)
    • - synergy from Use Rope
  • Stone Cunning to Search, Craft, etc...

II) UI (skills tab)

  • A) Selection on Skills Tab, near Include Skills, to include Conditionals or not
  • 1) Either Checkbox for Conditionals, or dropdown, or options for more
  • 2) Depends on Real Estate available, or what users want (so respond to this if you have a preference)
  • a) Zaister is leaning towards a checkbox currently.
  • B) Do not show or gray out if there are no skills loaded have CONDITIONAL tag in them.

III) Core

  • A) Preference to turn compare to Primary skill Modifier Off (default On)
  • B) On skill listing, for both Export (before going to OS, so no effect there), Preview, and UI tab
  • 1) compare CONDITIONAL skills final modifier to Primary Skill's modifier.
  • 2) If different, display Conditional skill (displays anyway if Preference is checked)