Difference between revisions of "Conditional Skill Proposal"

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(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…')
 
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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
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* b) Not currently looking at grabbing RANKS from primary (see B)
skill
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* B) RANKS:<YES/NO/INHERIT/PRIMARY>
b) Not currently looking at grabbing RANKS from primary
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* 1) YES is Default - user can purchase skill ranks with point pool
(see B)
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* 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 -
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* 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)