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October 16th, 2008, 04:47 #21
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Originally Posted by RuzeII
1. Get a good XML editor -- preferably one where you can collapse sections and check that the doc is well-formed
2. Locate the section in the ruleset where that xml is traversed. The 4e_JPG does a really good job for the monsters lists. So I looked through the xml files there to see how they did it. Specifically, they use reference_monsters.xml. Look for matching class elements and datasource elements with name element values in your code.
I normally don't do much with XML but I'll try to explain anyway. Others can feel free to correct me if I misstate something.
These are the most relevant parts of reference_monsters.xml that I used
Line 170 & 171
Code:<!-- Monster lists --> <windowclass name="reference_classmonsterlist">
starting at Line 199, there was a nested windowlist
Code:<windowlist name="grouplist"> <bounds>17,40,-20,-14</bounds> <datasource>.groups</datasource> <class>reference_monstergrouplistitem</class> </windowlist>
Well, as I'm walking through this explanation, it dawns on me that I don't know it well enough myself to fully explain it.
Basically, just find one you already like and test making a few simple edits to things, re-zip it up and see where that changed your data or if it broke it. If you broke it, undo what you did and try something different. The core structure of most of the module files is that you have several layers of indexes and pointers and then finally the area where the data is actually stored. The CSRD had several locations where the data was stored, but I think the way the 4E guys laid out their xml was cleaner. All the monsterdata was placed in one location. If you made a new monster record, you merely need to add a pointer to it within the index where you want it displayed.
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October 16th, 2008, 04:50 #22
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..and here is the last screenshot showing an actual data record. The data is the final stage.
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October 22nd, 2008, 21:23 #23
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Guys - I just want to say great work and I'm really stoked about this, Would LOVE to get under the hood and see how this ruleset stuff hangs together and works out. You've given me a head start ... I'll be watching things closely and maybe someday will be able to contribute....
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October 29th, 2008, 04:20 #24
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Just an FYI, I've started working with Ruze on what we are calling the SWSE_II ruleset. Ruze based that ruleset on the 4E_JPG ruleset that he re-skinned and we've both modified to fit Star Wars. We'll probably track updates on the new thread SWSE_ii
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