![]() ![]() Each priority category is fairly self-contained with the exception of Magic/Resonance touching the others, and a few qualities (like Exceptional Attribute and Lucky). ![]() There aren't many in this system, but I'm keeping aware of them. When you do add more logic in, just be mindful that some decisions will require a prior state to be reached that, when done out of order, will hose up the character build - this is fairly straight forwardly enforced when you move a player through a series of rooms, but (forgive me, stating the obvious) you'll need to build some logic gates that key off state if you want to completely decouple the system from CG Rooms. But with Python, the logic is the easiest said in Deep Shadows - Shadowrun 5th Edition MUSH - Help Wanted: I started a Fate chargen back in the day, but faltered when the limited nature of TinyMUX wasn't amenable to the logic required. I'm leaning towards the separation, but I keep going back and forth.Īt this point, part of the reason I'm continuing is to get a finished product that I can then gut and have a nice clean skeleton with which to add other game systems. I still can't decide if magical freebie skills should be stored with the normal skills in chargen and reset with the rest of the skills, or if they should be a separate thing in chargen and only join the rest of the skills when the sheet is locked at approval. And you can see the stats on the web site, because I'm easily distracted and go off to learn Django when I could be writing code so that people can decide how magical they want to be. Because I've done RPG system data entry for MUSHes before, and it was painful, and this is a far superior way to work. I like having my view function and my logic function be next to each other, even if they're separate so that Django can call the logic function whenever I get done with this and my masochism decides that a web-based chargen looks like a fun thing to write.Īnd there's a stats system with a script that can automatically populate the stat store with data from a Google Sheet. The code has decent separation of concerns, not super-rigorous, but I always have a tough time reading hardcore MVC aficionados' code. ![]() ![]() The way I have it structured (and why I think I can safely say "halfway" when I haven't done the most logic-intensive parts) is as a set of helpfile-like pages that can also be set as room descs (to support people who like CG rooms and people who like to do it from anywhere, as well as staffers who want to whip up a statted NPC in a private room) and the code is in its own package, designed to be dropped into a game with just a few tweaks to the game's files to point at the package (maybe one day, we'll have enough packages to start an Evennia Package Manager and people can start up a game with NPM-like instructions). Well, now I'm into it and I understand a lot more about Python and I'm about halfway through coding a chargen from scratch ( code at my GitHub). I've been lurking and not making much noise since I'm a rank noob and didn't know when I started how far I would get, but I got interested in Evennia and set about learning Python and as a starter project I decided to use SR5, since it was being talked about. ![]()
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