UCS Developers

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Contents

Project Goals

  • Provide a single unified Magic Set Editor GAME file, which all designers can use to base their templates on
  • Provide a single data source, allowing anyone to contribute new powers/cards to the communal set
  • Free designers from having to update their own files every time a new sourcebook is released
  • Give end users freedom to choose the style they prefer, without having to take into consideration how many cards are in the set
  • Circumvent the inevitable obsolescence of the various styles when/if the designer is no longer interested in updating the data set

Field List

Semantic Elements

  • card_name : name of the card - Power/Feat name
  • name : matches the card name field
  • class race : class/race of the character (should be renamed?) - e.g. Classname, Racename, Item Slot Slotname, Paragon Path, Condition, Basic Action, Disease, Feat
    • consider renaming "power source" (conflicts with canonical power source: Arcane, Martial, Divine, Primal, etc)
    • "power origin"
    • "classification"
  • power type : type of the power (should be renamed?) e.g. Attack, Utility, Magic Item, Information, Feature, Class, Cantrip, Paragon Path, Racial Power, Racial Utility, Rote
  • source : The rulebook (or other source) which contains the relevant power - e.g. Player's Handbook, Martial Power, ENWorld Bard Thread - consider renaming "rule source" or "sourcebook"?
  • keywords : The keywords associated with the power - e.g. Healing, Martial, Stance, Arcane
  • level : level of the power
  • action : the action-type for the power/item - e.g. Blank, Standard Action, Move Action, Minor Action, Immediate Reaction, Immediate Interrupt, Free Action, None - also includes At-Will, Encounter, Daily, Consumable, Healing Surge, Short Rest, Extended Rest
  • attack : the attack-type for the power/item - e.g. Blank, Melee, Ranged, Touch, Personal, Melee/Ranged Hybrid, Close Burst, Close Blast, Close Wall, Area Burst, Area Blast, Area Wall, Basic Melee Attack, Basic Ranged Attack, Basic Hybrid Attack, Ranged Sight, Beast, Beast/Melee Hybrid - also includes Armor, Arm Slot, Belt Slot, Foot Slot, Hand Slot, Head Slot, Holy Symbol, Neck Slot, Orb, Potion, Ring, Rod, Staff, Wand, Weapon, Wondrous Item
  • damage : 1-5 damage types for the attack - e.g. None, Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder
  • defense : Defense targeted by the power/item - e.g. AC, Fortitude, Reflex, Will
  • range value : The range of an area or ranged attack in squares
  • burst value : The radius/range of a burst or blast attack
  • rules : free text entry area filled with the default rules information
  • flavor : free text entry area filled with the flavor text for the ability
  • card type : This is the basis for what color the card will be. Since each set might want to define their colors/styles differently for different types. Current Values are: At-will, Encounter, Daily, Ritual, Item, Magic Item, Info, Artifact, Character, Initiative, Monster, Skill, Condition, Disease, Trap, Social. These should be mapped to a card color inside the STYLE.
  • text label : 1-10 text fields for miscellaneous use
  • text value : 1-10 text fields for miscellaneous use

Suggested Changes/Additions

  • Attack Modifier - field to store the calculated attack modifier (for use in one of the text boxes)
  • Damage Modifier - field to store the calculated damage modifier


Characters

  • Name - can probably conflate the existing name field
  • Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma
  • StrMod, ConMod, DexMod, IntMod, WisMod, ChaMod - auto-calculate? (Abil - 10) / 2 (round down)
  • Hit Points - auto-calculate based on Class, Level, and Constitution
  • Bloodied - auto-calculate?
  • Surge Value - maybe auto-calc, but has mods (Dragonborn, Dwarven Durability, various items)
  • Surges Per Day - auto-calculate based on Class and ConMod
  • Size
  • Age
  • Gender
  • Height
  • Weight
  • Alignment
  • Deity
  • Initiative Mod
  • AC
  • Fortitude
  • Reflex
  • Will
  • Action Points
  • Passive Insight
  • Passive Perception
  • Race - e.g. Dragonborn, Dwarf, Eladrin, Elf, Half-Elf, Human, Halfling, Tiefling, etc.
  • Class - e.g. Cleric, Fighter, Paladin, Ranger, Rogue, Warlock, Wizard, etc.
  • Paragon Path - e.g. Angelic Avenger, Divine Oracle, Radiant Savant, Warpriest, etc.
  • Epic Destiny - e.g. Archmage, Deadly Trickster, Demigod, Eternal Seeker, etc.
  • Skill Name - e.g. Acrobatics, Arcana, Athletics, Bluff, Diplomacy, etc. (or do we create separate fields for each skill?)
  • Skill Modifier - field to store the calculated skill modifier
  • Skill Description - a long text field to store the description
  • Feat Name - e.g. Action Surge, Agile Hunter, Alertness, Armor of Bahamut, etc.
  • Feat Type - e.g. Class, Divinity, Multiclass, Racial, Martial, etc.
  • Feat Tier - e.g. Heroic, Paragon, Epic

Monsters

  • Name - e.g. Aboleth Lasher, Aboleth Slime Mage, Aboleth Overseer, Astral Stalker, etc.
  • Category - e.g. Aboleth, Abomination, Demon, Devil, etc.
  • Level - (could we just repurpose the existing Level field?)
  • Role - e.g. Artillery, Brute, Controller, Lurker, Skirmisher, Soldier
  • Keywords - e.g. Angel, Demon, Devil, Dragon, Undead, Air, Cold, Earth, Fire, Water, Leader (put this in with role?) - can we conflate the Monster Keywords with the existing Keywords field?
  • Size - e.g. Tiny, Small, Medium, Large, Huge, Gargantuan
  • Origin - e.g. Aberrant, Elemental, Fey, Immortal, Natural, Shadow
  • Type - e.g. Animate, Beast, Humanoid, Magical Beast
  • Experience Points - e.g. number of XP the monster is worth
  • Initiative Modifier - (see character)
  • Perception Modifier
  • Special Senses - e.g. Darkvision, Low-light vision, Tremorsense
  • Aura Name / Keywords / Radius / Effect
  • HP / Bloodied / Surge Value
  • AC / Fortitude / Reflex / Will
  • Immune / Resist / Vulnerable
  • Saving Throw Modifier - (see character)
  • Speed - (see character)
  • Action Points - (see character)
  • Power Type / Power Name / Action / Recharge / Keywords / Reach / Range,Area,Targets / Target Defense / Effect / Miss / Secondary Attack-Effect / Description (multiple entries?)
  • Alignment - (see character)
  • Languages - (see character)
  • Skills - (see character)
  • Abilities - (see character)
  • Equipment


Style Elements

  • background : the image background of the card. (Should be moved to the style)
  • header color : color of the card
  • header shape : the appearance of left/right/center zones for icons/title (should depend on the style)
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