UCS Developers
From Toosigma
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)

