On Jan 17, 2005, at 20:51, Jack Cruzan wrote:

Ok, so each character has his name, race, his stats, his skills, and his
gear.


since the name and character is unique there is no need for a class
these things.

hmmm maybe I am conceptualizing this wrong.

would each new character then be a dictonary? Made up of different
elements or would the character be a list? Since each character is
basically just a list of stats... the stats get modified up and down by
race and certain gear... am I conceptulizing this correctly?

I've thought about it a few times. Actually, when I learn a language, I often try to design and implement a SR character generator. Then I give up because it's really complicated and I don't have time (other things to do using the aforementioned programming languages, mostly :D ).
I'm probably gonna end up making a web-based one at some point, using either mod_python or Ruby on Rails. Gah, so many things to do, and so little time...


Anyway, my view of the problem was that at least the following should be classes:
- Character
- Attribute
- Skill (perhaps a subclass: Specialization?)
- Augmentation (with subclasses like Cyberware, Bioware, AdeptPower)
- GearItem


Character would mostly be a container for the other classes, so most of its attributes would be dictionaries, like:

class Character:
def __init__():
self.attributes = {'Body': Attribute(), 'Quickness': Attribute(), 'Strength': Attribute(), 'Charisma': Attribute(), 'Intelligence': Attribute(), 'Willpower': Attribute()}



Ah, things would be so much easier if McMackie would release the NSRCG source code (despite this abomination being written in Visual Basic), wouldn't they? ;)


-- Max
maxnoel_fr at yahoo dot fr -- ICQ #85274019
"Look at you hacker... A pathetic creature of meat and bone, panting and sweating as you run through my corridors... How can you challenge a perfect, immortal machine?"


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