Skip to content

Commit 5c40ad6

Browse files
committed
Update docs
More updates to the docs to clarify some of the finer details of keywords in the history.md and linking out to the GitHub page in the index.md.
1 parent 2a17028 commit 5c40ad6

File tree

2 files changed

+47
-43
lines changed

2 files changed

+47
-43
lines changed

docs/history.md

Lines changed: 38 additions & 38 deletions
Original file line numberDiff line numberDiff line change
@@ -82,15 +82,15 @@ Siblings:
8282

8383
`START`
8484

85-
The START key's value MUST match a `[History event name]`.
85+
The `START` key's value MUST match a `[History event name]`.
8686

8787
`NPC`
8888

89-
The NPC key's hyphenated list MUST match a `[History event name]` for each bulleted point.
89+
The `NPC` key's hyphenated list MUST match a `[History event name]` for each bulleted point. This list is the order which will be used to create every NPC history. This list order should also not trigger more NPC creations and ignores the `next` keyword in each `[History event name]` in the list.
9090

9191
`[History event name]`
9292

93-
Replace `[History event name]` here with your history event's name. It is a single event which you would roll to choose in character creation during a regular character creation. The order that history events appear does not matter as long as every named event has a matching definition. History events MUST have at least a `dice` and a `roll` key.
93+
Replace `[History event name]` here with your history event's name. It is a single event which you would roll to choose in character creation during your system's regular character creation. The order that history events appear does not matter as long as every named event has a matching definition. History events MUST have at least a `dice` and a `roll` key.
9494

9595
`dice`
9696

@@ -105,57 +105,57 @@ Any dice definition of the form `<QUANTITY>d<SIDES> <OPTIONAL + or -> <OPTIONAL
105105

106106
The `roll` keyword's values must themselves be key-value pairs where all the possible dice rolls are represented in the keys. For example, let's say a history event has a `dice: 1d6`. This means all values between 1 and 6 must have some sort of `outcome value`. The following formats are supported:
107107

108-
1. `EVEN` and `ODD` pair format
108+
- `EVEN` and `ODD` pair format
109109

110-
```yaml
111-
EVEN: Even-numbered outcome
112-
ODD: Odd-numbered outcome
113-
```
110+
```yaml
111+
EVEN: Even-numbered outcome
112+
ODD: Odd-numbered outcome
113+
```
114114

115-
1. Single format
115+
- Single format
116116

117-
```yaml
118-
1: Outcome A
119-
2: Outcome B
120-
3: Outcome C
121-
4: Outcome D
122-
5: Outcome E
123-
6: Outcome F
124-
```
117+
```yaml
118+
1: Outcome A
119+
2: Outcome B
120+
3: Outcome C
121+
4: Outcome D
122+
5: Outcome E
123+
6: Outcome F
124+
```
125125

126-
1. Hyphenated format
126+
- Hyphenated format
127127

128-
```yaml
129-
1-2: Outcome A
130-
3-4: Outcome B
131-
5-6: Outcome C
132-
```
128+
```yaml
129+
1-2: Outcome A
130+
3-4: Outcome B
131+
5-6: Outcome C
132+
```
133133

134-
1. Comma-separated format
134+
- Comma-separated format
135135

136-
```yaml
137-
1,2: Outcome A
138-
3,5: Outcome B
139-
4,6: Outcome C
140-
```
141-
`
142-
1. Mixed format
136+
```yaml
137+
1,2: Outcome A
138+
3,5: Outcome B
139+
4,6: Outcome C
140+
```
143141

144-
```yaml
145-
1-2,4: Outcome A
146-
3,5: Outcome B
147-
6: Outcome C
148-
```
142+
- Mixed format
149143

150-
# Optional
144+
```yaml
145+
1-2,4: Outcome A
146+
3,5: Outcome B
147+
6: Outcome C
148+
```
151149

152150
`[Outcome value]`
153151

154152
Replace `[Outcome value]` here with your roll's outcome. Outcomes can be either a string describing the outcome of a roll OR a `next: [History event name]` key-value pair.
155153

154+
# Optional
155+
156156
`next`
157157

158-
Controls what history event to roll next.
158+
Dictates what history event to roll next.
159159

160160
`<ROLL X#>`
161161

docs/index.md

Lines changed: 9 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1,15 +1,19 @@
1-
# The System
1+
# The Idea is Here
22

3-
MakeRPG is intended to be a system that allows anyone who can edit plain text YAML files to make automatic characters and game systems.
3+
MakeRPG is intended to be a system that allows anyone who can edit plain text YAML files to make automatic characters from game systems.
44

5-
You can find the rules for creating the two necessary YAML files on the left pane of this website.
5+
# [The Code is on GitHub](https://github.com/ericearlpdx/MakeRPG)
6+
7+
The actual code is open-sourced on GitHub. It is written by `ericearlpdx` in Python 3.7 using Django 2.1. The CharacterCreator app's random name generator list of names was built using U.S. Census data. Please file bugs and feature requests using the [MakeRPG GitHub issues page](https://github.com/ericearlpdx/MakeRPG/issues).
68

79
# YAML Files
810

11+
You can find the rules for creating the two necessary YAML files in the left menu of this readthedocs website.
12+
913
"YAML Ain't Markup Language" (YAML) files have a few basic formatting rules.
1014

11-
1. Every character within the file is treated as a character, so quotatons and punctutation are not necessary, but they are allowed.
12-
1. "Octothorpes" or "pound signs" or "hashtags" `#` are always ignored by programs that are reading or parsing YAML files.
15+
1. Every character within the file is treated as a character, so quotations and punctuation are not necessary, but they are allowed.
16+
1. "Octothorpes" or "pound signs" or "hashtags" `#` are ignored by programs that are reading or parsing YAML files.
1317
1. "Keys" or "Keywords" are always the first thing followed by a colon and a space `: ` and then a "Value".
1418
1. You can either have:
1519
- Single values

0 commit comments

Comments
 (0)