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Add example YAML's
Adding the first example YAML's for history and roles/stats/skills.
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Examples/system_history.yaml

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# "YAML Ain't Markup Language" (YAML) files have a few basic formatting rules.
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# 1. Every character within the file is treated as a character, so quotatons
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# and punctutation are not necessary, but they are allowed.
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# 2. "Octothorpes" or "pound signs" or "hashtags" (#) are always ignored by
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# programs that are reading/parsing YAML files.
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# 3. "Keys" or "Keywords" are always the first thing followed by a colon (:)
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# followed by a space ( ) and then a "Value".
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# 4. You can either have:
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# a) Single values.
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# b) Indented and hyphenated/bulleted lists of values.
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# c) Indented and further expanded keys and values.
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# 5. Indents are made up of 2 or 4 spaces and must be consistent throughout,
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# I prefer 4 spaces for easier readability.
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#
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# In this example History YAML for use with the MakeRPG system's
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# CharacterCreator application, I will demonstrate the rules to follow to build
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# a valid history rolling system specifically for this software.
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#
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# There are more comments throughout, so please read from top to bottom
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### vvv IMPORTANT vvv ###
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# A "START" key: value and an "NPC" key: - list are required for
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# CharacterCreator where values are all "history event names", a.k.a. "events"
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### ^^^ IMPORTANT ^^^ ###
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# The START key's value MUST match a history event name below
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START: Personal Style # here's a basic key: value usage
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# empty lines are okay throughout between keys and values, but not necessary
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# The NPC key's hyphenated list MUST match a history event name below for each
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# bulleted point
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NPC:
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- Personal Style
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- What do you think of people?
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# A "history event" is a single event which you would roll to choose in
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# character creation during a regular game. The order that history events
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# appear does not matter as long as every named event has a matching definition.
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# History events MUST have at least a "dice" and a "roll" key.
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#
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# The dice definition can be any dice definition of
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# the form <QUANTITY>d<SIDES> <OPTIONAL + or -> <OPTIONAL OFFSET>, where
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# <QUANTITY> MUST be an integer/whole number value of dice to throw, <SIDES>
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# MUST be an integer/whole number greater than 1 representing the number of
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# sides or possibilities of the dice, <OPTIONAL + or -> is an optional addition
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# or subtraction to be used with <OPTIONAL OFFSET> which MUST also be an
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# integer/whole number. Examples:
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# a) 1d2
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# b) 5d17
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# c) 1d8 + 4
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# d) 3d6 - 2
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#
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# The roll key's values must themselves be key: values where all the possible
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# dice rolls are represented in the keys. For example, the following history
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# event is a 1d10 dice event, meaning all values between 1 and 10 must have some
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# sort of "outcome" value. In this case the outcomes are a character's
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# preferred personal style.
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Personal Style: # keys can have multiple words and even punctutation
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dice: 1d10 # see the dice rule above
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roll:
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1: Leather # one word or multiple words are fine
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2: Pant-suits # hyphenated words are fine
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3: Suit & tie # special characters and symbols are fine excluding #
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4: EXERCISE wear # a mix of upper-case and lower-case is fine
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5: No real pants. Never real pants. # punctutation and spaces are fine
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6: Trendy/fashionable
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7: Militaristic, official or casual
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8: Street clothes
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9: Nudist
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10: always Mismatched
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next: What do you think of people? # the "next" key indicates what's next
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What do you think of people?: # even punctuation is allowed in event names
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dice: 1d6 # not all dice need to be the same
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roll:
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1-3: Love 'em # you can use hyphens like this to represent a roll span
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4-6: Hate 'em # remember to cover all possible rolls
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next: Age
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# This example shows the special "re-roll" capability with the "<ROLL X>" tag.
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# For every <ROLL X> tag there has to be a reroll key down the line
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Age:
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dice: 1d6 + 16
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roll:
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17: # the roll numbers have to correspond to the dice roll totals
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next: Life # note how no tag means no re-roll, or just 1 roll
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18:
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next: <ROLL X2> Life # roll two times total
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19:
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next: <ROLL X3> Life # roll three times
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20:
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next: <ROLL X4> Life # you get the idea...
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21:
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next: <ROLL X5> Life
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22:
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next: <ROLL X6> Life
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next: Siblings # you can have a next key after the re-rolls if you like
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# This example shows how you can mix next keys with outcomes in rolls.
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# Pay special attention to the reroll at the end.
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Life:
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dice: 1d10
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roll:
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1-3:
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next: The good and bad
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4-6:
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next: Friends or enemies?
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7-8:
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next: Romance!
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9-10: Nothing eventful
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reroll: Life # "reroll" is really "return to the last <ROLL X> tag"
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# In this example we will define a few rolls which lead to a reroll as well as
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# demonstrate the EVEN and ODD roll keywords and the "<NPC type>" tag. Each
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# <NPC type> tag triggers an NPC history events list roll through the NPC: -list
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# defined above and their character name is prepended with the NPC type info.
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#
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# Here we have 7 possible <NPC sibling> rolls and 3 possible only child rolls.
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Siblings:
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dice: 1d10
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roll:
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1:
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next: <NPC sibling> Sibling binary gender
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2:
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next: <ROLL X2> <NPC sibling> Sibling binary gender
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3:
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next: <ROLL X3> <NPC sibling> Sibling binary gender
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4:
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next: <ROLL X4> <NPC sibling> Sibling binary gender
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5:
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next: <ROLL X5> <NPC sibling> Sibling binary gender
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6:
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next: <ROLL X6> <NPC sibling> Sibling binary gender
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7:
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next: <ROLL X7> <NPC sibling> Sibling binary gender
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8-10: Only child
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next: Love affairs # when all the re-rolls are over, next is "Love affairs"
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# Here, regardless of the dice, an odd roll of the dice means a "female" outcome
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# and an even roll means a "male" outcome.
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Sibling binary gender:
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dice: 1d12
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roll:
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ODD: Female
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EVEN: Male
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next: Sibling relative age
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Sibling relative age:
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dice: 1d10
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roll:
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1-5: Older
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6-9: Younger
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10: Twin
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reroll: Sibling binary gender
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# And lastly, you can combine all these things as necessary. This Example
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# triggers four possible different NPC types and two of those are simple
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# outcomes while two of them link off to two more history events (not defined in
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# this file). Since this has no top-level next keyword, the history ends here!
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Love affairs:
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dice: 1d10
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roll:
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1-4: <NPC happy love> Happiness
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5:
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next: <NPC tragic love> Tragedy
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6-7:
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next: <NPC problematic love> Problems
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8-10: <NPC date> Dating

Examples/system_stats_skills.yaml

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# "YAML Ain't Markup Language" (YAML) files have a few basic formatting rules.
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# 1. Every character within the file is treated as a character, so quotatons
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# and punctutation are not necessary, but they are allowed.
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# 2. "Octothorpes" or "pound signs" or "hashtags" (#) are always ignored by
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# programs that are reading/parsing YAML files.
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# 3. "Keys" or "Keywords" are always the first thing followed by a colon (:)
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# followed by a space ( ) and then a "Value".
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# 4. You can either have:
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# a) Single values.
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# b) Indented and hyphenated/bulleted lists of values.
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# c) Indented and further expanded keys and values.
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# 5. Indents are made up of 2 or 4 spaces and must be consistent throughout,
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# I prefer 4 spaces for easier readability.
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#
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# In this example Stats and Skills YAML for use with the MakeRPG system's
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# CharacterCreator application, I will demonstrate the rules to follow to build
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# a valid stats and skills system specifically for this software.
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#
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# There are more comments throughout, so please read from top to bottom
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### vvv IMPORTANT vvv ###
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# A "roles" key and a "stats" key are required for CharacterCreator
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### ^^^ IMPORTANT ^^^ ###
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# The "roles" indented keywork list is made of roles or what some systems call
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# classes or types. Each role listed after the roles key is the name of that
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# role and each role has two necessary keywords, "special" and "common". The
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# special keyword list is a list of skills that only that role has available.
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# The common keyword bulleted list is skills pulled from the broader pool of
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# skills. The role distributes "role" skill points among these. Any other
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# skills require a separate set of "other" skill points.
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roles:
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Warrior: # this is the role
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special: # here's that special keyword
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Hit hard: 1-8 # this special skill and has a min of 1 and max of 8
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common: # common skills list from the larger pool below in "stats"
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- Buffness
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- Melee
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- Hand-to-hand
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Mage:
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special:
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Magic: 1-4
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common:
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- Read
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- Look cool
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- Be scary
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Rogue:
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special:
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Move fast: 1-6
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common:
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- Talk fast
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- Tell bad jokes
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- Pointy things
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# Here we have the "stats" keyword. Indented under that are the names as you
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# want them of the character stats of the system you're defining. Under each
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# stat are the keywords "stat" and "skills". "stat" is simply the minimum to
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# maximum range of possible values of that stat. "skills" is an indented list
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# of keys and values where the key is the skill name and the value is the
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# minimum to maximum range of possible values of that skill.
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### vvv IMPORTANT vvv ###
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# A minimum value greater than 0 means that minimum number of points will always
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# be spent on that stat or skill from the stat or skill points.
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### ^^^ IMPORTANT ^^^ ###
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# This example only has two stats, "THINK" abd "DO"
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stats:
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THINK:
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stat: 1-18 # all of the ranges can go between any minimum and maximum
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skills:
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Read: 0-4
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Look cool: 0-6
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Be scary: 0-4
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Talk fast: 0-10
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Tell bad jokes: 0-8
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DO:
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stat: 1-8
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skills:
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Buffness: 0-10
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Melee: 0-10
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Hand-to-hand: 0-10
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Pointy things: 0-10

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