//------------------------------------------------------------------------------ //Character Creation Data // //Character creation settings. //This also contains references to other fields or tables. //------------------------------------------------------------------------------ VdlClass { name = "SlotAppearance" fields = [ VdlField { name = "slot_name" type = "STRING" comment = "Name of slot" } VdlField { name = "appearance" type = "STRING" comment = "Appearance for the slot" } VdlField { name = "tint1" type = "VEC3" default = ( 1.0 1.0 1.0 ) } VdlField { name = "tint2" type = "VEC3" default = ( 1.0 1.0 1.0 ) } ] } VdlClass { name = "DressedAppearance" fields = [ VdlField { name = "base_appearance" type = "STRING" comment = "Base appearance (the body)" } VdlField { name = "base_tint1" type = "VEC3" default = ( 1.0 1.0 1.0 ) } VdlField { name = "base_tint2" type = "VEC3" default = ( 1.0 1.0 1.0 ) } VdlField { name = "aSlotAppearances" type = "ARRAY" comment = "Array of appearances for equipment" } ] } VdlClass { name = "StatueAppearance" fields = [ VdlField { name = "race_name" type = "STRING" comment = "VDL race name of statue (i.e. darkelf, not Dark Elf)" } VdlField { name = "aDressedAppearances" type = "ARRAY" comment = "Array of DressedAppearances to randomly pick from for this statue" } ] } VdlClass { name = "ConversationChoice" fields = [ VdlField { name = "text" type = "STRING" comment = "Text to display for the choice" } VdlField { name = "dest_node_name" type = "STRING" comment = "Name of node this choice goes to. If non-null, when chosen conv goes to this node." } VdlField { name = "return_value" type = "INT" default = 0 comment = "Value returned to scene when closed; this is used if dest_node_name is null." } ] } VdlClass { name = "ConversationNode" fields = [ VdlField { name = "node_name" type = "STRING" comment = "Name of node; this serves as the target for choices." } VdlField { name = "text" type = "STRING" comment = "Main text to display for the node." } VdlField { name = "aChoices" type = "ARRAY" comment = "Array of ConversationChoices" } ] } //------------------------------------------------------------------------------ // RaceInfoLore // // This data is displayed during character creation to give background on the // races //------------------------------------------------------------------------------ VdlClass { name = "RaceInfoLore" fields = [ VdlField { name = "race" type = "STRING" comment = "name of the race" } VdlField { name = "summary" type = "STRING" comment = "brief summary of race displayed above portraits" default = "Are very nice people." } VdlField { name = "description" type = "STRING" comment = "description of the race" } VdlField { name = "history" type = "STRING" comment = "history of the race" } VdlField { name = "role_playing" type = "STRING" comment = "role playing of the race" } ] } //------------------------------------------------------------------------------ // CommonDescription // // This is common text for all races that describes the individual abilities // or traits //------------------------------------------------------------------------------ VdlClass { name = "CommonDescription" fields = [ VdlField { name = "name" type = "STRING" } VdlField { name = "description" type = "STRING" } ] } //------------------------------------------------------------------------------ // CommonAbilitiesTraits // // These are the descriptions of the abilities and traits are displayed (when // appropriate) for the race ability information screen. //------------------------------------------------------------------------------ VdlClass { name = "CommonAbilitiesTraits" fields = [ VdlField { //---------------------- // CommonDescription[] //---------------------- name = "aAbilities" type = "ARRAY" } VdlField { //---------------------- // CommonDescription[] //---------------------- name = "aTraits" type = "ARRAY" } ] } //------------------------------------------------------------------------------ // RaceAbility // // This describes the value of one abilty for a particular race and allows for // an additional footnote after the common ability text. //------------------------------------------------------------------------------ VdlClass { name = "RaceAbility" fields = [ VdlField { name = "name" type = "STRING" } VdlField { name = "value" type = "INT" } VdlField { name = "footnote" type = "STRING" } ] } //------------------------------------------------------------------------------ // RaceTrait // // This describes the value of one trait for a particular race and allows for an // additional footnote after the common trait text. //------------------------------------------------------------------------------ VdlClass { name = "RaceTrait" fields = [ VdlField { name = "name" type = "STRING" } VdlField { name = "footnote" type = "STRING" } ] } //------------------------------------------------------------------------------ // RaceInfoAbilities // // This data is displayed during character creation to give background on the // races. Each race may define multiple abilities and traits with footnotes // specific to that race. //------------------------------------------------------------------------------ VdlClass { name = "RaceInfoAbilities" fields = [ VdlField { //---------------------- // Array of RaceAbility //---------------------- name = "aAbilities" type = "ARRAY" } VdlField { //---------------------- // Array of RaceTrait //---------------------- name = "aTraits" type = "ARRAY" } ] } //------------------------------------------------------------------------------ // CommonClassNode //------------------------------------------------------------------------------ VdlClass { name = "CommonClassNode" fields = [ VdlField { name = "name" type = "STRING" } VdlField { name = "description" type = "STRING" } VdlField { name = "equipment" type = "STRING" } VdlField { name = "aChildren" type = "ARRAY" } ] } //------------------------------------------------------------------------------ // CommonClassDescription // // This gives the generic (non race) description of the archetypes, classes, and // subclasses and the hierarchy //------------------------------------------------------------------------------ VdlClass { name = "CommonClassDescription" fields = [ VdlField { name = "aClassHierarchy" type = "ARRAY" } ] } //------------------------------------------------------------------------------ // RaceClassNode //------------------------------------------------------------------------------ VdlClass { name = "RaceClassNode" fields = [ VdlField { name = "name" type = "STRING" } VdlField { name = "level" type = "INT" } VdlField { name = "footnote" type = "STRING" } ] } //------------------------------------------------------------------------------ // NamePattern //------------------------------------------------------------------------------ VdlClass { name = "NamePattern" fields = [ VdlField { name = "pattern" type = "STRING" } VdlField { name = "flag" type = "STRING" } VdlField { name = "probability" type = "INT" } ] } //------------------------------------------------------------------------------ // RaceGenderNames // // This gives the archetype, class, subclass hierarchy and race specific footnotes //------------------------------------------------------------------------------ VdlClass { name = "RaceGenderNames" fields = [ VdlField { name = "aNamePattern" type = "ARRAY" } ] } //------------------------------------------------------------------------------ // RaceClassDescription // // This gives the archetype, class, subclass hierarchy and race specific footnotes //------------------------------------------------------------------------------ VdlClass { name = "RaceClassDescription" fields = [ VdlField { name = "aClass" type = "ARRAY" } ] } //------------------------------------------------------------------------------ // CharacterCreationZone // // Describes the zone and locations within the zone for character create //------------------------------------------------------------------------------ VdlClass { name = "CharacterCreationZone" fields = [ //Name of zone VdlField { name = "zoneName" type = "STRING" } //Fixed date/time for the scene. VdlField { name = "date" type = "Date" } // Emotes VdlField { name = "aValidEmotes" type = "ARRAY" } // Kludge VdlField { name = "actorGroundOffset" type = "FLOAT" } // Postion from which to look at actor VdlField { name = "cameraActorPosition" type = "Position" } // Position in which to place actor VdlField { name = "actorPosition" type = "Position" } // camera position during the options screen VdlField { name = "cameraOptionsPosition" type = "Position" } // fly around the zone when no characters VdlField { name = "aCameraOrbitPositions" type = "ARRAY" } ] }