http://hlkitwiki.wolflair.com/index.php5?title=Components_and_Component_Sets&feed=atom&action=historyComponents and Component Sets - Revision history2024-03-29T06:29:05ZRevision history for this page on the wikiMediaWiki 1.25.3http://hlkitwiki.wolflair.com/index.php5?title=Components_and_Component_Sets&diff=579&oldid=prevRob at 07:08, 22 November 20082008-11-22T07:08:24Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 07:08, 22 November 2008</td>
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<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">[Context: [[Home</del>|<del class="diffchange diffchange-inline">HL Kit]] &#133; [[Basic Concepts and Terminology]] &#133; [[</del>Structural Building Blocks<del class="diffchange diffchange-inline">]]]</del></div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Each distinct type of game system object is defined via a unique component set (often shortened to "compset"). The component set defines a specific set of characteristics for an object type. For example, in the d20 System, skills have a particular set of behaviors (e.g. the number of skill points assigned, the linked attribute, etc.), while weapons have a different set of behaviors (e.g. damage type, damage value, critical score, etc.). A separate compset is therefore defined for each type of object you want to create.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Each distinct type of game system object is defined via a unique component set (often shortened to "compset"). The component set defines a specific set of characteristics for an object type. For example, in the d20 System, skills have a particular set of behaviors (e.g. the number of skill points assigned, the linked attribute, etc.), while weapons have a different set of behaviors (e.g. damage type, damage value, critical score, etc.). A separate compset is therefore defined for each type of object you want to create.</div></td></tr>
</table>Robhttp://hlkitwiki.wolflair.com/index.php5?title=Components_and_Component_Sets&diff=136&oldid=prevRob: New page: Category:Basic Concepts and Terminology [Context: HL Kit … Basic Concepts and Terminology … Structural Building Blocks] Each distinct type of game system ob...2008-11-16T01:57:36Z<p>New page: <a href="/index.php5?title=Category:Basic_Concepts_and_Terminology&action=edit&redlink=1" class="new" title="Category:Basic Concepts and Terminology (page does not exist)">Category:Basic Concepts and Terminology</a> [Context: <a href="/index.php5?title=Home" title="Home">HL Kit</a> <a href="/index.php5?title=Basic_Concepts_and_Terminology" title="Basic Concepts and Terminology">Basic Concepts and Terminology</a> <a href="/index.php5?title=Structural_Building_Blocks" title="Structural Building Blocks">Structural Building Blocks</a>] Each distinct type of game system ob...</p>
<p><b>New page</b></p><div>[[Category:Basic Concepts and Terminology]]<br />
[Context: [[Home|HL Kit]] &#133; [[Basic Concepts and Terminology]] &#133; [[Structural Building Blocks]]]<br />
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Each distinct type of game system object is defined via a unique component set (often shortened to "compset"). The component set defines a specific set of characteristics for an object type. For example, in the d20 System, skills have a particular set of behaviors (e.g. the number of skill points assigned, the linked attribute, etc.), while weapons have a different set of behaviors (e.g. damage type, damage value, critical score, etc.). A separate compset is therefore defined for each type of object you want to create.<br />
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Compsets get their name because they are actually a set of one or more components. Various object types will have similar behaviors to each other. For example, all types of equipment have a cost and weight, whether the equipment is a weapon, armor, magical rope, or merely a wineskin. All of the details associated with the cost and weight of equipment should ideally be handled in a simple, consistent fashion. By defining a single component that handles everything to do with cost and weight, and re-using that within the various compsets for each equipment type, the Kit becomes powerful, flexible, and efficient for the data file author.<br />
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Through the intelligent design of components and component sets, you can re-use common logic across multiple similar object types. The Kit provides a number of standard components and compsets that you can readily build upon and/or adapt to the specifics of your game system.</div>Rob