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	<id>https://hlkitwiki.wolflair.com//index.php?action=history&amp;feed=atom&amp;title=Components_and_Component_Sets</id>
	<title>Components and Component Sets - Revision history</title>
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	<updated>2026-05-05T17:05:23Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://hlkitwiki.wolflair.com//index.php?title=Components_and_Component_Sets&amp;diff=579&amp;oldid=prev</id>
		<title>Rob at 07:08, 22 November 2008</title>
		<link rel="alternate" type="text/html" href="https://hlkitwiki.wolflair.com//index.php?title=Components_and_Component_Sets&amp;diff=579&amp;oldid=prev"/>
		<updated>2008-11-22T07:08:24Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:08, 22 November 2008&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; 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;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:&lt;/del&gt;Basic Concepts and Terminology&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; 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;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{context|&lt;/ins&gt;Basic Concepts and Terminology|Structural Building Blocks&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; 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;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[Context: [[Home&lt;/del&gt;|&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;HL Kit]] &amp;amp;#133; [[Basic Concepts and Terminology]] &amp;amp;#133; [[&lt;/del&gt;Structural Building Blocks&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each distinct type of game system object is defined via a unique component set (often shortened to &amp;quot;compset&amp;quot;). 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.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each distinct type of game system object is defined via a unique component set (often shortened to &amp;quot;compset&amp;quot;). 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.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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		<author><name>Rob</name></author>
	</entry>
	<entry>
		<id>https://hlkitwiki.wolflair.com//index.php?title=Components_and_Component_Sets&amp;diff=136&amp;oldid=prev</id>
		<title>Rob: New page: Category:Basic Concepts and Terminology [Context: HL Kit &amp;#133; Basic Concepts and Terminology &amp;#133; Structural Building Blocks]  Each distinct type of game system ob...</title>
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		<updated>2008-11-16T01:57:36Z</updated>

		<summary type="html">&lt;p&gt;New page: &lt;a href=&quot;/index.php?title=Category:Basic_Concepts_and_Terminology&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Category:Basic Concepts and Terminology (page does not exist)&quot;&gt;Category:Basic Concepts and Terminology&lt;/a&gt; [Context: &lt;a href=&quot;/index.php?title=Home&quot; title=&quot;Home&quot;&gt;HL Kit&lt;/a&gt; � &lt;a href=&quot;/index.php?title=Basic_Concepts_and_Terminology&quot; title=&quot;Basic Concepts and Terminology&quot;&gt;Basic Concepts and Terminology&lt;/a&gt; � &lt;a href=&quot;/index.php?title=Structural_Building_Blocks&quot; title=&quot;Structural Building Blocks&quot;&gt;Structural Building Blocks&lt;/a&gt;]  Each distinct type of game system ob...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Basic Concepts and Terminology]]&lt;br /&gt;
[Context: [[Home|HL Kit]] &amp;amp;#133; [[Basic Concepts and Terminology]] &amp;amp;#133; [[Structural Building Blocks]]]&lt;br /&gt;
&lt;br /&gt;
Each distinct type of game system object is defined via a unique component set (often shortened to &amp;quot;compset&amp;quot;). 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>Rob</name></author>
	</entry>
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