Character Sheet Phase 4 (Savage): Difference between revisions
Line 81: | Line 81: | ||
perform layout[oLogos].render | perform layout[oLogos].render | ||
layout[oLogos].left = width - colwidth | layout[oLogos].left = width - colwidth | ||
~position the activated adjustments at the bottom on the right; this will | ~position the activated adjustments at the bottom on the right; this will | ||
Line 95: | Line 88: | ||
perform layout[oAdjust].render | perform layout[oAdjust].render | ||
layout[oAdjust].top = extent - layout[oAdjust].height | layout[oAdjust].top = extent - layout[oAdjust].height | ||
~position the rightside layout in the remaining space on the right | |||
layout[oRightSide].width = colwidth | |||
layout[oRightSide].top = layout[oLogos].bottom + global[sectiongap] | |||
layout[oRightSide].left = layout[oLogos].left | |||
layout[oRightSide].height = layout[oAdjust].top - global[sectiongap] - layout[oRightSide].top | |||
perform layout[oRightSide].render | |||
~position the armory layout within the remaining space on the right | ~position the armory layout within the remaining space on the right | ||
Line 100: | Line 100: | ||
layout[oArmory].top = layout[oRightSide].bottom + global[sectiongap] | layout[oArmory].top = layout[oRightSide].bottom + global[sectiongap] | ||
layout[oArmory].left = layout[oLogos].left | layout[oArmory].left = layout[oLogos].left | ||
layout[oArmory].height = layout[oAdjust].top - global[sectiongap] - layout[oArmory].top | |||
~if the top of the armory layout is below the adjustments layout, there is no | |||
~room for it, so hide it; otherwise, set height and render the layout properly | |||
if (layout[oArmory].top >= layout[oAdjust].top) then | |||
layout[oArmory].visible = 0 | |||
else | |||
layout[oArmory].height = layout[oAdjust].top - global[sectiongap] - layout[oArmory].top | |||
perform layout[oArmory].render | |||
endif | |||
~position the gear layout in whatever space is left on the right | ~position the gear layout in whatever space is left on the right | ||
Line 107: | Line 114: | ||
layout[oGear].top = layout[oArmory].bottom + global[sectiongap] | layout[oGear].top = layout[oArmory].bottom + global[sectiongap] | ||
layout[oGear].left = layout[oLogos].left | layout[oGear].left = layout[oLogos].left | ||
layout[oGear].height = layout[oAdjust].top - global[sectiongap] - layout[oGear].top | |||
~if the top of the gear layout is below the adjustments layout, there is no | |||
~room for it, so hide it; otherwise, set height and render the layout properly | |||
if (layout[oGear].top >= layout[oAdjust].top) then | |||
layout[oGear].visible = 0 | |||
else | |||
layout[oGear].height = layout[oAdjust].top - global[sectiongap] - layout[oGear].top | |||
perform layout[oGear].render | |||
endif | |||
]]></position> | ]]></position> | ||
</sheet> | </sheet> |
Revision as of 10:37, 20 January 2009
Context: HL Kit … Authoring Examples … Savage Worlds Walk-Through
Overview
In the previous stage of creating the character sheet, we got started on the right side and solved the most complex piece of the output in arcane powers. The remainder of the right side of the sheet introduce a few more wrinkles, but everything should proceed smoothly from this point forward.
Breaking the Right Side into Sections
The biggest remaining issue with the right side of the sheet is managing our vertical space appropriately. If a character has arcane powers, a bunch of weapons, and lots of gear, there might not be enough space on the right side in which to fit it all. It's perfectly reasonable for that to happen, and we can safely spill the remaining items onto a second page. However, we should give thought to which information is given priority for being shown on the first page and what we're happy to let fall to the second page.
It's very important that we show the region for tracking health on the first page, since that will come into play regularly for many games. Since we're pairing the health and injuries up side-by-side, we need to ensure those get included on the first page. We should also be sure to include a reminder of any actively enabled adjustments on the first page. Weapons and armor are a secondary priority, with gear being the lowest priority for the first page.
In order to ensure that we honor these priorities, we need to carve the right side of the page up into pieces that can be placed in an appropriate sequence. So we need create a new layout that encompasses the material we'll place in the lower right corner, then we need to position it after the powers are handled. Within the remaining space, we can position a separate layout that includes weapons and armor. If we still have space left, then we can squeeze our gear into that region via a third layout.
So our next order of business is to setup these three layouts. We already have a layout for the weapons and armor that we can use. For the gear, we have the table portal and simply need a layout to contain it. That layout can be defined easily as shown below, and we must remove the portal reference from the "oRightSide" layout.
<layout id="oGear"> <portalref portal="oGear"/> <position><![CDATA[ ~position the various tables appropriately perform portal[oGear].autoplace ~our layout height is the extent of the elements within height = autotop ]]></position> </layout>
The Skeleton files provide us with a table of adjustments and a layout that contains them. For simplicity, we'll just use this layout as our third layout. When we need to add injuries and such, we'll integrate them into this layout. So we don't need to do anything further with this layout.
The final thing we need to do is properly revise the sheet to incorporate these three layouts. We also need to handle these layouts within the Position script for the sheet. This entails positioning the current "oRightSide" layout, then placing the "oAdjust" layout anchored to the bottom of the sheet. Once that's done, we can position the "oArmory" layout beneath the "oRightSide" layout, using up whatever space is available. We'll place the "oGear" layout last, using the final remnants of space on the character sheet. The updated contents of the "standard1" sheet should look like the one shown below.
<sheet id="standard1" name="Standard character sheet, page #1"> <layoutref layout="oLogos"/> <layoutref layout="oLeftSide"/> <layoutref layout="oRightSide"/> <layoutref layout="oAdjust"/> <layoutref layout="oArmory"/> <layoutref layout="oGear"/> <layoutref layout="oValidate"/> <position><![CDATA[ ~set this global variable to 1 if you want the logos to be stacked; a value ~of zero places them side-by-side global[stacklogos] = 0 ~setup the gap to be used between the various sections of the character sheet autogap = 40 global[sectiongap] = autogap ~calculate the width of the two columns of the character sheet, leaving a ~suitable center gap between them var colwidth as number colwidth = (width - 50) / 2 ~if the user wants to omit the validation report, the hide it and allow the ~rest of the sheet to fill that space; otherwise, output the layout and the ~top of the validation report establishes the bottom for all other output var extent as number if (hero.tagis[source.Validation] = 0) then layout[oValidate].visible = 0 extent = height else layout[oValidate].width = width perform layout[oValidate].render layout[oValidate].top = height - layout[oValidate].height extent = layout[oValidate].top - global[sectiongap] endif ~position the leftside layout in the upper left corner layout[oLeftSide].width = colwidth layout[oLeftSide].height = extent - layout[oLeftSide].top perform layout[oLeftSide].render ~position the logos layout in the upper right corner layout[oLogos].width = colwidth perform layout[oLogos].render layout[oLogos].left = width - colwidth ~position the activated adjustments at the bottom on the right; this will ~establish the remaining space available on the right for other layouts layout[oAdjust].width = colwidth layout[oAdjust].left = layout[oLogos].left perform layout[oAdjust].render layout[oAdjust].top = extent - layout[oAdjust].height ~position the rightside layout in the remaining space on the right layout[oRightSide].width = colwidth layout[oRightSide].top = layout[oLogos].bottom + global[sectiongap] layout[oRightSide].left = layout[oLogos].left layout[oRightSide].height = layout[oAdjust].top - global[sectiongap] - layout[oRightSide].top perform layout[oRightSide].render ~position the armory layout within the remaining space on the right layout[oArmory].width = colwidth layout[oArmory].top = layout[oRightSide].bottom + global[sectiongap] layout[oArmory].left = layout[oLogos].left ~if the top of the armory layout is below the adjustments layout, there is no ~room for it, so hide it; otherwise, set height and render the layout properly if (layout[oArmory].top >= layout[oAdjust].top) then layout[oArmory].visible = 0 else layout[oArmory].height = layout[oAdjust].top - global[sectiongap] - layout[oArmory].top perform layout[oArmory].render endif ~position the gear layout in whatever space is left on the right layout[oGear].width = colwidth layout[oGear].top = layout[oArmory].bottom + global[sectiongap] layout[oGear].left = layout[oLogos].left ~if the top of the gear layout is below the adjustments layout, there is no ~room for it, so hide it; otherwise, set height and render the layout properly if (layout[oGear].top >= layout[oAdjust].top) then layout[oGear].visible = 0 else layout[oGear].height = layout[oAdjust].top - global[sectiongap] - layout[oGear].top perform layout[oGear].render endif ]]></position> </sheet>
Adjustments
Since the adjustments layout is always going to be given priority in the lower right corner, we should make sure it's all working now. The only time the adjustments table appears is when one or more in-play or permanent adjustments are enabled for the character when the sheet is printed. For testing, we can add a few of each and preview the character sheet. They appear nicely in the lower right corner, so there's nothing further we need to do to handle them now.
Injuries and Health
The plan is to always show any injuries in the lower right corner, along with a place to track health and power points. The injuries can be managed as a simple table portal, while the condition tracking requires that we implement something that is a little more complex. We could keep things easy by just inserting a graphic, or we could actually construct something that will work. We'll try the latter, without going overboard.
Injuries Table
Before we do that, though, we'll first get the injuries table into place. The table simply lists all injuries, and we'll need to provide a template that displays each individual injury appropriately. For the template, we just need something simple that will show the name of the injury. We can clone and adapt the template used for adjustments. This results in the table portal and template shown below.
<portal id="oInjury" style="outNormal"> <output_table component="Injury" showtemplate="oInjury"> <headertitle><![CDATA[ @text = "Injuries" ]]></headertitle> </output_table> </portal> <template id="oInjury" name="Output Injuries Table" compset="Injury" marginhorz="10"> <portal id="name" style="outNormLt"> <output_label field="name"> </output_label> </portal> <position><![CDATA[ ~our height is the vertical extent of our portals height = portal[name].height if (issizing <> 0) then done endif ~size the name to fit the available space perform portal[name].sizetofit[36] ]]></position> </template>
Health in Template
For tracking health, the standard representation in Savage Worlds is a Wounds progression from one end and a Fatigue progression from the other end. This can probably be best implemented via a handful of portals. Since the contents of those portals have no relationship to any aspects of the character, no template is truly necessary. However, it's probably easiest to manage this via a template, so that's the approach we'll use.
We need a total of eight portals within our template. We need one to indicate "Wounds" on the left and another to indicate "Fatigue" on the right. We then need the "Incapacitated" indicator as a third portal, along with three progressive increments for wounds and two for fatigue. We'll place the two labels in the upper left and upper right corners of the span within which the condition tracking is shown. The six health levels will then be arrayed across the full width of the span. This results in a template that should look like the following.
<template id="oCondition" name="Output Condition" compset="Actor"> <portal id="wounds" style="outNameCtr"> <output_label text="Wounds"> </output_label> </portal> <portal id="fatigue" style="outNameCtr"> <output_label text="Fatigue"> </output_label> </portal> <portal id="wound1" style="outNameCtr"> <output_label text="-1"> </output_label> </portal> <portal id="wound2" style="outNameCtr"> <output_label text="-2"> </output_label> </portal> <portal id="wound3" style="outNameCtr"> <output_label text="-3"> </output_label> </portal> <portal id="fatigue1" style="outNameCtr"> <output_label text="-1"> </output_label> </portal> <portal id="fatigue2" style="outNameCtr"> <output_label text="-2"> </output_label> </portal> <portal id="incapac" style="outNameCtr"> <output_label text="INC"> </output_label> </portal> <position><![CDATA[ ~position the labels at the top portal[wounds].top = 0 portal[fatigue].top = 0 ~position all health levels beneath the labels with a common baseline perform portal[wound1].alignrel[ttob,wounds,10] perform portal[wound2].alignrel[btob,wound1,0] perform portal[wound3].alignrel[btob,wound1,0] perform portal[fatigue1].alignrel[btob,wound1,0] perform portal[fatigue2].alignrel[btob,wound1,0] perform portal[incapac].alignrel[btob,wound1,0] ~position the labels at the left and right edges portal[wounds].left = 0 perform portal[fatigue].alignedge[right,0] ~put the -1 levels at each end portal[wound1].left = 0 perform portal[fatigue1].alignedge[right,0] ~determine the remaining span over which the portals extend var span as number span = portal[fatigue1].left - portal[wound1].right ~tally the total width of the remaining health level portals var used as number used = portal[wound2].width + portal[wound3].width used += portal[fatigue2].width + portal[incapac].width ~divvy up the remaining horizontal space into equal pieces and use as spacing ~for positioning the various health level horizontally var each as number each = span - used each = round(each / 5,0,0) perform portal[wound2].alignrel[ltor,wound1,each] perform portal[wound3].alignrel[ltor,wound2,each] perform portal[fatigue2].alignrel[rtol,fatigue1,-each] ~size and center the incapacitated cell in the remaining space each = (portal[fatigue2].left - portal[wound3].right - portal[incapac].width) / 2 perform portal[incapac].alignrel[ltor,wound3,each] ~our height is the bottom extent of the portals height = portal[wound1].bottom ]]></position> </template>
This looks passable, but it would really benefit by having a soft grey border around the region to set it off nicely. Unlike portals, we cannot simply put a border around a template. So we'll need to add the border via a portal within the template. This entails adding a new portal whose sole purpose is to provide the border. We then setup a margin around the edges by positioning the portals with a gap all the way around. Once that's done, we can size the border portal to encompass the full region of the other portals, resulting in a border being drawn around a collection of portals. The new portal and the revised Position script are shown below.
<portal id="border1" style="outGreyBox"> <output_label text=" "> </output_label> </portal> <position><![CDATA[ ~leave a margin around all edges to draw our border var margin as number margin = 10 ~position the labels at the top portal[wounds].top = margin portal[fatigue].top = margin ~position all health levels beneath the labels with a common baseline perform portal[wound1].alignrel[ttob,wounds,10] perform portal[wound2].alignrel[btob,wound1,0] perform portal[wound3].alignrel[btob,wound1,0] perform portal[fatigue1].alignrel[btob,wound1,0] perform portal[fatigue2].alignrel[btob,wound1,0] perform portal[incapac].alignrel[btob,wound1,0] ~position the labels at the left and right edges portal[wounds].left = margin perform portal[fatigue].alignedge[right,-margin] ~put the -1 levels at each end portal[wound1].left = margin perform portal[fatigue1].alignedge[right,-margin] ~determine the remaining span over which the portals extend var span as number span = portal[fatigue1].left - portal[wound1].right ~tally the total width of the remaining health level portals var used as number used = portal[wound2].width + portal[wound3].width used += portal[fatigue2].width + portal[incapac].width ~divvy up the remaining horizontal space into equal pieces and use as spacing ~for positioning the various health level horizontally var each as number each = span - used each = round(each / 5,0,0) perform portal[wound2].alignrel[ltor,wound1,each] perform portal[wound3].alignrel[ltor,wound2,each] perform portal[fatigue2].alignrel[rtol,fatigue1,-each] ~size and center the incapacitated cell in the remaining space each = (portal[fatigue2].left - portal[wound3].right - portal[incapac].width) / 2 perform portal[incapac].alignrel[ltor,wound3,each] ~set the first border to span the full dimensions of the health tracker portal[border1].width = width portal[border1].height = portal[wound1].bottom + margin ~position and size the power level condition perform portal[power].alignrel[ttob,border1,10 + margin] portal[power].left = margin portal[power].width = width - margin ~set the first border to span the full dimensions of the power tracker portal[border2].top = portal[power].top - margin portal[border2].width = width portal[border2].height = portal[power].height + margin * 2 ~our height is the bottom extent of the second border height = portal[border2].bottom ]]></position>
Power Points Tracking
Positioning the Pieces
<layout id="oAdjust"> <portalref portal="oAdjust"/> <portalref portal="oInjury"/> <portalref portal="oNoInjury"/> <templateref template="oCondition" thing="actor" ispick="yes"/> <position><![CDATA[ ~position the adjustments table at the top perform portal[oAdjust].autoplace ~position the injuries table in the left 40% beneath the adjustments ~Note: We don't use autoplace, since we never want the table hidden portal[oInjury].left = 0 portal[oInjury].top = autotop + global[sectiongap] portal[oInjury].width = width * .4 portal[oInjury].height = 5000 ~if there are no injuries, indicate that fact if (portal[oInjury].itemsshown <> 0) then portal[oNoInjury].visible = 0 else perform portal[oNoInjury].centeron[horz,oInjury] perform portal[oNoInjury].alignrel[ttob,oInjury,10] endif ~position the condition template to the right of the injuries template[oCondition].left = portal[oInjury].right + 50 template[oCondition].top = portal[oInjury].top template[oCondition].width = width - template[oCondition].left perform template[oCondition].render ~our layout height is the bottom extent of the elements within height = maximum(portal[oInjury].bottom,template[oCondition].bottom) ]]></position> </layout>
Handling No Injuries
<portal id="oNoInjury" style="outNormal"> <output_label text="-None-"> </output_label> </portal>