This project is read-only.

Mandatory Fields

All entities have a set of fields that are mandatory and common to all of them. This fields allow some basic behavior needed for all entities (filtering, showing information, summaries,...).
  • IsPublic - Boolean, Is Required. Indicates if the data can be seen by players or not. For example, in a game characters can't have an Azrai Bloodline Derivation, so this field is not marked and it will not appear in their choices.
  • Name - String, Is Required, reasonable Maximum Length. Name of the data, used in long summaries.
  • Abbreviation - String, Is Required, Maximum Length of 3. An abbreviation for this data, used in short summaries. For example, LG instead of Lawful Good as an alignment.
  • PublicInformation - String, Not Required, No Maximum Length. Public information about this piece of data.
  • GMInformation - String, Not Required, No Maximum Length. Private information about this piece of data that is only for GMs eyes.
  • HasPublicInformation - Boolean, Computed. Used so players and GMs can see if there is public information attached to this data. Code snippet for this below.
  • HasGMInformation - Boolean, Computed. Used so GMs can see if there is private information attached to this data. Code snippet for this below.

When data is related to a concrete player, it needs two more extra fields.
  • OwnerInformation - String, Not Required, No Maximum Length. Information about this piece of data that is only for the owner and GMs eyes.
  • HasOwnerInformation - Boolean, Computed. Used so the owner player and GMs can see if there is information attached to this data. Code snippet for this below.

HasPublicInformation, HasGMInformation, HasOwnerInformation

partial void HasPublicInformation_Compute(ref bool result)
{
    result = !string.IsNullOrEmpty(this.PublicInfo);
}

partial void HasGMInformation_Compute(ref bool result)
{
    result = !string.IsNullOrEmpty(this.GMInfo);
}

partial void HasOwnerInformation_Compute(ref bool result)
{
    result = !string.IsNullOrEmpty(this.OwnerInfo);
}

Last edited Nov 1, 2011 at 2:01 PM by Vicente, version 6

Comments

No comments yet.