//------------------------------------------------------------------------------
//Character Creation Data
//
//Settings for character selection.
//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"
}
]
}