root/rpgcharacter/attributes/attribute
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Content: name (type: string) , value (type: float) , initial (type: float) ?, improvement (type: float) ?, racialmod (type: float) ?, natural (type: float) ?, augmentation (type: float) ?, max (type: float) ?, initialcost (type: float) ?, additionalcost (type: float) ?, maxcost (type: float) ?, note (type: string) *, relatedvalues (type: namevaluelist) ?
Description: The attribute
tag describes one of the
character's physical or mental attrbutes (e.g. strength, intelligence, etc.).
name
describes the name of the attribute. Generally, a given
game system will standardize the values allowed in this tag, but these
are not enforced by this standard.value
describes the typical value of the attribute (after all
racial modifications, augmentations, etc are taken into account.initial
describes "natural" value of the attribute when the character was
first created. Providing this tag is generally useful only for game systems
that limit the number of times an attribute can be improved, or those that
charge more to raise attributes that have been previously raised. This
value does not include racial modification.improvement
describes the amount by which the attrbite has been
raised with "improvement points" (e.g. XP, Legend Points, Karma, Character
Points) after the character's initial creation. If this tag is not present,
the racial modification is assumed to be zero.racialmod
describes amount by which the character's race alters
this attribute. If this tag is not present, the racial modification is assumed
to be zero.natural
describes the attribute's current "natural" level. This
is generally equal to the sum of the initial
, improvement
and racialmod
values.augmentation
describes amount by which all of the character's
augmentations, powers, etc. affect this attribute. If this tag is not present,
the racial modification is assumed to be zero. Typically, the value
tag is the sum of the natural
and augmentation
values.max
describes the attribute's natural maximum.initialcost
records the initial character development cost of
this attribute, if any.additionalcost
records the the number of "improvement points"
(e.g. XP, Legend Points, Karma, Character Points) that have been used to raise
this attribute since character creation, if any.maxcost
describes the maximum number of points that can be spent
improving this attribute. This is only useful for some systems.note
a note about the attribute. An attribute can have zero of more notes.relatedvalues
contains a list of values that are based upon
the value of this attrbute, if any. For example, Earthdawn has a Step value
and Action Dice calculated for each attribute.Code Fragment
<xs:complexType name="attribute">
<xs:sequence>
<xs:element type="xs:string" name="name"/>
<xs:element type="xs:float" name="value"/>
<xs:element type="xs:float" name="initial" minOccurs="0" maxOccurs="1"/>
<xs:element type="xs:float" name="improvement" minOccurs="0" maxOccurs="1"/>
<xs:element type="xs:float" name="racialmod" minOccurs="0" maxOccurs="1"/>
<xs:element type="xs:float" name="natural" minOccurs="0" maxOccurs="1"/>
<xs:element type="xs:float" name="augmentation" minOccurs="0" maxOccurs="1"/>
<xs:element type="xs:float" name="max" minOccurs="0" maxOccurs="1"/>
<xs:element type="xs:float" name="initialcost" minOccurs="0" maxOccurs="1"/>
<xs:element type="xs:float" name="additionalcost" minOccurs="0" maxOccurs="1"/>
<xs:element type="xs:float" name="maxcost" minOccurs="0" maxOccurs="1"/>
<xs:element type="xs:string" name="note" minOccurs="0" maxOccurs="unbounded"/>
<xs:element type="namevaluelist" name="relatedvalues" minOccurs="0" maxOccurs="1"/>
</xs:sequence>
</xs:complexType>